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	<updated>2026-07-20T17:30:04Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mark_of_the_Ravadi&amp;diff=142185</id>
		<title>Mark of the Ravadi</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mark_of_the_Ravadi&amp;diff=142185"/>
		<updated>2026-07-20T16:32:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Hywel Summercrow, pleading Clemency for Ravadi Lonestrider&amp;quot;&amp;gt;&lt;br /&gt;
I am Hywel Summer Crow. At the time of granting Sanctuary I was the Cardinal of The Way, and I am here to plead for Clemency.&lt;br /&gt;
&lt;br /&gt;
These two are guilty of attempted murder. There is no question that they attempted to kill an Imperial citizen, Santana i Guerra.&lt;br /&gt;
&lt;br /&gt;
There is no question that Santana i Guerra was a heretic and a blasphemer. Indeed, she has already been executed for her crimes by this very court.&lt;br /&gt;
&lt;br /&gt;
But her crimes were ongoing. Both of the accused spoke to her, and she made it very clear to them that she planned to carry on excommunicating citizens and dedicating others to the false virtue of Hatred. She was deliberately using the inertia of the Imperial justice system to maximise the damage she could do the spirits of the virtuous. The accused spoke to her last night, and her Inquisition was not scheduled to happen until three o’ clock this afternoon. Who knew how many citizens she would corrupt in that time?&lt;br /&gt;
&lt;br /&gt;
It is one of the tenets of Vigilance that you should thwart malice before it strikes against you. The accused saw clear malice, and they saw correctly. They saw imminent strikes against the spirits of Imperial citizens, and they saw correctly. &lt;br /&gt;
&lt;br /&gt;
They did not reach immediately for the blade. They considered how else they might act to stop her. They saw her well protected, and well versed in the laws she was abusing. They could see no other way. They acted.&lt;br /&gt;
&lt;br /&gt;
Then, they owned their actions. From the way they struck it is very clear they made no attempt to conceal their crime. They made full confessions. Under questioning, they refused to accept the lesser charge of assault, for they had intended to kill.&lt;br /&gt;
&lt;br /&gt;
This is the path of the Exemplar Isaella, who slew the mad Emperor Nicovar and immediately gave herself up to the Imperial magistrates. They are guilty of attempted murder, yes, but they acted with virtue.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=RestfulRavadi.jpg|caption=Ravadi Founders&#039; Dance was recognised as an exemplar at the Winter Solstice 387YE.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{SOP|statement=We Recognise Ravadi Founder&#039;s Dance as an exemplar of Vigilance. &#039;&#039;Pilgrimage&#039;&#039; - They left Dawn to join the Founder&#039;s Dance Striding in Navarr, and walked the original path of the Exemplars Navarr and Thorn when the Trods were first created, guarding the world against the vallorn threat with every step. &#039;&#039;Legacy&#039;&#039; - As Champion of Vigilance they were a driving force to forge mere titles into a cohesive organisation worthy to Inspire the Empire, several other Champions have pointed to this as Ravadi&#039;s Legacy. &#039;&#039;Benevolence&#039;&#039; - In sacrificing their dreams for a year to hunt down Bawn-Watch the Champion&#039;s Shield they would never hold, on behalf of every Champion that would follow after. &#039;&#039;Inspiration&#039;&#039; - Their Inspirational Vigilance was recognised by the Assembly in their appointment to Champion, and many priests of Vigilance will attest to this and their work that followed, seek us out.|by=Jared of the Sentinel&#039;s Tower, General Assembly|vote=1126-219|when=Winter 386YE|size=small}}&lt;br /&gt;
{{SOP|statement=We have the exemplar, now where is their tomb? This assembly authorises and applauds the creation of an inspirational site to memorialise the &amp;lt;u&amp;gt;EXEMPLAR OF VIGILANCE, RAVADI FOUNDERS’ DANCE&amp;lt;/u&amp;gt; (consecrated to vigilance, of course).|by=Martin Orchard, Vigilance Assembly|vote=334-20|when=Winter 387YE}}&lt;br /&gt;
{{SOP|statement=This assembly believes the tomb of Ravadi Founders&#039; Dance should be built in Madruga, site of their last sacrifice, site of their eventual victory. Where they fought against the poison in their neighbour&#039;s parched fields.|by=Martin Orchard, Vigilance Assembly|vote=240-0|when=Spring 388YE}}&lt;br /&gt;
For a year and a half, the Synod has been celebrating the life of Ravadi Founder&#039;s Dance. Not long after their death at the age of 23, the Vigilance Assembly judged them to be a key example of their virtue to be remembered and passed down for generations of pilgrims to come. Doubling down, they have seen it fit that Ravadi&#039;s story be elevated above the majority of even other recognised figures by consecrating an inspirational location for pilgrims to visit and consider the lessons they can learn from the example that Ravadi set.&lt;br /&gt;
&lt;br /&gt;
==Founding==&lt;br /&gt;
Ravadi Founders&#039; Dance was born Ravadi Watcher to House Berinore of Dawn in 362YE in the waning years of the reign of Emperor Hugh. They never found their way to seek a Test of Mettle, briefly serving as a Retainer to the famed House Castellan and serving in the Golden Sun as an expert marksman before swearing a Binding of Thorns following a fated meeting with &#039;&#039;&#039;Dalthios Stormbroke&#039;&#039;&#039; and beginning the first of their six pilgrimages to Anvil. It was at Anvil that they found their path of Virtue and was dedicated to Vigilance by &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039; (who notably became Cardinal the same season Ravadi was elected as Champion), and was one of the leading figures in the resurgent movement to reclaim the Pilgrim&#039;s Shields to rebuild the Seven Pilgrims, the Champions of Virtue, including recovering Bawnwatch.&lt;br /&gt;
&lt;br /&gt;
Proactively engaging problems wherever they were faced, they were more keen to pick up their spear and shield and deal with a problem than to have a meeting about it. Indeed, it is said that one of the key factors in the Vigilance Assembly decision was their [[Court_Reports#Reports_from_383YE|attempted murder]] of an alleged Purity cultist at Anvil. They said that their partners in the Great Dance were [[Advisor on the Vallorn]] &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; and the [[Ambassador to Axos]] and now-famous blasphemer &#039;&#039;&#039;Fintan Nighthaven&#039;&#039;&#039;, though did not live to see his fall. After many battles, it was the [[Not_a_drop_to_drink#An_Emerald_Tomb_.28Conjunction.29|fight against the Dry Patricians]] in which they fell to the accursed abominations of Winter Magic, and their remains lost and presumably washed into the Catazar by the flood that cleansed the land of the Parched&#039;s taint.&lt;br /&gt;
&lt;br /&gt;
==Dancing==&lt;br /&gt;
&amp;lt;div {{float}}&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;Ravadi&#039;s Bow&#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; 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; 10 [[white granite]], 5 [[mithril]] only&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; one 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;&lt;br /&gt;
* Does not require one of the Senate&#039;s limited commissions or have labour costs&lt;br /&gt;
* Requires a true liao consecration to provide benefits&#039;&#039;&#039;&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;Effects: &#039;&#039;&#039; &lt;br /&gt;
* Provides an income for the Champion of Vigilance of 24 random ingots&lt;br /&gt;
* Once during the next year, the Vigilance Assembly can mandate the Champion of Vigilance to lead a new venture against a threat they have identified&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; Until the end of Summer Solstice 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;
&amp;lt;div style=&amp;quot;float: left; margin-right: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Partners.jpg|caption=Nathair Autumngale, Ravadi Founders&#039; Dance, Fintan Nighthaven|width=280}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate can commission Ravadi&#039;s Bow without using one of their limited commissions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If Ravadi&#039;s Bow is consecrated with true liao it creates a permanent income for the Champion of Vigilance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once ever, the Assembly of Vigilance can use a mandate to create a new venture in the year after the edifice is consecrated&#039;&#039;&#039;&lt;br /&gt;
It was this final act that was the inspiration behind the Vigilance Assembly choice for where Ravadi&#039;s inspirational memorial should be. This does, unfortunately, present a few problems - the Great Grasses region where Ravadi died was split into the [[Madruga#Quiet_Grasses|Quiet Grasses]] and [[Madruga#Crucible|Crucible]]. The site where they fell specifically is now part of the Quiet Grasses where it is [[Madruga#Quiet|currently impossible]] to create a inspirational location due to the lingering touch of Winter magic.&lt;br /&gt;
&lt;br /&gt;
The extant threads of magic remain potent in Madruga - potent and dangerous. The Wreckers employed a Siakha powered maelstrom to use as a staging point to launch assaults across the entirety of the Bay of Catazar. The wild and currently uncontrolled Crucible is a nexus point for the realms of Adversity (Spring, Night and Winter) which contain the resonances for some of the must dangerous and destructive magic there is.&lt;br /&gt;
&lt;br /&gt;
Ravadi is special, and it is not long before everyone begins to understand why they matter so much to the Vigilance Assembly, and to the wider Synod. They were the among first for the new order of pilgrims to take up the charge, to reclaim the shields, to forge the bonds between the seven of them and their countless fellows on the battlefield, and the first to fall in the name of the cause. As the Second Age of Virtue dawns, it is people like Ravadi Founders&#039; Dance who fought and died that the sun may rise, who will be remembered, even if they did not live to see it. Ravadi fell before they had the chance to truly see the effect they would have on the world, and that tragedy further inspires those who hear their story to spread it and never let it be forgotten.&lt;br /&gt;
{{Mandate|mandate=Remember Ravadi and be alert to all dangers; within and without! We send (named individual) with a dose of true liao to consecrate Ravadi&#039;s Bow to encourage all to seek out the dangers of this world, and face them head on.|assembly=General Assembly}}&lt;br /&gt;
The &#039;&#039;Custodes Clavicum&#039;&#039; have been so invigorated by the stories they have been told of the life of Ravadi Founders&#039; Dance, they insist upon providing all the labour necessary for their inspirational location to be constructed. What they need is the Senate to give them permission to carry out the work and someone to provide the wains required (the senate may approve this [[commission]] without it counting towards the maximum number of commissions they may pass each summit).&lt;br /&gt;
&lt;br /&gt;
They propose a small keep be erected at Lightsea, called Ravadi&#039;s Bow. It would include living chambers for the current Champion of Vigilance, alongside facilities to train and prepare for the next venture. Ravadi&#039;s Bow would serve as a secure home for all future Champions of Vigilance, that they may be inspired by the first and equip themselves and their comrades-in-arms to strike out and thwart malice before it strikes first. Once it is consecrated, pilgrims from across the Empire will make pilgrimage to the site and donate precious metals to the cause with the intention that the Champion arrange to have them fashioned into powerful weapons and armour for themselves and for other vigilant warriors. &lt;br /&gt;
&lt;br /&gt;
After the keep has been consecrated, once during the following year, the Vigilance Assembly could pass a mandate inviting the Champion of Vigilance to inspire people to take up arms against an identified enemy.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Thwart malice before it strikes against you. We send {Champion of Vigilance} with 25 doses of liao to urge the Vigilant to root out and attack {named threat}. Prepare for malice and for the battle to come.|assembly=Vigilance Assembly}}&lt;br /&gt;
&lt;br /&gt;
When this mandate is enacted, if the Champion of Vigilance agrees to lead the cause and provide the 25 doses of liao required, then it creates a new scouting venture to root out the named threat and take action against it. The rewards will include wealth scavenged from slain enemies bolstered by donations from the Vigilant.&lt;br /&gt;
&lt;br /&gt;
In some ways Ravadi&#039;s Bow would match the estates created to support the [[Champion of Prosperity]]. With the right encouragement, the Custodes Clavicum would be open to the prospect of building keeps or similar edifices for the other champions and voices assuming they are not to be housed at the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]]. The Custodes will look to the the Virtue assemblies for inspiration. Of course such edifices would need to be consecrated with true liao to have the kind of effect identified here.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mark_of_the_Ravadi&amp;diff=142184</id>
		<title>Mark of the Ravadi</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mark_of_the_Ravadi&amp;diff=142184"/>
		<updated>2026-07-20T16:30:31Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Hywel Summercrow, pleading Clemency for Ravadi Lonestrider&amp;quot;&amp;gt;&lt;br /&gt;
I am Hywel Summer Crow. At the time of granting Sanctuary I was the Cardinal of The Way, and I am here to plead for Clemency.&lt;br /&gt;
&lt;br /&gt;
These two are guilty of attempted murder. There is no question that they attempted to kill an Imperial citizen, Santana i Guerra.&lt;br /&gt;
&lt;br /&gt;
There is no question that Santana i Guerra was a heretic and a blasphemer. Indeed, she has already been executed for her crimes by this very court.&lt;br /&gt;
&lt;br /&gt;
But her crimes were ongoing. Both of the accused spoke to her, and she made it very clear to them that she planned to carry on excommunicating citizens and dedicating others to the false virtue of Hatred. She was deliberately using the inertia of the Imperial justice system to maximise the damage she could do the spirits of the virtuous. The accused spoke to her last night, and her Inquisition was not scheduled to happen until three o’ clock this afternoon. Who knew how many citizens she would corrupt in that time?&lt;br /&gt;
&lt;br /&gt;
It is one of the tenets of Vigilance that you should thwart malice before it strikes against you. The accused saw clear malice, and they saw correctly. They saw imminent strikes against the spirits of Imperial citizens, and they saw correctly. &lt;br /&gt;
&lt;br /&gt;
They did not reach immediately for the blade. They considered how else they might act to stop her. They saw her well protected, and well versed in the laws she was abusing. They could see no other way. They acted.&lt;br /&gt;
&lt;br /&gt;
Then, they owned their actions. From the way they struck it is very clear they made no attempt to conceal their crime. They made full confessions. Under questioning, they refused to accept the lesser charge of assault, for they had intended to kill.&lt;br /&gt;
&lt;br /&gt;
This is the path of the Exemplar Isaella, who slew the mad Emperor Nicovar and immediately gave herself up to the Imperial magistrates. They are guilty of attempted murder, yes, but they acted with virtue.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=RestfulRavadi.jpg|caption=Ravadi Founders&#039; Dance was recognised as an exemplar at the Winter Solstice 387YE.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{SOP|statement=We Recognise Ravadi Founder&#039;s Dance as an exemplar of Vigilance. &#039;&#039;Pilgrimage&#039;&#039; - They left Dawn to join the Founder&#039;s Dance Striding in Navarr, and walked the original path of the Exemplars Navarr and Thorn when the Trods were first created, guarding the world against the vallorn threat with every step. &#039;&#039;Legacy&#039;&#039; - As Champion of Vigilance they were a driving force to forge mere titles into a cohesive organisation worthy to Inspire the Empire, several other Champions have pointed to this as Ravadi&#039;s Legacy. &#039;&#039;Benevolence&#039;&#039; - In sacrificing their dreams for a year to hunt down Bawn-Watch the Champion&#039;s Shield they would never hold, on behalf of every Champion that would follow after. &#039;&#039;Inspiration&#039;&#039; - Their Inspirational Vigilance was recognised by the Assembly in their appointment to Champion, and many priests of Vigilance will attest to this and their work that followed, seek us out.|by=Jared of the Sentinel&#039;s Tower, General Assembly|vote=1126-219|when=Winter 386YE|size=small}}&lt;br /&gt;
{{SOP|statement=We have the exemplar, now where is their tomb? This assembly authorises and applauds the creation of an inspirational site to memorialise the &amp;lt;u&amp;gt;EXEMPLAR OF VIGILANCE, RAVADI FOUNDERS’ DANCE&amp;lt;/u&amp;gt; (consecrated to vigilance, of course).|by=Martin Orchard, Vigilance Assembly|vote=334-20|when=Winter 387YE}}&lt;br /&gt;
{{SOP|statement=This assembly believes the tomb of Ravadi Founders&#039; Dance should be built in Madruga, site of their last sacrifice, site of their eventual victory. Where they fought against the poison in their neighbour&#039;s parched fields.|by=Martin Orchard, Vigilance Assembly|vote=240-0|when=Spring 388YE}}&lt;br /&gt;
For a year and a half, the Synod has been celebrating the life of Ravadi Founder&#039;s Dance. Not long after their death at the age of 23, the Vigilance Assembly judged them to be a key example of their virtue to be remembered and passed down for generations of pilgrims to come. Doubling down, they have seen it fit that Ravadi&#039;s story be elevated above the majority of even other recognised figures by consecrating an inspirational location for pilgrims to visit and consider the lessons they can learn from the example that Ravadi set.&lt;br /&gt;
&lt;br /&gt;
==Founding==&lt;br /&gt;
Ravadi Founders&#039; Dance was born Ravadi Watcher to House Berinore of Dawn in 362YE in the waning years of the reign of Emperor Hugh. They never found their way to seek a Test of Mettle, briefly serving as a Retainer to the famed House Castellan and serving in the Golden Sun as an expert marksman before swearing a Binding of Thorns following a fated meeting with &#039;&#039;&#039;Dalthios Stormbroke&#039;&#039;&#039; and beginning the first of their six pilgrimages to Anvil. It was at Anvil that they found their path of Virtue and was dedicated to Vigilance by &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039; (who notably became Cardinal the same season Ravadi was elected as Champion), and was one of the leading figures in the resurgent movement to reclaim the Pilgrim&#039;s Shields to rebuild the Seven Pilgrims, the Champions of Virtue, including recovering Bawnwatch.&lt;br /&gt;
&lt;br /&gt;
Proactively engaging problems wherever they were faced, they were more keen to pick up their spear and shield and deal with a problem than to have a meeting about it. Indeed, it is said that one of the key factors in the Vigilance Assembly decision was their [[Court_Reports#Reports_from_383YE|attempted murder]] of an alleged Purity cultist at Anvil. They said that their partners in the Great Dance were [[Advisor on the Vallorn]] &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; and the [[Ambassador to Axos]] and now-famous Blasphemer &#039;&#039;&#039;Fintan Nighthaven&#039;&#039;&#039;, though did not live to see his fall. After many battles, it was the [[Not_a_drop_to_drink#An_Emerald_Tomb_.28Conjunction.29|fight against the Dry Patricians]] in which they fell to the accursed abominations of Winter Magic, and their remains lost and presumably washed into the Catazar by the flood that cleansed the land of the Parched&#039;s taint.&lt;br /&gt;
&lt;br /&gt;
==Dancing==&lt;br /&gt;
&amp;lt;div {{float}}&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;Ravadi&#039;s Bow&#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; 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; 10 [[white granite]], 5 [[mithril]] only&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; one 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;&lt;br /&gt;
* Does not require one of the Senate&#039;s limited commissions or have labour costs&lt;br /&gt;
* Requires a true liao consecration to provide benefits&#039;&#039;&#039;&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;Effects: &#039;&#039;&#039; &lt;br /&gt;
* Provides an income for the Champion of Vigilance of 24 random ingots&lt;br /&gt;
* Once during the next year, the Vigilance Assembly can mandate the Champion of Vigilance to lead a new Venture against a threat they have identified&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; Until the end of Summer Solstice 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;
&amp;lt;div style=&amp;quot;float: left; margin-right: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Partners.jpg|caption=Nathair Autumngale, Ravadi Founders&#039; Dance, Fintan Nighthaven|width=280}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate can commission Ravadi&#039;s Bow without using one of their limited commissions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If Ravadi&#039;s Bow is consecrated with true liao it creates a permanent income for the Champion of Vigilance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once ever, the Assembly of Vigilance can use a mandate to create a new venture in the year after the edifice is consecrated&#039;&#039;&#039;&lt;br /&gt;
It was this final act that was the inspiration behind the Vigilance Assembly choice for where Ravadi&#039;s inspirational memorial should be. This does, unfortunately, present a few problems - the Great Grasses region where Ravadi died was split into the [[Madruga#Quiet_Grasses|Quiet Grasses]] and [[Madruga#Crucible|Crucible]]. The site where they fell specifically is now part of the Quiet Grasses where it is [[Madruga#Quiet|currently impossible]] to create a inspirational location due to the lingering touch of Winter magic.&lt;br /&gt;
&lt;br /&gt;
The extant threads of magic remain potent in Madruga - potent and dangerous. The Wreckers employed a Siakha powered maelstrom to use as a staging point to launch assaults across the entirety of the Bay of Catazar. The wild and currently uncontrolled Crucible is a nexus point for the realms of Adversity (Spring, Night and Winter) which contain the resonances for some of the must dangerous and destructive magic there is.&lt;br /&gt;
&lt;br /&gt;
Ravadi is special, and it is not long before everyone begins to understand why they matter so much to the Vigilance Assembly, and to the wider Synod. They were the among first for the new order of pilgrims to take up the charge, to reclaim the shields, to forge the bonds between the seven of them and their countless fellows on the battlefield, and the first to fall in the name of the cause. As the Second Age of Virtue dawns, it is people like Ravadi Founders&#039; Dance who fought and died that the sun may rise, who will be remembered, even if they did not live to see it. Ravadi fell before they had the chance to truly see the effect they would have on the world, and that tragedy further inspires those who hear their story to spread it and never let it be forgotten.&lt;br /&gt;
{{Mandate|mandate=Remember Ravadi and be alert to all dangers; within and without! We send (named individual) with a dose of true liao to consecrate Ravadi&#039;s Bow to encourage all to seek out the dangers of this world, and face them head on.|assembly=General Assembly}}&lt;br /&gt;
The &#039;&#039;Custodes Clavicum&#039;&#039; have been so invigorated by the stories they have been told of the life of Ravadi Founders&#039; Dance, they insist upon providing all the labour necessary for their inspirational location to be constructed. What they need is the Senate to give them permission to carry out the work and someone to provide the wains required (the senate may approve this [[commission]] without it counting towards the maximum number of commissions they may pass each summit).&lt;br /&gt;
&lt;br /&gt;
They propose a small keep be erected at Lightsea, called Ravadi&#039;s Bow. It would include living chambers for the current Champion of Vigilance, alongside facilities to train and prepare for the next venture. Ravadi&#039;s Bow would serve as a secure home for all future Champions of Vigilance, that they may be inspired by the first and equip themselves and their comrades-in-arms to strike out and thwart malice before it strikes first. Once it is consecrated, pilgrims from across the Empire will make pilgrimage to the site and donate precious metals to the cause with the intention that the Champion arrange to have them fashioned into powerful weapons and armour for themselves and for other vigilant warriors. &lt;br /&gt;
&lt;br /&gt;
After the keep has been consecrated, once during the following year, the Vigilance Assembly could pass a mandate inviting the Champion of Vigilance to inspire people to take up arms against an identified enemy.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Thwart malice before it strikes against you. We send {Champion of Vigilance} with 25 doses of liao to urge the Vigilant to root out and attack {named threat}. Prepare for malice and for the battle to come.|assembly=Vigilance Assembly}}&lt;br /&gt;
&lt;br /&gt;
When this mandate is enacted, if the Champion of Vigilance agrees to lead the cause and provide the 25 doses of liao required, then it creates a new scouting venture to root out the named threat and take action against it. The rewards will include wealth scavenged from slain enemies bolstered by donations from the Vigilant.&lt;br /&gt;
&lt;br /&gt;
In some ways Ravadi&#039;s Bow would match the estates created to support the [[Champion of Prosperity]]. With the right encouragement, the Custodes Clavicum would be open to the prospect of building keeps or similar edifices for the other champions and voices assuming they are not to be housed at the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]]. They Custodes will look to the the Virtue assemblies for inspiration. Of course such edifices would need to be consecrated with true liao to have the kind of effect identified here.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seeds_of_discord&amp;diff=142158</id>
		<title>Seeds of discord</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seeds_of_discord&amp;diff=142158"/>
		<updated>2026-07-20T13:40:08Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Faraden]][[Category:Axos]][[Category:Iron Confederacy]][[Category:Tsark]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Master Azad could barely contain his fury and outrage. Singua had been watched him pace back and forth in the reception area of the palace for several minutes, mentally composing a plan to deal with his inevitable outburst. She knew from reputation that he was capable of cold-blooded murder - never in Faraden of course - and yet at the same time to have her guards present would be to betray weakness. She could not afford to show fear to the Asavean ambassador.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plenum demands that Faraden answer for the unprovoked judicial murder of one of their citizens!&amp;quot; Each word was clipped, almost spat out, as if they were fleeing the cage of his teeth against his will.&lt;br /&gt;
&lt;br /&gt;
Mistress Karadragha made a show of picking up the scroll on the table before her and perusing it carefully, although she knew its contents by heart. Over the top of the parchment she could see Master Azad clenching his fists tight enough to whiten his knuckles. The Plenum would be looking for someone to blame for this disaster. Singua wished the investigators had managed to find a clear link between Master Azad and his proxy but he had been very careful to ensure that there was nothing to find. Not in Faraden, at least.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry, Master Azad, but the evidence is overwhelming. There is no doubt as to their guilt, and the punishment for their crime is appropriate. There is no case to answer - Justice has been served. I don&#039;t know what more you want me to say to you, or to your Plenum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Azad actually growled, and leant forward, putting his hands on the desk. Ambassador Karadragha was very pleased at that moment that the sturdy furniture between them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The evidence is fabricated! The Empire are liars, and enemies of the Plenum, and I demand that everything they have said be stricken from your records.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You demand? Or your Plenum demands?&amp;quot; Mistress Karadragha looked up at him properly for the first time, favoured him with her cool attention. &amp;quot;Master Azad, Tommasso Triusti was providing money and support to the Cinders. An organisation the Liege of the Five Winds, with the support of the priestly families, had proscribed. There is no mistake here, and no error, and there is no doubt that the Imperial witnesses were telling the truth. You are &#039;&#039;very&#039;&#039; fortunate that the evidence also points to the fact that Trusti was working alone, without the knowledge of the Plenum. Or its ambassador. Because otherwise the Flames of Justice would have spread &#039;&#039;considerably&#039;&#039; farther.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Asavean ambassador removed his hands from her desk and stood up ramrod straight.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have not heard the last of this.&amp;quot; He hissed.&lt;br /&gt;
&lt;br /&gt;
Mistress Karadragha inclined her head in calm acknowledgement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, and I will convey the concerns of the Plenum to the Liege of the Five Winds, along with your assurance that you were unaware of what your countryman was about, and your condemnation of their actions. Assuming the Plenum &#039;&#039;does&#039;&#039; condemn their actions?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Azad took a step forward, and Mistress Karadragha felt her heart beating like rain, but then the Asavean Ambassador regained control of himself. He spun on his heel, and strode out of her office, slamming the door behind him hard enough to raise splinters from the frame.&lt;br /&gt;
&lt;br /&gt;
The Faraden diplomat relaxed back into her chair, and not for the first time considered what an absolute toerag the Asavean Ambassador was. She rang the small silver bell on her desk, to call for one of her aides. Tea would not be sufficient this time; it would take a stout mug of airag to calm her nerves. Perhaps more than one.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There are six great powers in the known world whose influence and reach rivals that of the Empire. There also innumerable lesser powers who do not have the might to shake the world, but who are nonetheless important to those with whom they share a border. The ambitions of these nearby nations are no less relevant to the Empire. Sometimes diplomatic relations require in-depth analysis; sometimes there is an opportunity to catch one&#039;s breath and let the drama move slowly towards the next crisis point.&lt;br /&gt;
&lt;br /&gt;
There are [[ambassador|ambassadors]] to some of these nations - the [[Iron Confederacy|Suranni]], [[Axos]], the [[Thule]], and [[Faraden]] in particular. Other nations are dealt with by the [[Imperial Consul]]. Sometimes a neighbouring nation focuses on diplomacy with the Empire, and requires an in-depth discussion. Sometimes however there is less going on in a given season and diplomacy can be part of a wider, roundup. For example &#039;&#039;&#039;[[TBC]]&#039;&#039;&#039; covers nearly half a dozen of the orc nations that lie near the Empire.&lt;br /&gt;
&lt;br /&gt;
Here we can read about several neighbouring nations to the Empire not covered in detail elsewhere - the [[#Axos|Axou]], the [[#Faraden|Faraden]], the [[#Iron Confederacy|Iron Confederacy]], and [[#Tsark|Tsark]], as well as the folk of [[#Marracossa|Marracossa]], the exiles of the [[Asavean Archipelago]] who live in [[Madruga#Trajadoz|Madruga]]. &lt;br /&gt;
==Axos==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|caption=The Victorious Axis continue to go from strength to strength.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Axos remains allied to the Empire through treaty and through the Liberty Pact&lt;br /&gt;
* &#039;&#039;&#039;They have taken ownership of the region of Thornfen in Sarangrave&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to Axos is Thanmir Hrafnar of Wintermark&lt;br /&gt;
Imperial relations with the [[Axos|Citadels of Axos]] remain steadily positive. Partly this is due to the [[Synod|Synod&#039;s]] work during the [[It_never_happened#Solokha|reclamation of Solokha]], partly due to the ongoing alliance between Axos and the Empire in [[Sarangrave]] which has seen them gain custody of the massive [[fortification]] known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. A new status quo has been established in the tiny nation following the [[Victory_and_unity#Times_Change|upheaval]] that followed the rise of the ambitious &#039;&#039;Grand Ilarch Kyther&#039;&#039;. A formal Grand Council guides the nation, and the [[A_better_future#Unified_Convocation|Unified Convocation]] works to bring Axos&#039; disparate religious [[Bands#Sects|sects]] together in a similar way. &lt;br /&gt;
&lt;br /&gt;
The ambassador cannot become complacent however; Axos is no less touchy about its independence that it has ever been, and relations could sour again very easily. For the moment, though, the Axos Ambassador to the Empire &#039;&#039;Ilarch Kario Skopos of Solokha&#039;&#039; remains cordial and sometimes even friendly. Skopos is a scion of an influential family from the [[Axos#Chambers of Ussyk|Chambers of Issyk]], who has renounced his ties to the citadel of his birth at the instruction of the Grand Council for as long as he holds the post. This is intended to signify neutrality in the politics of the citadel, to make him a worthier intermediary through which the Axou can deal with their allies in the Empire.&lt;br /&gt;
{{Nation|nation=[[Axos]]|status=Foreigner|port=[[Foreign_ports#Towers_of_Kantor|Towers of Kantor]] and [[Foreign_ports#Chambers_of_Issyk|Chambers of Issyk]]|ambassador=&#039;Shacklebreaker&#039; Thanmir Hrafnar of [[Wintermark]]}}&lt;br /&gt;
===Claiming Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has claimed the region of Thornfen in Sarangrave&lt;br /&gt;
* &#039;&#039;&#039;They have removed the former Druj subjects who lived there&lt;br /&gt;
* &#039;&#039;&#039;The Axou are preparing to rebuild the Tower of the Skink&lt;br /&gt;
Ambassador Skopos thanks his opposite number in the Empire for their timely warning relating to [[vallorn]], [[Druj]], and Imperial [[enchantment|enchantments]]. They wax lyrical about how this kind of cooperation between allies is a portent of the great things Axos and the Empire can achieve together when they put their minds to it. He even praises Imperial magicians - the [[Autumn magic]] laid on the territory made the task of removing the Druj subjects in Thornfen significantly easier. In return, the experts at the [[Axos#Halls_of_Maykop|Halls of Maykop]] have been considering how to address the dangers presented by Druj armies supported by the shambling dead Ambassador Hrafnar has spoken of.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thane Thanmir Hrafnar.jpg|caption=Thane Thanmir Hrafnar is Ambassador to Axos.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the last season however the Ipotavan forces in Sarangrave have been occupied by completing the task of claiming [[Sarangrave#Thornfen|Thornfen]]. Their efforts were hampered a little by fallout from the [[vallorn]] expansion, and the need to eject several thousand people from the marshes around the Tower of the Skink. As the Summer Solstice dawns, the region as a whole is now in Axou hands. Imperial armies are free to move through it, as per their [[Ratify_Axos_Treaty_Autumn_387YE#The_Treaty|treaty]] with the Empire, but the civil service note that the Axou could theoretically remove this privilege at any time.&lt;br /&gt;
&lt;br /&gt;
As they [[Wise_and_measured#Sephals_and_Strategy|said they would]], the Axou army has exiled all the former subjects of the Druj they can find in the region. They have been channeled primarily into the [[Sarangrave#Whisperwood|Whisperwood]], with a few stragglers ending up in [[Sarangrave#Kroll|Kroll]]. The vast majority of these exiles are [[orc|orcs]] but there are also humans among their number - only those former slaves of the [[Druj]] who could prove a connection to Axos were allowed to remain. The Axou have by all accounts made only minimal efforts to identify any actual Druj among these former inhabitants of Thornfen - they have simply thrown &#039;&#039;everyone&#039;&#039; out. Or at least, everyone they could find. The army is unable to focus its full attention on the wilder places of the region, and there are a number of organised groups of Druj guerillas in Thornfen who were once part of the garrison of the Tower, who continue to harass Axou soldiers.&lt;br /&gt;
&lt;br /&gt;
This means that there are now a significant number of people whose legal status is very unclear loose in the Sarangrave, without supplies, shelter, or in many cases, any real idea what is going on. That, however, is a problem for Urizen and the Empire, not the Axou.&lt;br /&gt;
&lt;br /&gt;
Most Imperial citizens in the territory are busy engaged with the vallorn, or fighting off the Druj this season, but there are some reports that the Axou are moving large amounts of [[white granite]] into the region through the [[Sarangrave#Path_of_the_Eye|Path of the Eye]] - the pass that links [[the Mallum]] with Axos. They&#039;ve also brought in a large number of labourers, recruited at apparently ruinous expense from all the citadels of the nation. While some are being garrisoned at the Tower, an equally large number have begun establishing camps in the vicinity of the wrecked city of Sephals - and it doesn&#039;t look as if they are planning to rebuild it. Indeed, it looks a lot more like they are planning to tear it apart to salvage building materials. Presumably after looting it.&lt;br /&gt;
&lt;br /&gt;
===Armies of the Dead===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Garrison of Thornfen&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; Senate Motion or Treaty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; Must explicitly give the garrison of Thornfen the right to move around Imperial Sarangrave and deal with threats to 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;Cost:&#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;Effect:&#039;&#039;&#039; Allows the garrison of Thornfen to operate outside of that region anywhere except Nesustak Forest or Bendol&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 389YE&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; Could be raised as part of a treaty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Axou are struggling to establish a garrison at the Tower of the Skink&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ilarch Skopos asks for the empire to donate up to 80 wains of mithril to help get the new Axou garrison established&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Before the garrison can protect Sarangrave it requires a Senate Motion granting it the explicit power to move around and fight threats&#039;&#039;&#039;&lt;br /&gt;
The Axou control the Tower of the Skink, and following negotiations with the [[Military Council]] are prepared to help protect Sarangrave from the threat of invasion or rebellion. With that in mind, Ilarch Skopos asks that the Senate make this arrangement clear with a [[Senate motion]]. If they are prepared to explicitly invite the Axou to defend Sarangrave (with the obvious current exceptions of Nesustak Forest and Bendol), then their garrison stands ready. Such a motion would provide the needed legal permission to go anywhere in the Imperial held regions of the territory and deal with threats to its people as they see fit. The freedom would apply to both the garrison of the Tower of the Skink and Axou armies - who would be free to move should they wish to in the same way Imperial armies can currently move through Thornfen. Without such a mandate to act, the garrison and the army will be restricted to defending Thornfen only.&lt;br /&gt;
&lt;br /&gt;
As it stands the garrison would certainly protect Thornfen from the Empire if they ever tried to claim it, or to move armies through it without the permission of the Grand Ilarchs. The [[Civil Service|civil service]] advise that as well as the obvious benefits, the declaration requested by Ilarch Skopos will give Axou troops to move around Sarangrave, which could in theory present problems if relations with Axos were to sour. Ultimately the key issue is one of control. With the garrison under the control of the Axou it will ultimately be down to them what it does.&lt;br /&gt;
&lt;br /&gt;
That might not be a problem for a while as the new Axou garrison at Thornfen is taking a while toe establish itself. With vallorn and Druj alike in the territory this season, there has been no movement toward establishing the new. Ilarch Skopos informs Ambassador Thanmir that there is a recruitment drive taking place in Axos at the moment but that response has been slow. The Grand Ilarch of Ipotavo is frustrated by this state of affairs - it&#039;s not as if the Axou were unaware of this potential problem - and has demanded Ilarch Skopos find a solution. &lt;br /&gt;
&lt;br /&gt;
The civil service estimate that it will take a minimum of two and a half years for the Axou garrison at the Tower of the Skink to reach its full strength, assuming there are no additional setbacks. Any season where there is fighting in Sarangrave will prevent the Axou from resupplying and could even see losses if the garrison is drawn into the fight; opposing forces prevent natural resupply even if the garrison is not directly involved. &lt;br /&gt;
&lt;br /&gt;
The Axou could use either mithril or weirwood to increase the speed with which the garrison would establish itself, but the Grand Ilarchs&#039; Council seems loath to contribute their own comparatively limited wains to do so. Ilarch Skopos does not come straight out and &#039;&#039;ask&#039;&#039; Ambassador Thanmir to see if the Empire can be convinced to provide such support, but the &#039;&#039;implication&#039;&#039; is very clear. If the Empire wants the garrison to be ready for battle on a meaningful time-scale they will need to provide the wains to the Axou.&lt;br /&gt;
&lt;br /&gt;
===Lemuré===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Advice Regaring Lemuré&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; Historical Research&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; &lt;br /&gt;
* Should clearly indicate it is taking advantage of the offer from the Halls of Maykop&lt;br /&gt;
* If the commission mentions specific aspects of dealing with lemuré that may help guide the research result&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;Cost:&#039;&#039;&#039; 50 liao&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; Produces a historical research document relating to lemuré and methods of dealing with them&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; Summer Solstice 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;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Tarquinius Ankarien.jpg|caption=Former Ambassador Tarquinius Ankarien (left) tirelessly campaigned to strengthen ties between the Empire and Axos.|align=left|width=300}}{{CaptionedImage|file=Hazelelponi.jpg|align=right|caption=Hazelelponi of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]] raised the final peerless kinship mandate.|width=300}}{{CaptionedImage|file=Watt of Lambrook.jpg|caption=&#039;&#039;&#039;Watt of Lambrook&#039;&#039;&#039;, Minister of Historical Research|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador has requested Axou assistance with matters relating to lemuré&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop are prepared to cooperate with historical research into the matter&lt;br /&gt;
While the Halls of Maykop are considering the matter of Druj armies supported by ghoulish horrors, Ilarch Skopos has also asked them for any guidance they can offer the [[High Exorcist]] &#039;&#039;&#039;Lord Belial de Courtenay Wyldrose&#039;&#039;&#039; in their work to combat one of the &#039;&#039;lemuré&#039;&#039;. Ambassador Hafnir mentioned former Ambassador &#039;&#039;&#039;Tarquinius Ankarien&#039;&#039;&#039;, and Ilarch Skopos has had some of his staff review the archives and found some information that his own predecessor &#039;&#039;Maxatios&#039;&#039; provided in the past. The libraries of Maykop are extensive, especially when it relates to ghosts and similar entities. Ilarch Skopos is confident that information exists; the challenge will be finding something specifically useful to the High Exorcist in their current endeavour.&lt;br /&gt;
&lt;br /&gt;
After discussion with &#039;&#039;Grand Ilarch Keloparia&#039;&#039; of Maykop, an agreement has been reached (albeit a little grudgingly). It is the request to study with masters of &#039;&#039;necromantia&#039;&#039; that has apparently swung Keloparia&#039;s opinion in favour of the proposal. The High Exorcist of the Empire wanting aid from the magicians of Maykop, rather than the &#039;&#039;Convocation of Faith&#039;&#039; apparently bodes well. Ilarch Skopos cannot quite conceal the fact that the popularity of &amp;quot;Theodosia Azesos&#039; experiment&amp;quot; seems to have stalled a little, to the amusement of some of her political opponents.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Halls will make some members of the research staff and one of the &#039;&#039;necromantia&#039;&#039; librarians available to host an Imperial scholar should they wish to visit after the Summer Solstice to investigate &#039;&#039;necromantia&#039;&#039; relating to the lemuré. Unfortunately, due to the faculty schedules, the Empire would need to take this offer up during the Summer Solstice - after that it would need to be rearranged and there is no guarantee that anyone would be available to assist such a scholarly endeavour. Ilarch Skopos notes that the faculty at Maykop will be expecting a member of the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]]; the invitation sadly cannot be extended to other scholars (explicitly this means the [[Lepidean Librarian]] cannot commission this research).&lt;br /&gt;
&lt;br /&gt;
In return, Maykop will expect 50 doses of [[liao]]. As the ambassador proposed, this would be an ideal gift for the Grand Ilarch and the faculty staff to thank them for their time. Not because they intend to use it for any religious purposes, Ilarch Skopos clarifies, but because it is very useful in certain &#039;&#039;necromantia&#039;&#039; rites. (&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; The character who commissions the research should ensure they have to 50 liao in their inventory after the event and e-mail {{plot}} so that we can remove it and confirm the opportunity).&lt;br /&gt;
&lt;br /&gt;
The civil service note that if the commission opportunity is taken up, whoever commissions it could include some guidance as to what kinds of things the High Exorcist would find useful. This would serve as a guideline for the researchers, who would do their best to find materials that related to those specific queries. Obviously, though, the final report will depend as much on what the Axou of Maykop are preapred to spare as anything else. There&#039;s also a note of caution that it is possible this research may retread some of that already shared with former ambassador Tarquinius - and expectations should be managed appropriately.&lt;br /&gt;
==Faraden==&lt;br /&gt;
* &#039;&#039;&#039;Faraden is at peace with the Empire, and trades freely with Imperial citizens&lt;br /&gt;
* &#039;&#039;&#039;The Liege of Five Winds appears to favour the Empire, but there are powerful factions in Faraden that prefer closer ties with Asavea&lt;br /&gt;
* &#039;&#039;&#039;Faraden is in the process of disentangling itself from Asavean interests&lt;br /&gt;
{{Nation|nation=[[Faraden]]|port=[[Foreign ports#Caitun|Caitun]]|ambassador=Mina i Yashum i Riqueza of [[the Brass Coast]]|status=Foreigner}}&lt;br /&gt;
[[Faraden]] lies to the west of the Empire, across the Lasambrian Hills of [[Reinos]]. Trade is its lifeblood, but it is also a country of canny wizards, [[Courage|Courageous]] warriors, and [[Pride|Proud]] (albeit heretical) priests. They currently do not share a border with the Empire, lying beyond the [[Jotun]] and the [[Iron Confederacy]], but that does not stop them sending their caravans to Imperial markets despite the high tariffs they must pay to pass through the lands between. Diplomatic relations between the Court of the Five Winds and the Imperial Senate are changeable - warm one moment, cool the next - but it has never come to open warfare. Right now Faraden is squeezed between two competing interests - the Empire on one side and the angry Plenum of the [[Asavean Archipelago]] on the other - and they must walk a knife-edge between the two powerful nations.&lt;br /&gt;
&lt;br /&gt;
The Faraden ambassador to the Empire is &#039;&#039;Mistress Singua Karadragha&#039;&#039;. Mistress Singua advises the Court of the Five Winds on all diplomatic matters, and speaks on their behalf to foreign ambassadors. Her attitude to the Empire appears to be cool but professional, and heavily informed by the wishes of the Liege and their court, who seek more opportunities to trade with the Empire.&lt;br /&gt;
===Notes of Recognition===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; float: right; width: 300px&amp;quot;&amp;gt;{{CaptionedImage|file=Mina6596.jpg|caption=&#039;&#039;&#039;Mina i Yashum i Riqueza&#039;&#039;&#039;, Ambassador to Faraden|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mina i Yashum i Riqueza, former Azure Sutannir, is the new ambassador to Faraden&lt;br /&gt;
* &#039;&#039;&#039;The Liege of Five Winds sends a note of thanks to former Ambassador Ebenezer of the Marches&lt;br /&gt;
Kistress Karadragha begins by sending greetings and congratulations to the new [[Ambassador to Faraden|Ambassador]] &#039;&#039;&#039;Mina i Yashum i Riqueza&#039;&#039;&#039;. As former [[Azure Sutannir]], their name is already known to the Faraden diplomat. She also sends a note on behalf of the Liege of the Five Winds thanking the former Ambassador, &#039;&#039;&#039;Ebenezer&#039;&#039;&#039;, for their work cementing the growing friendship between the two nations, along with wishes for a warm future full of Prosperity and Pride. &lt;br /&gt;
&lt;br /&gt;
It is perhaps a shame that the first message to the new ambassador also contains confirmation that the Faraden will be signing a new peace treaty with the Jotun during the Summer Solstice. As discussed [[Five_flames#Peace_and_the_Jotun|previously]], without a major commitment from allies to support Faraden against the [[orc|orcs]] the nation is not prepared to go to war. Reading between the lines, it seems that the [[Iron Confederacy]] invasion of [[Reinos]] is not going the way the Court of Five Winds would have hoped.&lt;br /&gt;
&lt;br /&gt;
In response to the polite request of the new ambassador, however, Mistress Karadragha explains that the main concern for the Faraden at this moment is that their merchants are able to travel freely to the Empire, and trade with Imperial citizens. Ensuring that they retain the ability to do so is of paramount importance.&lt;br /&gt;
&lt;br /&gt;
===Ashes to Ashes===&lt;br /&gt;
* &#039;&#039;&#039;Faraden authorities have executed an Asavean citizen accused of funding the Cinders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Asaveans have closed their embassy in Faraden, but have not broken off diplomatic relations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Liege of the Five Winds has made a public speech commending Imperial law enforcement&#039;&#039;&#039;&lt;br /&gt;
For some weeks after the spring equinox Faraden is abuzz over an intersection of international diplomacy and high criminality. Tommasso Triusti, an Asavean citizen caught up in the [[Five_flames#Cinders_Extinguished|purge of the Cinders]], has been publicly executed for conspiracy to commit treason. It was an undignified affair, so the rumour goes. Unlike the Cinders, who met their deaths with dignity, their foreign enabler wept with fear and alternated between pleading for a reprieve and haranguing both the crowd and the executioner. The Faraden have strong opinions as to how condemned criminals ought to act, and this cowardly display has earned opprobrium from all corners of society.&lt;br /&gt;
&lt;br /&gt;
The Asaveans are, by all accounts, beside themselves with rage. After what was rumoured to be a tense stand-off in the Palace of Five Winds between the Liege and the head of the embassy staff, the entire Asavean embassy was vacated. Those citizens of Faraden who once spoke of a close alliance with the Asaveans now carefully step away from their prior convictions, or at least keep very quiet about them. There are apparently rumblings about trade sanctions, but for now diplomatic relations remain open.&lt;br /&gt;
&lt;br /&gt;
Just before the summer solstice, an address by the Liege of the Five Winds is circulated throughout Faraden. While it mostly speaks to national concerns, the Liege makes a point of commending Imperial legal authorities for their recent cooperation in the destruction of the Cinders. The Imperial Magistracy and militia are praised for their diligence and attentiveness, and much is made of the benefits of cooperation between Faraden and the Empire. Despite all attempts to the contrary, the position of the Liege remains strong and relations between Faraden and the Empire have never been better.&lt;br /&gt;
===Faith and Law===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orchard A.png|align=left|caption=Brother Geoffrey Orchard is a talented horticulturalist, and vigilant investigator, who now lives at Pickham Monastery in Upwold.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mistress Karadragha asks for clarification relating to a new proscription&#039;&#039;&#039;&lt;br /&gt;
Ambassador Mina has raised the matter of faith and religion, and Mistress Karadragha responds by expressing Faraden concerns. According to Faraden merchants the Empire has made it a crime to bear a [[dedication]] or [[anointing]] of [[Malign_spiritual_presences#Vengeance|Justice]]. This clearly refers to the recent proscription [[Stones_in_the_wellspring#Blasphemy|recent proscription]] raised by &#039;&#039;Brother Geoffrey Orchard&#039;&#039; at the Winter Solstice. &lt;br /&gt;
&lt;br /&gt;
Obviously there are other prescriptions that are likely of concern (such as [[388YE_Spring_Equinox_Synod_judgements#Judgement_72|Judgement 72]] given that the Faraden faith believes that [[Ambition]], [[Wisdom]], and [[Vigilance]] are not useful spiritual qualities). Yet it is this matter on which Mistress Karadragha seeks clarification from the Ambassador. &lt;br /&gt;
&lt;br /&gt;
Previously, sensible Faraden travellers have avoided legal issues while visiting the Empire by simply keeping their belief in the [[On Faraden faith|Five Flames]] to themselves. By not preaching the Faraden faith, they have not been held guilty of [[Religious_crime#Blasphemy|blasphemy]] or [[Religious_crime#Heresy|heresy]]. Now it seems that simply being dedicated, or bearing an anointing, will be a crime in Imperial territory. Is this understanding of the situation correct?&lt;br /&gt;
&lt;br /&gt;
Speaking candidly, Mistress Karadragha expresses the concern that the Liege of the Five Winds and many of the priestly families that support them have spent a lot of time talking about the &amp;quot;new tolerance&amp;quot; of the Empire - that as long as they avoid single-minded pursuit of Justice they will be able to trade freely in the Empire. If this is no longer the case, the Court of Five Winds needs to know so that they can decide how best to proceed when encouraging their people to travel to the Empire.&lt;br /&gt;
&lt;br /&gt;
==Iron Confederacy==&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy remains at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;They have recently taken both Cazar Straits in Feroz and Free Landing in Madruga from the Children of Wrecks&lt;br /&gt;
{{Nation|nation=The [[Iron Confederacy]]|port=[[Foreign_ports#Robec|Robec]]|status=Foreigner|ambassador=Tethros i Zuhri i Erigo}}&lt;br /&gt;
The lands of the Suranni people - the [[Iron Confederacy]] - lie directly over the Empire&#039;s south-western border. They do not welcome visitors from the Empire except in carefully selected enclaves such as the port of [[Foreign_ports#Robec|Robec]]. While they are currently at peace with the Empire, they are by no means allies. Courted by both the Empire and the [[Asavean Archipelago|Asaveans]], the Dukes have been content to to play both interests off against each other. They made some concessions to the Liberty Pact by &amp;quot;redefining&amp;quot; their slaves as &amp;quot;serfs&amp;quot;, but those who have actually visited Suranni lands say that the lives of the lowest class of their society have barely improved with this change in terminology.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&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=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Suranni recently moved military forces into the territory of [[Feroz]], attacking and defeating the Children of Wrecks and seizing the [[Feroz#Cazar Straits|Cazar Straits]]. Most recently, they have [[Phantasms_and_foam#Take_Your_Prize|done the same]] in [[Madruga]], having claimed [[Madruga#Free Landing|Free Landing]] as well. Both regions are made up of islands that are a traditional home of the [[corsair]] families for [[the Brass Coast]]. Their ambassador has been clear both that they intend to go further, having dealt with the Children of Wrecks, and that they have no intention of conceding the islands to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Suranni ambassador to the Empire is &#039;&#039;Baroness Katerine Lavasse of Meore&#039;&#039;, who operates from the Tour Lavasse in Chaubrette, a territory unknown to Imperial citizens that apparently lies to the west of [[Bay_of_Catazar#Veroigne|Veroigne]]. A noble [[naga]], she replaced the significantly more dogmatic Jeanne de Hibernat, a High Priestess of the Suranni god [[Suranni_pantheon#Evra_the_Smith,_Maiden_of_the_Forge|Evra the Smith, Maiden of the Forge]]. She has already indicated that she is very much more pragmatic than her predecessor and more interested in compromise. She still reports to the Dukes of the Iron Confederacy, however, and so her apparent goodwill toward the Empire cannot be relied upon.&lt;br /&gt;
===Diplomatic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy propose a meeting at the Autumn Equinox to discuss a potential treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would like the Empire to prohibit attempts to spread the Way to the Suranni&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have no intention to return Free Landing and Cazar Straits, but it is clear they could be bought off, but it would require skilful negotiation&#039;&#039;&#039;&lt;br /&gt;
[[Gossamer_threads|Last season]] saw diplomatic approaches from the Iron Confederacy that included a request to [[Gossamer_threads#Rings_and_Wains|permit armies]] of the Iron Confederacy involved in their [[Gossamer_threads#The_Western_Hills|invasion]] of [[Reinos]] to resupply via western [[Segura]]. This request was ultimately refused. They also sought to purchase resources to protect the northernmost Suranni territory of [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], which the Empire knows as Kalino, from an ongoing campaign of baleful [[curse|curses]]. In this, the Ambassador was more able to provide the requested assistance.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Kobol.PNG|caption=[[Suranni_pantheon#Kobol the Warrior, Maiden of Battle|Kobol the Warrior]] is the uncompromising [[Suranni pantheon|Iron Confederacy god]] of warriors and battle.|align=right|width=200}}{{CaptionedImage|file=Evra.PNG|caption=[[Suranni_pantheon#Evra_the_Smith,_Maiden_of_the_Forge|Evra the Smith]] is the god of artisans and merchants in the Iron Confederacy.|align=right|width=200}}{{CaptionedImage|file=Dumon.PNG|caption=[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]] is the hated god of traitors, liars, and wizards whose followers strive to overthrow the divine order of the Iron Confederacy.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Moving forward  Ambassador Tethros has apparently been in negotiation with Baroness Katerine regarding a possible [[Ambassador#Treaty|treaty]]. Now that the Suranni have taken retribution against the Wreckers, and dealt with the Hand of Dumon hiding among them, they seem more inclined to discuss such matters. The intent is to send a few diplomats to Anvil during the Autumn Equinox, to see if such a treaty can be prepared, and the points raised by the Ambassador so far have proved very useful. Baroness Katerine asks that this discussion continue between them, with the Ambassador continuing to help refine the matters that will be under discussion.&lt;br /&gt;
&lt;br /&gt;
The first proposal presented by the Imperial Ambassador is apparently an offer to outlaw the preaching of the Way in Suranni Lands. Baroness Katerine indicates that this isn&#039;t of interest to the Dukes, because any Imperial citizen found preaching the Way in their lands would be arrested and executed as blasphemers. However what the Dukes &#039;&#039;are&#039;&#039; interested in is for the Senate to make it illegal to preach the Way to Suranni citizens in the &#039;&#039;Empire&#039;&#039;. Specifically, to make it illegal to target Suranni travellers when proselytising.&lt;br /&gt;
&lt;br /&gt;
The Dukes are pleased to hear that imperial efforts to restore the bridges over the Scorrero [[The Oran operation|proceed apace]]. They are also open to the idea of establishing a formal trading enclave in the Empire; the town of Bramar in [[Feroz#Fontargenta|Fortargenta]] is well known to Iron Confederacy merchants and some kind of market and a temple for the priests of [[Suranni_pantheon#Evra_the_Smith,_Maiden_of_the_Forge|Evra the Smith]] would be appealing. Either that or dedicated markets in [[Feroz#Oran|Oran]], [[Madruga#Calvos|Calvos]], and [[Sarvos#Sarvos|Sarvos]] for use by ships travelling along the coast through the eastern islands.&lt;br /&gt;
&lt;br /&gt;
Military cooperation against the [[Jotun]] has also been discussed, and Baroness Katerine understands the Ambassador&#039;s reticence to commit to anything. Candidly, the fact the Empire is fighting the barbarian orcs in Imperial territories already provides a measure of assistance. The Dukes are however prepared to agree that any Jotun land the Empire takes in Reinos is theirs to keep, without contest - provided the Empire is in turn prepared to offer the same recognition to the Iron Confederacy. Both nations, says the Baroness, would surely benefit from the extermination of the Lasambrian Hills bandits.&lt;br /&gt;
&lt;br /&gt;
As to the matter of Free Landing and Cazar Straits, however, the Baroness is much less forthcoming. As the Dukes have said over and over, they plan to keep what they have taken from the Children of Wrecks. The Empire had every opportunity to destroy the pirates sheltering in those islands before the Suranni took charge of matters. Relinquishment of the islands is unlikely to be on the table during negotiations. In theory at least, it might be possible for the Empire to negotiate the Suranni withdrawing from Free Landing, but the Ambassador must be aware that the price for doing so is likely to be a great deal of money or truly eye-watering amounts of mithril, weirwood, and white granite. The islands of the Brass Coast represent significant economic and strategic benefits to the Suranni. They conquered the islands with the lives of their soldiers, and in the name of the [[Suranni_pantheon#Kobol_the_Warrior,_Maiden_of_Battle|Maiden of Battle]], and any concession to the Empire is going to need to reflect that.&lt;br /&gt;
&lt;br /&gt;
===Hand of Dumon===&lt;br /&gt;
* &#039;&#039;&#039;Baroness Katerine concedes the Empire had no role in the recent curses on Arbonne&lt;br /&gt;
After due consideration, the Iron Confederacy accepts that the Empire had no role in the cursing of Arbonne, and that they will ensure the organisation puts down no roots within their borders. Even the Duke of Arbonne is apparently [[Gossamer_threads#Dumon_the_Liar|satisfied]] with the Ambassador&#039;s assurances this time, and the Suranni lawkeepers engaged in assisting the magistrates as part of the [[Ratify_Dumonist_Treaty|Dumonist treaty]] have tempered their zeal a little.&lt;br /&gt;
&lt;br /&gt;
With the provision of [[ilium]] to help create a warding temple in Arbonne to combat the malignancy of the Hand of Dumon it &#039;&#039;seems&#039;&#039; the matter is put to rest for the moment. The civil service are at pains to point out that if any Hand of Dumon agents or sympathisers &#039;&#039;were&#039;&#039; active in Imperial politics, and their identities were exposed, then it could potentially prove quite embarrassing for the Ambassador and the Empire. Having access to the magistracy, even in a limited capacity, means that the Suranni lawkeepers are aware whenever someone is prosecuted for [[Criminalize Hand of Dumon|membership of the Hand of Dumon]]. Obviously there&#039;s no evidence of such an individual or conspiracy, but [[Vigilance]] is clear about the need to [[Vigilance#Guidance_on_the_Path|prepare for malice]], and to avoid becoming complacent.&lt;br /&gt;
&lt;br /&gt;
===Marko Siwarsbairn===&lt;br /&gt;
* &#039;&#039;&#039;The well-regarded scholar has return to the Empire and is eager to return to work&#039;&#039;&#039;&lt;br /&gt;
Poor [[Historical_research#Marko_Siwarsbairn|Marko Siwarsbairn]]! Their visit to the Iron Confederacy to research military history took significantly longer than expected and arguably at various points they were in fact imprisoned by their Suranni hosts. Worse, when they were finally given leave to return to the Empire, their research complete, they were [[Gossamer_threads#The_Perils_of_Marko_Siwarsbairn_(Arbonne)|attacked]] by the Hand of Dumon and narrowly avoided being sacrificed to the Suranni [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|God of Lies]] . Thanks to the intercession of the [[Minister of Historical Research]] &#039;&#039;&#039;Watt Lambrook&#039;&#039;&#039;, and by all accounts the direct aid of Ambassador Thethros, the [[Wintermark]] scholar was safely rescued. They handed over the fruits of nearly a year of research and then... went straight back to work.&lt;br /&gt;
&lt;br /&gt;
There has been some suggestion that Marko may wish to take a leave of absence to recover from their recent adventures, but the plucky scholar is having none of it. Given time to recover, they are of the opinion that if nothing else all this business has been &#039;&#039;exciting&#039;&#039; - even thought it may have been a waste of a year from a scholastic point of view it was never &#039;&#039;dull&#039;&#039;. They&#039;re furious with the Iron Confederacy about the way their freedom to explore the subject of Suranni military history was so closely monitored, and how their words were edited and reviewed by the Baroness Katerine and her priests. They also want to be clear that when the document said &amp;quot;area of industry in Arbonne&amp;quot; for example, they meant &amp;quot;mithril mine for supplying armies&amp;quot;, as just one example.&lt;br /&gt;
&lt;br /&gt;
There has been some suggestion Baroness Katerine may be required to pay some kind of compensation. Instead the Suranni diplomat merely sends her best wishes to Marko, invites them to visit if ever they are in the vicinity of her holdings, and that given they are now back in the Empire she considers the matter closed. After all, it was Hand of Dumon agents &#039;&#039;in the Empire&#039;&#039; who attacked Marko, and while the Minister of Historical Research may have needed to intercede, her knights still did their job by ensuring the scholar returned to the bosom of the Empire alive. Marko&#039;s response involves quite an amount of coarse language.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width:300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Atte.png|caption=Atte Arrow-Tongue Metsastajason of the Sussivari Oathsworn Fyrd; elder statesman and [[Imperial Consul]], is responsible for dealing with nations that do not have a dedicated ambassador.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Tsark==&lt;br /&gt;
* &#039;&#039;&#039;The people of Tsark have sent an adept to Occursion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adept Camilla invites letters on the subject of Prosperity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Urizeni congregation will be able to take the lecture &#039;Discuss Prosperity with the Adepts of Tsark&#039; after the Summer Solstice.&#039;&#039;&#039;&lt;br /&gt;
The Seeker of the Perfect World has written to Sage Kristoph, the Tsarkoi sage who has long been the primary diplomat of the Tsarkoi to the Empire, opening a conversation on the subject of Prosperity and the ways in which it might benefit Tsark. After a little deliberation, the Council of Sages appointed Camilla - as a senior adept - to be the primary representative to the Empire on this subject. They are - cautiously - interested in hearing more.&lt;br /&gt;
&lt;br /&gt;
Camilla&#039;s parents were Urizeni who found a way to Tsark a generation ago and decided to stay, so she is a little familiar with the Empire and [[the Way]] as a result. However, the Tsarkoi do not make use of spiritual forces &#039;&#039;other&#039;&#039; than that of Peace - quite the contrary to their neighbours, the notoriously blasphemous and heretical Axou who make use of auras of every kind, and so she is not greatly familiar with the Seven Virtues of the Way except through her parent&#039;s stories.  &lt;br /&gt;
{{WingedMessenger|address=Those wishing to write to Camilla on the subject of what Prosperity means to them should send a [[Call Winged Messenger|Winged Messenger]] to &#039;&#039;Adept Camilla, Garden of the Perfect World, Occursion, Zenith&#039;&#039;}}&lt;br /&gt;
Camilla says that she intends to stay a little while at the Garden of the Perfect World. There are other adepts and sages who intend to visit in the season that follows: she has been asked to prepare the way. The Council of Sages believes, from what it understands of Prosperity, that the Virtue &#039;&#039;may&#039;&#039; be one that fits in the perfect world that the Tsarkoi seek - in accordance with their esoteric beliefs - to bring about. Camilla says that she will make herself available for any Imperial citizen who wishes to write to her explaining what Prosperity means to them. In addition, she and the other adepts chosen for this initiative would be delighted to meet with Urizeni who wish to share their perspective on Prosperity.&lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice, holders of an Urizeni congregation may take the lecture &#039;Discuss Prosperity with the Adepts of Tsark&#039;. This will represent the priest taking themselves - and possibly their congregation - to Occursion to meet with Adept Camilla and her fellows, to discuss Prosperity and demonstrate the auras associated with it. As such, the congregation will not produce its normal complement of liao, as it is assumed it will be used in the creation of auras. However, Camilla has promised that in return she offers a portion of zaboravi. Obviously, any priest who takes this lecture will end up in the Prosperity assembly as a result at the subsequent summit.&lt;br /&gt;
&lt;br /&gt;
==Maracossa==&lt;br /&gt;
{{WingedMessenger|address=Leonorada Rousseau&#039;&#039; currently resides in &#039;&#039;Trajadoz&#039;&#039;, [[Madruga#Torres|Torres]], [[Madruga]] for anyone who wants to talk about Marracossan business}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Eulàlia i Phovas i Riqueza.jpg|caption=&#039;&#039;&#039;Eulàlia i Phovas i Riqueza&#039;&#039;&#039;, Senator for Madruga|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The proscription against the Theist Heresy creates major problems for the Marracossans&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are appealing to the Marracossa Sendito for help&#039;&#039;&#039;&lt;br /&gt;
Representatives of the [[Madruga#Trajadoz|Trajadozi Marracossans]], [[Journeys_end_in_lovers_meeting#By_Roads_Both_Straight_and_Winding|came to Anvil]] for the Spring Equinox. They planned to meet with both the current [[Marracossa Sendito]] &#039;&#039;&#039;Karg i Estrico i Erigo&#039;&#039;&#039; and the former holder of the title, &#039;&#039;&#039;Hugo i Bamesh&#039;&#039;&#039;. By all accounts the meeting went well - the Marracossans returned to Trajadoz satisfied at least. Or rather... &#039;&#039;mostly&#039;&#039; satisfied. There is a great deal of concern among the former inhabitants of the [[Asavean Archipelago]] regarding the blanket criminalization of their religion. &lt;br /&gt;
&lt;br /&gt;
The [[judgement]] of [[proscription]] raised by &#039;&#039;&#039;Frater Pontius of Adoniran’s Temple&#039;&#039;&#039; [[388YE_Spring_Equinox_Synod_judgements#Judgement_114|defines]] the &amp;quot;Theist Heresy&amp;quot; as &#039;&#039;the claim that there are gods that seek dominance of, control over or communion with sapient spirits&#039;&#039;.&amp;quot; The Marracossans have never tried to hide their faith in their gods, and given that the town of Trajadoz has been [[384YE_Winter_Solstice_Senate_sessions#Cede_Trajadoz|ceded]] to them by the [[Senate]] they are not concerned that they will need to fend off zealous magistrates. What they are very concerned about is their relationship with their neighbours.&lt;br /&gt;
&lt;br /&gt;
The Marracossans have over the last few years formed bonds of friendship and business with Freeborn folk in [[Madruga#Torres|Torres]] in particular. Some of their number fought against the Grendel when they attempted to conquer Madruga, and indeed the Freeborn Assembly [[386YE_Spring_Equinox_Synod_judgements#Judgement_160|recognised and praised]] them for their [[Courage]], [[Pride]], and [[Loyalty]]. Now they&#039;re concerned that anyone who trades with them, visits them, or even speaks to them might face prosecution. Worse, they are concerned that they might face prosecution if they leave the environs of Trajadoz - effectively trapping them in the town for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
They&#039;re &#039;&#039;very&#039;&#039; keen for the Marracossa Sendito to advise them on the situation. This is in line with the [[Marracossa_Sendito#Responsibilities|responsibilities]] of the post - given that this proscription may represent a threat to Trajadoz and involves a request for representation. The civil service indicate that Karg i Estrico i Erigo may wish to seek the advice of the [[Imperial Consul]] &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; on this matter. While Karg is responsible for dealing with the Marracossans they are legally foreigners with whom the Empire does not have a recognised [[ambassador]], and any [[Ambassador#Treaty|treaties]] for example would need to be prepared by the Consuls office. The advice of the magistrates might also be valuable in what exactly this new heresy means for the Marracossans.&lt;br /&gt;
&lt;br /&gt;
The Marracossans are &#039;&#039;also&#039;&#039; keen for their friends in Madruga to speak on their behalf. Can the Freeborn Assembly offer any reassurance, for example? Or should they begin preparing for a siege? Can they truly be considered heretics when they do not follow the Way, or even pretend to, but likewise have no interest in proselytising their own religion to others?&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keys_of_Enlightenment&amp;diff=142147</id>
		<title>Keys of Enlightenment</title>
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		<updated>2026-07-20T12:28:30Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Have they given any context for their query?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tipoa and the Cardinal had taken cover from the sun under a rainbow canopy in one of the gardens that spilled over the side of the High House of Wisdom. It was the hottest part of the day and even the jewelled hummingbirds were silent, resting beneath broad leaves. Only the raptors were active, playing their inscrutable lizard games and hunting beetles among the foliage. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Censor of Wood, Stone and Metal said it was a request from the Senator of Bastion. They say they are keen to learn more about the exemplar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Cardinal pondered for several moments, her attention apparently focused on the task of tending to one of her beast companions. Jormga as a snake easily as long as Tipoa was tall, and she had always disliked it. The serpent was lazy with age, six eyes closed contentedly as the Cardinal carefully rubbed its head and body with coarse sand. His only movement was to flicker his long forked tongue occasionally. In the wild the beasts were deadly hunters, but the Cardinal had hatched him herself, and he doted on her as much as any serpent could dote on anyone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To be fair,&amp;quot; mused the Cardinal, &amp;quot;it is the nature of inspirational figures to inspire, so there is no reason not to share our stories with the Empire. I wonder if it has to do with a vision of past lives?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Would you like me to ask Oxtitocszin to enquire?&amp;quot; One of the smaller raptors had run up and stood staring curiously at her, flicking its blue and green feathers. She flicked a morsel of meat toward it, and it was quickly the centre of attention for three of its siblings.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No need, I don&#039;t think. Traditionally the Imperial Synod is always very excited when someone experiences a vision of having been Sumaash, and cannot wait to tell us. So patience will tell us one way or another.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Cardinal smiled, humourlessly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do wonder sometimes why they seem to be so constantly surprised when they discover that their people have souls older than the Empire, or from another part of the world? Despite that revelation being the foundation of their entire Empire. And still it is an uncommon Imperial priest that asks about our &#039;&#039;own&#039;&#039; visions, and how they relate to folk from their history.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tipoa nodded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;ll put something together but it will be challenging to know quite how much detail to go into.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah!&amp;quot; said the Cardinal, eye twinkling. &amp;quot;I have a suggestion there. I was speaking to the Cardinal of Vigilance only this morning, and this enquiry comes at just the right time. How long has it been since you last visited the Empire, Utredare Tipoa?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tipoa felt her heart sink slightly. She could see the shape of the future and was not sure she was especially excited about it. Travelling to the Empire, especially at this time of year when the weather would be turning inhospitable, was not how she had planned to end the year. Especially with this apparent non-sequitur about the Cardinal of Vigilance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To talk about Sjördeyr, Cardinal? Or were you thinking of sending me in an more official capacity?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Cardinal didn&#039;t reply immediately, but a slow smile spread across her face as she continued to stroke the somnolent serpent in her lap.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Sumaah_Raptors.jpg|align=left|caption=it&#039;s common for Sumaah citizens to keep small drakes as companions.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah Republic is an empire devoted to an orthodox interpretation of the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah Republic remain allies of the Empire in the Liberty Pact&lt;br /&gt;
The [[Sumaah Republic]] are simultaneously allies of, and rivals to, the Empire. Their shared practice of the Way both provide them with common ground, and divides them over questions of orthodoxy. As founding members of the [[Liberty Pact]], their ties to the Empire have been strengthened, and they have been closely involved in bringing ruin to those involved in the abhorrent practice of slavery. At the moment they are focused on their [[Guide_the_spirit#Virtuous_War|war]] with the [[Asavean Archipelago]], but they remain committed to spreading the Way through the entire world. In gratitude for [[Two_suns_in_the_sunset#A_Bond_Between_Sailors|major aid]] from the Empire in repulsing an Asavean assault against the port of [[Foreign_ports#Zemeh|Zemeh]], the Sumaah have committed to sharing a dose of [[Liao#True Liao|true liao]] with the Empire every season &amp;quot;&#039;&#039;until the Plenum falls and the Way is spread to the Archipelago&#039;&#039;.&amp;quot; Relations with the grateful Sumaash, which have been bumpy in the past, are now better than ever.&lt;br /&gt;
{{Nation|nation=[[Sumaah Republic]]|status=Foreigner|port=[[Sumaah_Republic_ports#Zemeh|Zemeh]]|ambassador=Accalon of [[Highguard]]}}&lt;br /&gt;
The Sumaah ambassador to the Empire is &#039;&#039;Oxtitocszin&#039;&#039;, who holds the rank of Censor of wood, metal and stone and is a member of the High House of Pride (the Sumaah equivalent of the Pride Assembly, but with significantly more responsibility and leeway to pursue foreign diplomacy). They advise not just the Sumaah &#039;&#039;präster&#039;&#039;, but the House of the People (the Sumaah equivalent of the Imperial Senate). By all accounts they are an even-handed, level-headed individual, and a devout practitioner of the Way.&lt;br /&gt;
==Mithril and White Granite==&lt;br /&gt;
* &#039;&#039;&#039;Sumaah is interested in the proposal the Empire might be able to provide resources to fight the Asaveans&lt;br /&gt;
* &#039;&#039;&#039;They are interested in mithril and weirwood&lt;br /&gt;
* &#039;&#039;&#039;The High House of Prosperity has arranged a boon from the City of Salt and Sail that can help transport significant numbers of wains&lt;br /&gt;
* &#039;&#039;&#039;Ambassador Oxtitocszin asks for Accalon to give them an idea of what kind of price will be required&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Accalon5901.jpg|caption=&#039;&#039;&#039;Accalon of Felix&#039;s Watch&#039;&#039;&#039;, Ambassador to the Sumaah Republic|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Ambassaor Accalon has mentioned the possibility of providing assistance in the Sumaah war with the Plenum, and that the Empire may be able to send resources that would assist their efforts. Ambassador Oxtitocszin has taken counsel with the High Houses of Courage and Prosperity, and spoken to the Plenum, and suggests that if there is interest in helping Sumaah in their fight against the Asaveans, they would be interested in supplies of mithril and weirwood to supplement their own stocks of these precious materials. While the bulk of the materials would be used to reinforce and strengthen the armies of Sumaah, a portion would be provided to Sumaah allies in the Asavean Archipelago to help support their efforts to spread the Way and bring down the Plenum.&lt;br /&gt;
&lt;br /&gt;
The High House of Prosperity understands that the Empire is rich in both materials, and that there is a considerable surplus available to purchase. The challenge however will be transporting the material - as the [[Drowned_in_tears#A_Gift_of_Pride|Stone Fleet]] indicated the risk of transporting such valuable and bulky materials over great distances is considerable.&lt;br /&gt;
&lt;br /&gt;
However, partially inspired by the [[Satraps_of_the_Abyss|ongoing visit]] of Imperial prognosticator [[Appraisal#Lisane_de_Terresford|Lisane de Terresford]], a coven of magician-präster of the House of Prosperity have sought a slightly less risky solution. The &#039;&#039;Wandering Port&#039;&#039; - the &#039;&#039;Great Turtle&#039;&#039; also known as the &#039;&#039;City of Salt and Sail&#039;&#039; - is prepared to aid in the transportation of at least one hundred wains of weirwood and mithril - either or both - between the Empire and the Republic. There is theoretically no upper limit to how much they can help transport in this way. The offer has been negotiated until the end of the Winter Solstice 388YE; after that the opportunity will be gone.&lt;br /&gt;
&lt;br /&gt;
However, before they can be taken anywhere, the wains must be secured. The Sarcophan do not imagine the Ambassador means to provide them with a gift, and the Censor of Wood and Stone wants to hear from their opposite number what kind of price will be required and what volume of wains would be available. Accalon has indicated they have contacts in the [[Bourse]]; presumably these can be leveraged to arrange a straightforward and Prosperous agreement?&lt;br /&gt;
&lt;br /&gt;
==Sjördeyr==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;The Life of Sjördeyr&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; Historical Research&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; Should clearly indicate it is an invitation to the High House of Prosperity to send scholars to teach about the paragon Sjördeyr&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; None additional&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; Produces a historical research document relating to the paragon Sjördeyr&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 yer; until the end of the Spring Equinox 389YE&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; Dependant on the Empire remaining on good terms with the SUmaah Republic&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;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hazelelponi.jpg|align=right|caption=Hazelelponi of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]] raised the final peerless kinship mandate.|width=300}}{{CaptionedImage|file=Watt of Lambrook.jpg|caption=&#039;&#039;&#039;Watt of Lambrook&#039;&#039;&#039;, Minister of Historical Research|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A short essay about the Sumaah paragon Sjördeyrhas been provided by Ambassador Oxtitocszin&lt;br /&gt;
* &#039;&#039;&#039;Either the Lepidean Library or the Department of Historical Research could host scholars from the Sumaah Republic if they wished to know more&lt;br /&gt;
Ambassador Oxtitocszin is a little surprised to be asked about the &#039;&#039;Sjördeyr&#039;&#039;, but provides some information in the form of a short essay copied from a book of Sumaah inspirations. &lt;br /&gt;
&lt;br /&gt;
In short, Sjördeyr is a Paragon and not an Exemplar as the Ambassador seems to believe. He is primarily known for inspiration around the importance of celebrating one&#039;s labours at least as hard as one worked to achieve them. One of the leaders of the Sumaah rebellion against the Asavean Satraps, he was a loud and persistent voice in opposition to slavery in general, and the wickedness of the Plenum, rather than just the plight of the Sumaah themselves. No great warrior himself, he strove to acquire the resources his people needed to cast off the yoke of the Satraps. In the process he dealt with many unsavoury folk, including some of the corrupt and venal Asaveans. According to the stories, however, so affable and charismatic was he that stories claim he was adept at recruiting others to aid the Sumaah cause, and allegedly he convinced a few of the Asaveans to secretly support the rebels against their own people. &lt;br /&gt;
&lt;br /&gt;
After the Sumaah won their freedom, the flamboyant and passionate Sjördeyr was one of the visionaries who encouraged the people not to lose themselves in endless warfare but to build a Republic from the ashes of their oppression. His enduring inspiration meant that he was one of the first historical paragons recognised by the Sumaah when they embraced the Way and the path of Virtue, .&lt;br /&gt;
&lt;br /&gt;
If the Empire wishes to know more, the ambassador is certain some Sumaah scholars can be convinced to travel to the Empire and spend time working with the [[Lepidean_Librarian#Lepidean_University|Lepidean University]] or the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]].  Obviously, this would require either the [[Lepidean Librarian]] or the [[Minister of Historical Research]] (or the [[Senate]]) to commission the appropriate [[historical research]].&lt;br /&gt;
==Siblings in Spirit==&lt;br /&gt;
* &#039;&#039;&#039;The House of the People is discussing the Liberty Pact in light of the Commonwealth concerns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Oxtitocszin advises that Sumaah fear their interests will suffer if the Empire and the Axiou can form a majority voting block&#039;&#039;&#039;&lt;br /&gt;
As the Summer Solstice approaches, the news that the [[Commonwealth]] is [[War_games#Commonwealth_Fury|considering leaving]] the [[Liberty Pact]] has reached Sumaah. Oxtitocszin restates part of the speech given by the präst &#039;&#039;[[Guide_the_spirit#Ripped_Away_(Necropolis)|Kauitalic]]&#039;&#039; after Imperial ship captains helped [[Two_suns_in_the_sunset#A_Bond_Between_Sailors|defend Zemeh]] against the Asaveans. &amp;quot;The Empire and the Republic are siblings - they may squabble and argue but they are united by bonds of Virtue that the Asaveans can never understand much less sever.&amp;quot; Whatever happens in the coming months, that will not change, no matter how aggrieved the Commonwealth is.&lt;br /&gt;
&lt;br /&gt;
But the Sumaah Ambassador also confirms that [[Forging_links#Pact_of_Broken_Chains|as mentioned last season]], the Republic is not sure what the point of the Liberty Pact is now. The House of People continues to discuss the matter, as do the High Houses of Virtue. They are broadly in agreement though that a Liberty Pact without the Commonwealth will not survive. No decision has been taken yet; the Houses take their time to consider such matters carefully and avoid rushing as the Empire well knows. However, there are clear concerns around the influence of the Axou should the pact be comprised of only three members able to vote. The ambassador doesn&#039;t come directly out and say it, but the fact that the Empire and the Axou could form a majority voting block and decide the issues between them is clearly an issue. Eventually they will take act but the Ambassador stresses that whatever happens, it should not be seen as a failure of the Pact, but rather as further proof that it has fulfilled its Ambition. For now though, they will continue to hold to the Liberty Pact as it stands.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Pride.png|align=right|width=150}}{{CaptionedImage|file=Assembly_General.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Honour and War==&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah will continue to send a dose of true liao to the Empire regardless of what happens&lt;br /&gt;
One final matter brought up by Oxtitocszin concerns the dose of [[liao#true liao|true liao]] the Council of Eight [[Two_suns_in_the_sunset#The_Just_Rewards_of_Your_Labours|set aside for the Empire]] each season. Until the Way is spread to the whole of the Asavean Archipelago, it will continue to be delivered to the [[Gatekeeper|Gatekeepers]] &amp;quot;&#039;&#039;to bestow as they see fit on the virtuous of the Empire, in the name of that bond, forged in blood and salt, by the captains of the Empire&#039;&#039;.&amp;quot; Unless for some reason a state of war erupts again between the two great powers, the Sumaah gift to the Empire will continue.&lt;br /&gt;
&lt;br /&gt;
There have however been concerns raised with Oxtitocszin regarding what might happen if the Gatekeepers were no longer [[Gatekeeper#Responsibilities|responsible]] for determining how true liao is distributed. If that were to happen, the High House of Pride would find another way to ensure their gift reached the Empire to be used in commemoration of the bonds between the two great nations. But as long as the Synod holds the Gatekeepers responsible for distributing the precious spiritual substance, it will continue to be delivered to them each season.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Albrecht von Holberg.jpg|caption=&#039;&#039;&#039;Albrecht von Holberg&#039;&#039;&#039;, Custodian of the Regario Dossier|align=left|width=400}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Missing River==&lt;br /&gt;
* &#039;&#039;&#039;Agent Vassa, who normally oversees the Regario Dossier agents in Sumaah, has gone missing&lt;br /&gt;
* &#039;&#039;&#039;An urgent message from Zemeh suggests the Imperial espionage network there is being rolled up&lt;br /&gt;
* &#039;&#039;&#039;The Regario Dossier will ultimately need to decide whether to cooperate with any investigation or not&lt;br /&gt;
* &#039;&#039;&#039;Re-establishing the Vassa network without knowing what is going on may see more Imperial agents vanish&lt;br /&gt;
There is one other matter of concern from Sumaah, but it (probably) doesn&#039;t concern the Republic itself. A year ago the [[Regario Dossier]] - which among other things organises the Empire&#039;s espionage in foreign nations - [[Talking_to_friends#The_Factions_Listen|reassigned agents]] to investigate factions in the [[Asavean Archipelago]]. Each of the three agents studied a different faction, made a full report during the Spring Equinox [[Regario_Dossier#Annual_Report|as is traditional]]. As far as the Empire knows, three agents were reassigned and those three agents should now be back in their assigned posts.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, one of the agents does not appear to have made it back from Asavea. Agent Vassa normally oversees a small network of agents in [[Foreign_ports#Zemeh|Zemeh]] who report on the activities of the Sumaah Republic. Not only has Agent Vassa not resumed their post, but following the Spring Equinox the Imperial espionage network in Sumaah has &amp;quot;gone dark&amp;quot;. A single ciphered message was received at the offices in [[Tassato#Tassato_Regario|Tassato Regario]] that appears to be genuine, claiming that several agents had died and several others vanished and that the writer themselves was in fear of their life and &amp;quot;in the wind.&amp;quot; Cautious attempts to connect with the Vassa network to see what is up have yielded no response.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not unusual for agents to vanish, but for a whole network of agents to go quiet is a cause for alarm. There are three possibilities; the Sumaah Republic [[High House of Vigilance]] may have uncovered the Imperial agents in Zemeh. They have [[Price_of_prosperity#War_with_Sumaah|taken action]] against Imperial agents within their borders before, after all. Alternatively, the Asavean faction the Sumaah agents were involved in investigating might have attacked them, either in Asavea or when they returned to Sumaah. Finally, it the network might have unravelled due to the actions of a third, unknown enemy. That latter is the most worrying, of course.&lt;br /&gt;
&lt;br /&gt;
Investigating what has happened represents something of a challenge. It will also require the cooperation of &#039;&#039;&#039;Albrecht von Holberg&#039;&#039;&#039; who holds the Regario Dossier. This cooperation is confirmed by the holder of the seat emailing {{plot}} after the event, before the end of downtime, indicating which if any methods of investigating the missing agents they have supported. Any they don&#039;t support will fail.&lt;br /&gt;
===Ambassadorial Concern===&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Republic could ask for help investigating the disappearance of Imperial citizens&lt;br /&gt;
* &#039;&#039;&#039;Doing so would certainly reveal the Vassa network to the High House of Vigilance&lt;br /&gt;
Ambassador Accalon could ask the Sumaah to investigate the disappearances, but doing so would certainly reveal that the missing Imperial citizens were spying on the Republic. There&#039;s no need to be specific here - there are few enough Imperial citizens going missing in Sumaah that the High House of Vigilance would be able to investigate what has happened. As long Albrecht von Holberg cooperates, the Sumaah will find out what happened... but it will make it impossible to re-establish effective spies in Zemeh for the next three years. If they don&#039;t cooperate, the Sumaah will know that there were spies but will have no useful information that could stop new agents being sent in. The holder of the seat can also use an email to ask that new agents be dispatched, once they are comfortable the situation is resolved.&lt;br /&gt;
===Asavean Factionalism===&lt;br /&gt;
* &#039;&#039;&#039;Contacting the faction the Vassa network was investigating may provide leads&lt;br /&gt;
* &#039;&#039;&#039;Doing so risks revealing to that faction (or factions) that they were being investigated by the Empire&lt;br /&gt;
Someone could contact the Asavean faction the agents were investigating, using the [[Call Winged Messenger|winged messenger]] address already supplied, but again that would almost certainly warn that faction that the Empire had been spying on them. Obviously without the aid of Albrecht von Holberg it will be difficult to know which faction the agents were dealing with. Just asking them &#039;&#039;all&#039;&#039; would make them &#039;&#039;all&#039;&#039; think they were being spied on. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Rahmah i Darwisj i Erigo.jpg|caption=&#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, Imperial Spymaster|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Spies and Agents===&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Spymaster could put together an investigation in Zemeh to track down what happened to the Vassa network agents&lt;br /&gt;
* &#039;&#039;&#039;Doing so needs the Spymaster to use their ability to announce a spy network, and would count as a commission&lt;br /&gt;
* &#039;&#039;&#039;Such a mission would provide a scouting venture to Imperial fleets - provided they were enchanted with Muffled Oar&lt;br /&gt;
* &#039;&#039;&#039;A mission will alert the High House of Vigilance that something is happening but as long as the Regario Dossier cooperates will not indicate what&lt;br /&gt;
The [[Imperial Spymaster]] and the [[Regario Dossier]] could liase on an operation together. During the Summer Solstice they could use their ability to [[Imperial_Spymaster#Networks_and_Coves|commission networks and coves]] to arrange support for a mission in Zemeh. This would require an [[announcement]], count as a [[commission]], but not require any [[weirwood]] or money. If it were done, following the Summer Solstice any [[the League|League]] [[fleet|ship-captain]] would be able to participate in a special [[Fleet#Scouting|scouting]] [[voyage]] aimed at uncovering events in Zemeh. If at least 3,000 strength were committed to the voyage, the facts about what has happened to Agent Vassa and their network, and who was behind it, would be uncovered. However, unless &#039;&#039;every&#039;&#039; ship that took part was under the effect of [[Muffled Oar]] or a similar [[Night magic]] [[enchantment]], the High House of Vigilance would be aware that &#039;&#039;something&#039;&#039; is going on even if they do not know exactly what. If Albrecht von Holberg doesn&#039;t cooperate with this action, it will achieve nothing other than to worry the Sumaah.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Natkysset&#039;&#039;&#039; (right), Grandmaster of the Shuttered &lt;br /&gt;
Lantern|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Hooded Lanterns===&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster of the Shuttered Lantern could take advantage of the outstanding invitation for an order to visit Sumaah&lt;br /&gt;
* &#039;&#039;&#039;If they do this it will use up the Conclave&#039;s opportunity, and &#039;&#039;only&#039;&#039; discover details of what is going on with the Vassa network agents&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Roshanwe.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=City of Locks.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Dark_Adapted_Eye_2.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is an opportunity for the [[Shuttered Lantern]] order to [[Satraps_of_the_Abyss#Wisdom_of_the_Conclave|visit Sumaah]] this season, to explore how the Sumaah keep their people safe from dangerous eternals. Instead, when [[Grandmaster#Guiding_an_Order|guiding the order]] the [[grandmaster]] could instruct magicians to investigate the disappearance of the Imperial agents in Sumaah. If this were done, they would not uncover any useful information about Sumaah practices around eternals, but they would discover what had happened to the agents and who was responsible. Doing this would &#039;&#039;not&#039;&#039; attract the attention of the High House of Vigilance. Again, if Albrecht doesn&#039;t cooperate with this it will just prove to be a waste of time and the Shuttered Lantern will get &#039;&#039;nothing&#039;&#039;.&lt;br /&gt;
===Eternal Plenipotential===&lt;br /&gt;
* &#039;&#039;&#039;The Archmages of Day, Autumn, or Night could enlist the aid of Roshanwe, Basileia Brazen, or the Whisper Gallery to find out more&lt;br /&gt;
* &#039;&#039;&#039;Doing so would require them to use their plenipotentiary power&lt;br /&gt;
Alternatively, there are several [[eternal|eternals]] who might be prevailed upon to offer assistance. While [[Sung]] and [[Leviathan]] might be questioned through ritual magic, it&#039;s not clear that would yield anything useful. Sung&#039;s answers are always mysterious, and while Leviathan might be able to explain what lead to the Vassa network being rolled up, it&#039;s doubtful he will be able to offer any insight into who did it. Among the remaining eternals, [[Roshanwe]], [[Basileia]], and the [[Whisper Gallery]] all have the potential to offer aid. Roshanwe is a seeker, and while it is rarely mentioned, spying and espionage &#039;&#039;are&#039;&#039; a form of seeking. The City of Locks are adept spies, and [[Basileia#The Five Pillars|the Surveyors&#039; Cartel]] in particular has an interest in espionage. The Whisper Gallery are unpredictable, but they enjoy secrets and are generally not as opposed to spies and spying as they are to, say, [[Magpies|hunters of lost artefacts]] or [[Historical_research#The_Department_of_Historical_Research|scholars of lost lore]]. &lt;br /&gt;
&lt;br /&gt;
A [[Archmage#Plenipotentiary|plenipotentiary]] for any one of the three would be able to either provide an opportunity to learn more, or simply provide answers directly. In both cases, there is likely to be a price however. There&#039;s also a chance that the last two on the list might even be &#039;&#039;behind&#039;&#039; the disappearances. On the plus side, if they &#039;&#039;are&#039;&#039; they&#039;re unlikely to deny it if asked point-blank to look into it. This is the only approach that doesn&#039;t require the aid of Albrecht von Holberg; the eternals asked to look into the matter will work out what is going on as part of their investigation.&lt;br /&gt;
&lt;br /&gt;
===Wheels and Windows===&lt;br /&gt;
* &#039;&#039;&#039;Re-establishing the Vassa network without knowing what is going on risks the new agents meeting the same fate as the old ones&lt;br /&gt;
* &#039;&#039;&#039;There is only a narrow window to uncover what has happened to the Vassa network&lt;br /&gt;
Regardless of what is done, the Regario Dossier is short of agents in the Sumaah Republic. The civil service advise caution though. If new agents are simply sent in to replace the old ones, there is no guarantee that whatever happened to Agent Vassa and their network will not just happen again, and at that point the Empire is just feeding espionage agents to unknown enemies.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a narrow window to do something; unless wheels are set in motion at the Summer Solstice, the trail will be too cold for any useful information to be uncovered at all. After that, the only way to find anything useful will be to send more agents and hope they aren&#039;t killed before their annual report next year.&lt;br /&gt;
{{Sumaah Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Everything_is_on_show&amp;diff=142136</id>
		<title>Everything is on show</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Everything_is_on_show&amp;diff=142136"/>
		<updated>2026-07-20T11:03:01Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Because she&#039;s a dickhead, that&#039;s why!&#039;&#039;&amp;quot; Heloísa refused to get back in line as they ran drills. Adriana had been riling her up all day, and the dam had finally burst. &amp;quot;&#039;&#039;She&#039;s a Mestran! We shouldn&#039;t be fighting together; she&#039;ll just end up stabbing me in back... she can&#039;t even parry without risking her arm!&#039;&#039;&amp;quot; Both Heloísa&#039;s and Adriana&#039;s friends started shouting at that, throwing down their dulled steel and raising fists ready to brawl.&lt;br /&gt;
&lt;br /&gt;
Teodora grimaced and clapped their hands together to try to bring some semblance of order. They knew it was risky; that the other officers were generally keeping the twin cities separate. They had a feeling, though, that this group could be something special if they could start to trust each other. &amp;quot;&#039;&#039;I don&#039;t care if she&#039;s from Cevia! If I tell you to fight alongside each other, you&#039;re going to. If you can&#039;t do that, then you shouldn&#039;t consider yourself a Sparrow. And if you&#039;re not a Sparrow... what the &#039;&#039;&#039;fuck&#039;&#039;&#039; are you doing in my training yard?&#039;&#039;&amp;quot; Teodora spat on the floor and stared as the two groups started getting back into their lines. &amp;quot;&#039;&#039;Right, from the top. I want us to have mastered the Marcus Shield before sundown.&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Sparrows Reckoning Badge.png|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Winter Solstice 386YE, the Imperial Senate passed a [[Raise Third League Army|motion]] to [[Army#Recruitment|raise]] a third [[The League|League]] army in [[Tassato]]. The motion was proposed by &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039;, as the Senator for [[Tassato]], and seconded by &#039;&#039;&#039;Aspar&#039;&#039;&#039;, as the [[Conscience of the Senate]]. The majority of the funding for the army was provided by &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039;, [[Emperor Vesna|Empress of the Hearth]]. &lt;br /&gt;
&lt;br /&gt;
Last season, Tassato was enchanted with [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] by [[Varushka_groups#Cabal_Lyktan|Cabal Lyktan]]. Now, eighteen months after it started raising, the army is almost ready to take the field against the enemies of the Empire, and &#039;&#039;&#039;Cesare&#039;&#039;&#039; has informed the civil service of the army&#039;s name, &amp;quot;&#039;&#039;Sparrows Reckoning&#039;&#039;&amp;quot;, but the army&#039;s essential quality remains an open question. The army has been raised from across the League, with recruits drawn from each of the five cities. The recruits have studied at the [[Tassato#Five_Cities_Military_Academy|Five Cities Military Academy]], and are close to finishing their [[army qualities|training]]. &lt;br /&gt;
&lt;br /&gt;
None of the options available for the army cost any additional resources. Cesare Sanguineo Rezia Di Tassato, as the raising senator, is responsible for choosing the new army&#039;s forte. He should inform one of the Speakers for the Senate of his decision during the summit.&lt;br /&gt;
&lt;br /&gt;
==Always Keeping Score==&lt;br /&gt;
&amp;lt;div {{float}}&amp;quot;&amp;gt;{{CaptionedImage|file=Point of Pride.jpg|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The creation of the Sparrows has swelled Pride in the city of Tassato&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Newly mustered soldiers are eager for opportunities to prove that they are the equals of any League army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two famous armies in the League. The [[Wolves of War]] are one of the most experienced armies anywhere in the Empire. Versatile and universally admired across the League, they have a long and studied history fighting in every major conflict in every war since forever. Their reputation for professionalism makes them a feared enemy and a welcome ally on any battlefield. The army has always drawn recruits from every city in the League, making it something every city &#039;&#039;and no city&#039;&#039; can be Proud of.&lt;br /&gt;
&lt;br /&gt;
The [[Towerjacks]], by comparison, were disbanded in 346YE, so the soldiers of the former army spent the next three decades garrisoning the walls of Holberg, keeping the Druj out. It&#039;s hard to be &#039;&#039;more&#039;&#039; famous than being the army that held a siege for thirty-three years. As famous as they are, they are also undeniably &amp;quot;Holberg&#039;s army&amp;quot;. The League might be proud of the Towerjacks, but if folks in Tassato have to hear that &amp;quot;Holberg is the greatest city in the world&amp;quot; one more time, they just might challenge the Towerjacks to a duel themselves.&lt;br /&gt;
&lt;br /&gt;
In the history of the League, Tassato has never had an army of its own, never had a claim to fame the way Holberg does with the Towerjacks. Until today... As the army comes ready to deploy, there is an enormous swelling of Pride in the city at the achievement. Soon, Tassato will have its own army... soon, Tassato will be a rival for Holberg.&lt;br /&gt;
&lt;br /&gt;
Of course, the Sparrows don&#039;t have a famous reputation like the Wolves of War or the Towerjacks. They don&#039;t have a long and venerated role in the Empire&#039;s history. They didn&#039;t fight against [[Alderei the Fair]], or take part in any famous wars. Right now, they&#039;re the third army of the League - in a nation that notoriously does &#039;&#039;not&#039;&#039; give out prizes for participation. &lt;br /&gt;
&lt;br /&gt;
The Sparrows are like a newborn child - complete with two proud parents in Regario and Maestra. Sure, the army might not be famous - not yet - but already it&#039;s filling up with hot-headed bravos and other ambitious types who are eager to take the fight to the enemy and have a chance to prove themselves every bit the equal of the &#039;Jacks and the Wolves.&lt;br /&gt;
&lt;br /&gt;
==Take It All==&lt;br /&gt;
* &#039;&#039;&#039;Sparrows Reckoning could have the &#039;&#039;Conquering&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Conquering&#039;&#039; army can take the &#039;&#039;Push the Line&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
The [[Gryphon&#039;s Pride]] were raised as [[Army_qualities#Conquering|conquerors]], representative of Dawnish ambitions in [[the Barrens]]. The officers of Sparrows Reckoning could be trained in the same way; encouraged to focus on strategies that capture land from barbarians. The soldiers would concentrate on practising lightning strikes to claim key objectives and break enemy supply lines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:800px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Push the Line&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by three-tenths&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army seeks to dominate key strategic objectives, and focuses on claiming territory from the opposing army. &amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick March==&lt;br /&gt;
* &#039;&#039;&#039;Sparrows Reckoning could have the &#039;&#039;Fast&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Fast&#039;&#039; army can take the &#039;&#039;Forced March&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Fast&#039;&#039; army can take the &#039;&#039;Desperate Reinforcement&#039;&#039; order when defending&#039;&#039;&#039;&lt;br /&gt;
The [[The_Brass_Coast_military_concerns#The_Fire_of_the_South|Fire of the South]] are one of the two fast armies in the Empire, trained in tactics appropriate to flat, open land. Sparrows Reckoning could opt for similar, with a focus on travelling light, with warehouses and caches in the towns and cities across the Empire for them to take on supplies. They would, of course, rely on the [[trods]] but also the vast roads that stretch across the nations. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Forced March&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is decreased by one fifth&#039;&#039;&#039;&lt;br /&gt;
A general who orders a forced march pushes their troops to move swiftly - but also takes pains to preserve their strength so that when they arrive they are in a fit state to fight. Some soldiers may fall behind, but they keep moving until they catch up with the army again. By taking advantage of roads and trods, the general ensures that when the army arrives at its destination it does so with the will to engage the enemy. Yet a forced march is not magical movement - the army will arrive late in the campaign season, meaning their ability to capture territory is reduced.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Desperate Reinforcement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is decreased by one fifth&#039;&#039;&#039;&lt;br /&gt;
Sometimes a situation is desperate, but additional troops may turn the tide of battle. In such cases, the general pushes their troops to move as quickly as possible, to ensure that a faltering garrison receives last minute assistance, or a failing position is reinforced just before it collapses. When time is of the essence, the general can risk exhausting some of their troops to ensure they arrive in time to support their allies.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Masters of Logistics==&lt;br /&gt;
* &#039;&#039;&#039;Sparrows Reckoning could have the &#039;&#039;Resourceful&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Emergency_Resupply|emergency resupply]] regardless of what territory they are in or whether they are engaged by the enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Natural_Resupply|natural resupply]] regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order&#039;&#039;&#039;&lt;br /&gt;
The excellent logistics of the League are readily apparent to those who know the history of the Towerjacks in [[Holberg]] and the Wolves of War across the Empire. The best and brightest of Tassato could be encouraged to work with the quartermasters. Tasked with ensuring that Sparrows Reckoning always has access to adequate supplies, the army would be able to rely on that logistical support to distribute resources and assign new soldiers, even while under attack.&lt;br /&gt;
&lt;br /&gt;
==Participation: Sparrows==&lt;br /&gt;
* &#039;&#039;&#039;Players starting a new League character based in Tassato are encouraged to consider playing an officer in the Sparrows&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many Sparrows are Ambitious and hungry to prove themselves in the cut-throat world of League politics&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can use a symbol of a sparrow or a sparrow-hawk to show that you are part of the army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players who are creating new League characters based in Tassato are encouraged to consider playing an officer in the Sparrows. The army is filled with ambitious, some would say hot-headed, citizens of Tassato who have joined the army looking to get ahead. Those with their own [[resource|resources]] or some get-up-and-go have already been singled out for the army&#039;s officer class, so it&#039;s a great background for a starting character. You don&#039;t have to have a military unit, nor even be a soldier; every Imperial army includes magicians, artisans, priests and other characters who help with logistics and support.&lt;br /&gt;
&lt;br /&gt;
Being part of the Sparrows is an attitude, not a resource or a skill set. They&#039;re the youngest of three &#039;&#039;very&#039;&#039; competitive siblings. Your older siblings, the Towerjacks and the Wolves of War, have been around the block - twice. They&#039;ve done everything and fought everyone, and they&#039;re famous already. The Sparrows are just setting out, and they have got &#039;&#039;everything&#039;&#039; to prove. If you&#039;re a [[bravo]], you should be in every fight in Anvil. If you&#039;re not, then you should be constantly looking for other ways to prove that you and the other Sparrows aren&#039;t just the League&#039;s youngest army; you&#039;re also the &#039;&#039;best&#039;&#039; army.&lt;br /&gt;
&lt;br /&gt;
As a member of the army, you don&#039;t have to do what your [[general]] tells you to do while you&#039;re in Anvil. Your time at the summit is effectively your own to spend as you choose. However, if you can find ways to support your general and, more importantly, the army itself, then it will make it easier for them to get established. You don&#039;t have a say in what the army orders will be, but of course you are free to encourage your general to ensure that the Sparrows go where the fighting is thickest; otherwise, they&#039;ll never get a chance to prove themselves.&lt;br /&gt;
&lt;br /&gt;
Many members of the army wear a symbol of a sparrow or, in some cases, a sparrow-hawk, when they&#039;re off duty to show their allegiance. Sparrows still fight amongst themselves - Regarians and Maestrans will always have something to squabble about, but most Sparrows are determined to band together when it counts. You won&#039;t become the best army in the League unless you stick together through thick and thin.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing a long-standing character from Tassato, bear in mind that the Sparrows are &#039;&#039;your&#039;&#039; army. Most of the wealthy and powerful inhabitants of Tassato are immensely Proud of their new army and determined to do their bit to see them succeed. After all, the Pride of the city is at stake here. If you are from Tassato and you see a League citizen wearing the symbol of the Sparrows, it is a good idea to give them as much help as you can afford to. The better the soldiers are doing, the sooner people will talk about the Sparrows in the same whispered tones they use to describe the Wolves and the &#039;Jacks.&lt;br /&gt;
&lt;br /&gt;
==Remnants of the Iron Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;The Hammers of Fury ritual performed on Tassato has had unexpected side effects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Chain is seen to be slightly brighter over Tassato than other constellations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Artisans from Tassato gain access to an ability at the coming summit&#039;&#039;&#039;&lt;br /&gt;
As the forges of Tassato begin to grow cold and the last effects of the [[Hammers of Fury]] start to fade, there is a [[Things_go_awry#The_Stars_are_Wrong|subtle shift]] in the air. [[The Chain]], high above, glows eerily in the night sky. Shining brightly and pulsing - almost as if fed by a heavenly bellows - the five stars can be seen across the twin cities. It only happens for one night, but all [[cambion|cambions]] and every [[artisan]] feels an energy in the air - as if some remnant of [[Autumn magic]] remains.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, any artisan with a personal resource in Tassato can use an ability tied to the lingering effects of the ritual. Once during the summit, they can effectively &amp;quot;refresh&amp;quot; a [[Crafting_skills#Journeyman_Item|journeyman magic item]] bonded to them with thirty seconds of appropriate roleplay. All expended uses of that item are refreshed: if an [[Amberglass Chain]] had been used both times, it would replenish both uses, but if it had only been used once, then it would only replenish one use. This ability does nothing to magic items whose effect is passive, such as a [[Landskeeper&#039;s Oath]], or where a resource is expended, such as [[Circlet of Falling Snow]].&lt;br /&gt;
&lt;br /&gt;
Cambions who live in Tassato, or who have spent time there this past season, can gain a benefit once at the upcoming summit. They can regain, or gain, a temporary [[Heroic_skills#Hero|hero point]] if they feel they have bested a worthwhile opponent in some manner. This can be as simple as delivering a witty quip or as complicated as unleashing a curse on a worthy rival. This hero point is always the first to be spent and cannot be regained once lost.&lt;br /&gt;
{{ItemTable|Artisan_Slot_Two}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fist_of_the_Mountains&amp;diff=142094</id>
		<title>Fist of the Mountains</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fist_of_the_Mountains&amp;diff=142094"/>
		<updated>2026-07-19T09:07:25Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Army Page}}&lt;br /&gt;
{{CaptionedImage|file=FistoftheMountains_Colour.png|align=right|width=250}}&lt;br /&gt;
===Overview===&lt;br /&gt;
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 Elos shortly before the [[To ruin|Autumn Equinox 387YE]]. &lt;br /&gt;
&lt;br /&gt;
The first Wintermark General led the [[Fist of the Mountains]] army, and was appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
TBC&lt;br /&gt;
__TOC__&lt;br /&gt;
TBC&lt;br /&gt;
====Recent History====&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
TBC&lt;br /&gt;
==Composition==&lt;br /&gt;
TBC&lt;br /&gt;
==Army Quality : [[Army_qualities#Farsighted|Farsighted]]==&lt;br /&gt;
Centuries of fighting in the mountains of [[Sermersuaq]], [[Skarsind]], and [[Hahnmark]] left the army&#039;s 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 - and often seemed to be in the perfect place at the perfect time. &lt;br /&gt;
{{CaptionedImage|file=GenFistoftheMountains.jpg|caption=&#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039;, last General of the Fist of the Mountains|align=left|width=250}}&lt;br /&gt;
{{RecentElections|General_of_the_Fist_of_the_Mountains|the title of [[General]] of the Fist of the Mountains}}&lt;br /&gt;
[[Category:Imperial Army]][[Category:Wintermark]][[Category:Military Council]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_shadows_fall_behind_you&amp;diff=142040</id>
		<title>The shadows fall behind you</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_shadows_fall_behind_you&amp;diff=142040"/>
		<updated>2026-07-18T22:10:02Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Dare do all */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&#039;The Wind Erodes the Mountain, by Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&amp;gt;&lt;br /&gt;
The wind erodes the Mountain, the First finally found its end&amp;lt;br&amp;gt;&lt;br /&gt;
On south sands the spires and citadels of Urizen&amp;lt;br&amp;gt;&lt;br /&gt;
Bore witness as armadas and the army fought and bled&amp;lt;br&amp;gt;&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&lt;br /&gt;
&lt;br /&gt;
Those maggots, marauders, they brought with them Mawrig&#039;s intent&amp;lt;br&amp;gt;&lt;br /&gt;
Destruction, devastation, the dirge of a Grendel advance&amp;lt;br&amp;gt;&lt;br /&gt;
A portent&#039;s in the water, see the signs, the runes were read&amp;lt;br&amp;gt;&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&lt;br /&gt;
&lt;br /&gt;
Fleet foot flanking, they evade the enemy&#039;s gaze&amp;lt;br&amp;gt;&lt;br /&gt;
Into Elos harbour, the hero&#039;s hammer did raise&lt;br /&gt;
&lt;br /&gt;
And shattered the enchantment of a tempestuous talisman&amp;lt;br&amp;gt;&lt;br /&gt;
Ruining the ritual and wrecking the purple clad plan&amp;lt;br&amp;gt;&lt;br /&gt;
The Warriors whispered &amp;quot;farewell&amp;quot;, fell, then rose up from the dead&amp;lt;br&amp;gt;&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&lt;br /&gt;
&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&amp;lt;br&amp;gt;&lt;br /&gt;
The wind erodes the Mountain, the First finally found its end.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&#039;In Redoubt, by Ethelfrith Sigeling&#039;&amp;gt;&lt;br /&gt;
In Redoubt,&amp;lt;br&amp;gt;&lt;br /&gt;
The runes fall, fated.&amp;lt;br&amp;gt;&lt;br /&gt;
As Ull lies with Yoorn,&amp;lt;br&amp;gt;&lt;br /&gt;
As the fleets flow in.&lt;br /&gt;
&lt;br /&gt;
The tide turns, the swords drawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Under Wanderer’s eye&amp;lt;br&amp;gt;&lt;br /&gt;
Waves wash on southern wharves.&lt;br /&gt;
&lt;br /&gt;
Elos – lost&amp;lt;br&amp;gt;&lt;br /&gt;
And no hero hurries to the hopeless fight.&amp;lt;br&amp;gt;&lt;br /&gt;
But the skein demands our foe is forced to falter,&amp;lt;br&amp;gt;&lt;br /&gt;
The blade blunted, that, sea borne,&amp;lt;br&amp;gt;&lt;br /&gt;
Would bleed the mountain mage’s heart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our soldiers stand, and,&amp;lt;br&amp;gt;&lt;br /&gt;
Step by hard-won step&amp;lt;br&amp;gt;&lt;br /&gt;
Break the wave,&amp;lt;br&amp;gt;&lt;br /&gt;
Shatter the sea-sphere.&lt;br /&gt;
&lt;br /&gt;
A final blow&amp;lt;br&amp;gt;&lt;br /&gt;
Of a far-sighted fist.  &lt;br /&gt;
&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=LastFistBanner.jpeg|caption=Great leaders inspire greatness in others|align=left|title=Art by Determination of Ice Kaisa|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The ripples of the wave that broke on the shores of [[Redoubt]] continue to wash across the Empire. Last season, an [[opportunity]] was [[Flames_and_the_dark#The_Dream_Master|presented]] to create an [[inspirational location]] at the [[Redoubt#Elos|Elos]] docks using the last banner of the [[Fist of the Mountains]], a gift from [[general]] &#039;&#039;&#039;Umarth &amp;quot;Winter&#039;s Flame&amp;quot; Kannask&#039;&#039;&#039;. The banner was presented so that it could be raised at Elos when the port was retaken from the [[Grendel]]. The Grendel receded, the Empire surged, and the docks were [[Flames and the dark|quickly back in service]], soon to be joined by [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|a new guest]] from the [[Realms#Day|day realm]].&lt;br /&gt;
&lt;br /&gt;
None of this would have been possible without the sacrifice of the Fist of the Mountain. The oldest of the [[Wintermark]] [[army|armies]], they [[To ruin|gave everything]] to prevent the Grendel invaders destroying Elos with a weapon seized from the [[Bay_of_Catazar#Temple_of_Tempest_Jade|Temple of Tempest Jade]]. If they had not been in Redoubt, the beautiful port-city would have been destroyed by the unleashed power of &#039;&#039;[[Siakha|Maelstrom]]&#039;&#039;, and Urizen does not forget such sacrifice.&lt;br /&gt;
&lt;br /&gt;
The [[Synod]] have indicated that they do intend to [[consecration|consecrate]] the restored docks at the [[Redoubt#Elos|Great Harbour at Elos]]. The benefits could be significant, leaving a lasting impact on the region. The unique and powerful aura would draw virtuous citizens to Elos to experience the effects, contemplate the sacrifice of the [[Fist of the Mountains]] and gaze upon the the banner that is &#039;&#039;Umarth&#039;s legacy&#039;&#039;. &lt;br /&gt;
{{SOP|statement=The Empire is an amalgamation of our Ambitions. Each stronger as others take the burden. As Tian bore the flame, Umarth bore the consequence of decision. The Fist of the Mountains paid the price, now our Urizen must take the branches and carry the light. We call for a writ of consecration to build a flame that will burn on the docks of Elos. Let the mystics of Wintermark and the seers and illuminates of Urizen make pilgrimage. There they will reflect on the gift and burden of farsight, to show the Way to their people.|by=Eldrid &#039;Phoenix Flame&#039; Vestardottir, Ambition Assembly|vote={{GM}} 332-0|when=Spring 388YE|size=small}}&lt;br /&gt;
&lt;br /&gt;
==Calling==&lt;br /&gt;
* &#039;&#039;&#039;The Ambition Assembly have claimed Umarth&#039;s deed as an example of the path of Ambition&#039;&#039;&#039;&lt;br /&gt;
It is the [[Ambition]] Assembly who have claimed the deeds of the Fist of the Mountain as an example of their path. They cited the story of [[Tian]] who achieved great things, but at a great personal cost, and draw a parallel to the actions of the last general and the brave [[mystic|mystics]] of the Fist. Already, ambitious pilgrims from across Urizen and Wintermark are making the journey to Elos, to be there to witness virtue being made manifest for generations to come. &lt;br /&gt;
&lt;br /&gt;
If the area is consecrated with [[liao#True Liao|true liao]] in the coming season, it will have a lasting effect - assuming the General Assembly confirm they wish to proceed.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Consequences are the price of Ambition. We send (named individual) with a dose of true liao to consecrate the site where the last banner of the Fist of the Mountain flies. May all who see it know that no price is too high to realise your dreams.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
Should this mandate be enacted, the banner will be hung in pride of place and the docks consecrated with the [[Auras_of_Ambition#Dare_Do_All|true consecration]] of Ambition. Like the [[Prelate_of_Adelmar%27s_Shrine#Academy_of_Arms|Academy of Arms]] in neighbouring [[Redoubt#Siluri|Siluri]], it will become a place of pilgrimage and stand as a symbol of the courage of the Fist of the Mountain, and the bonds of loyalty between Urizen and Wintermark, as well as a celebration of ambition.&lt;br /&gt;
&lt;br /&gt;
==Drive==&lt;br /&gt;
&amp;lt;div {{float}}&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;Fist&#039;s Memorial&#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; 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; Naris, Redoubt &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; 12 wains of [[white granite]], 8 wains of [[mithril]], 60 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; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires Elos Harbour be consecrated with true liao following the Summer Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates the title Custodian of the Fist&#039;s Memorial&lt;br /&gt;
* Creates a sinecure producing 9 liao&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;Custodian of the Fist&#039;s Memorial&#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; Urizen or Wintermark 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; Ambition 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;Powers:&#039;&#039;&#039; Receives an income of 9 [[liao]] each season&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* Maintain the site and welcome visiting pilgrims&lt;br /&gt;
* Share the stories of the last stand of the Fist&lt;br /&gt;
* Encourage Imperial citizens to take a stand against the rapacious Grendel&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;If the mandate to consecrate Elos harbour is upheld it would be possible to create a memorial to the Fist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The memorial would require a custodian appointed by the Ambition Assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The title could be held by a Wintermarker or an Urizeni&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the mandate is upheld with a greater majority, the memorial will improve natural resupply for mortal armies and navies from Wintermark and Urizen resting in Elos&#039;&#039;&#039;&lt;br /&gt;
Unsurprisingly for a cadre of dedicants of [[Ambition]], the visiting clergy are not simply satisfied to do what was asked and then sit on their laurels. Ambition is not Prosperity, it does not leave time for resting and enjoying the fruits of one&#039;s labour, but to strive ever onwards to do ever more. The construction of a memorial is proposed, depicting in [https://en.wikipedia.org/wiki/Relief relief] the brave acts of the warriors of the Fist for visitors to come and pay their respects for many years to come.&lt;br /&gt;
&lt;br /&gt;
Should it be built, it will create the title of &#039;&#039;&#039;Custodian of the Fist&#039;s Memorial&#039;&#039;&#039;, available to any Wintermark or Urizen citizen and elected by the Ambition assembly. They would be responsible for telling the tale of the sacrifice of the Fist, and welcoming any pilgrims to the site. As such, they would receive an income of liao from the civil service each season.&lt;br /&gt;
&lt;br /&gt;
Not only this, but the constant stream of inspired pilgrims would mean that any Urizen or Wintermark [[army]] or [[navy]] who engaged in natural resupply in Redoubt would share in an additional pool of 250 force strength, representing donations and inspired volunteers from among the visiting pilgrims. Armies would need to take a special action to drum up support at Elos harbour, navies would need to put to port there to benefit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the [[Argent Sword]] cannot benefit from the Custodian of the Fist&#039;s Memorial. The heralds respond to words like &amp;quot;volunteer&amp;quot; and &amp;quot;donation&amp;quot; in the same way a devout follower of the Way might respond to the vilest [[blasphemy]].&lt;br /&gt;
&lt;br /&gt;
As the Urizen and Wintermark Assemblies have called on their people to question the Synod, the memorial will only improve the rate of natural resupply if the mandate to consecrate Elos Harbour is upheld with a greater majority.&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=In the spirit of forging a greater bond between our nations, and in honour of the Fist of the Mountains, we invite the stargazers of Urizen to meet with the mystics of Kallavesa within our swamps. We would share wisdom over the way we build, live and thrive within the swamp with the ambition to help further your aims in the Sarangrave.|by=Otso Usvaling, Wintermark National Assembly|vote={{GM}} 188-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Visionary==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dissipating Silks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{Mage Armour}}&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You may ignore the &#039;&#039;roleplaying effects&#039;&#039; of any single [[Combat#Traumatic_Wounds|traumatic wound]] until the end of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting Dissipating Silks requires no special materials. It takes two months to make one of these items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Hero&#039;s Journey&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night Ritual; Magnitude 22/18;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Grants a character with the hero skill a vision and two additional hero points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the completion of this ritual, the targets receives a single mystic vision related to things that are happening, have happened or may happen at the event, if they have the hero skill. The information is often cryptic and is not a catalogue of events that will happen, more the suggestion of things that are likely to happen, or that are relevant to those events. The vision is one of the [[Signs and Portents]] that a character can access with that ritual. In addition the targets gain two additional hero points, if they have the hero skill.&lt;br /&gt;
&lt;br /&gt;
The target will experience a powerful roleplaying effect: they are keenly aware of the significance of any impending social or martial confrontation. They feel the urge to carefully prepare for the forthcoming conflict, to ensure they are worthy of a hero&#039;s name. They find it hard to contemplate shying away from this confrontation, no matter the danger.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If Elos docks are consecrated with true liao at the coming event, the Urizeni will add a schema for a new magical item to Runesmith&#039;s Law&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, Wintermark mystics will arrange to have a new magical ritual added to Urizen Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[stargazer|stargazers]] of Urizen and the [[mystic|mystics]] of Kallavesa have not historically spent a great deal of time together. Their natural geographical distance is matched by their different approaches to the supernatural. Still, the last few seasons have forged a great bond between the peoples of the north-west and south-east, threads from individual [[Wintermark_culture_and_customs#Skein|skeins]] interwoven into one great [[Urizen_culture_and_customs#The_Net_of_the_Heavens|net]]. In honour of the links that have formed, each side has worked with their counterparts to prepare a great in the joint traditions of [[Wintermark_hearth_magic#Crafting|crafting]] and [[Urizen_hearth_magic#Cession|cession]]. &lt;br /&gt;
&lt;br /&gt;
Arethas is one of the illuminates of the Spire of the Stallion&#039;s Volition. Known for his debating skills more than the power of his preaching, he has organised dozens of Urizeni magicians to work together to create a suitable gift for the Wintermark people who heroically sacrificed the Fist to save Elos. With the help of the [[Zenith#Crucible_of_Fate|great foundaries in Zenith]], Arethas and his allies have arranged for the creation of a copy of a rare schema that allows someone to learn how to make Dissipating silks. This powerful magical item can be worn by magicians taking the battlefield to provide them with a measure of protection from deadly blows. If the consecration of the Elos docks goes ahead, Arethas intends to pass the schema to [[Wintermark_Egregore|Wilda]] so that it can added to Wintermark Law.&lt;br /&gt;
&lt;br /&gt;
Keen to reciprocate, a coven of Kallavesi mystics, the Crescent&#039;s Eye have made arrangements with [[Sung|Feather on the Breeze]]. A generation ago, a catoblepas killed a favoured herald of the Night Singer and escaped to run amok in the marshes. The coven trapped the monster in a circle of moon-wards, allowing their hunters to finally defeat the beast. The &#039;&#039;Spiral Dancer&#039;&#039; gave the coven a powerful ritual that they could use to grant their hunters the power to overcome the monster. If the consecration of the Elos docks goes ahead, the Crescent&#039;s Eye intend to use [[Gift of Knowledge]] to put Hero&#039;s Journey into Urizen Lore.&lt;br /&gt;
&lt;br /&gt;
==Dare do all==&lt;br /&gt;
* &#039;&#039;&#039;The Synod could use the true consecration to celebrate the Grendel&#039;s Ambition in attacking Elos docks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What effect that might have on Grendel diplomacy or their view of Elos is unknown&#039;&#039;&#039;&lt;br /&gt;
Just when everyone thought that they had agreed on the proposal and were ready to submit it to the [[Civil Service|civil service]], something perhaps entirely predictable happened; an Urizeni [[questor]] opened their mouth and inevitably an argument followed. &#039;&#039;Incommodus&#039;&#039; of the [[Spire]] of the Stallion&#039;s Volition asks a challenging question - was it not &#039;&#039;also&#039;&#039; an Ambitious plan of the [[Grendel]], to bring a volatile boon of the [[Siakha|&#039;&#039;Maelstrom&#039;&#039;]] to attempt to blow the dock to smithereens? Ambition has much to say about it being better to try and to fail than failing to try after all.&lt;br /&gt;
&lt;br /&gt;
While Incommodus&#039; proposal raises a lot of eyebrows it isn&#039;t &#039;&#039;entirely&#039;&#039; without precedent. Some Grendel are known to honour the &amp;quot;inspiration&amp;quot; of both [[Zemress]] and [[Emperor Barabbas]], even though both the [[the Brass Coast|Freeborn]] and [[Highguard|Highborn]] figures were their committed enemies. There is an argument that virtue is contagious. The [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Doctrine of Enlightenment]] says that &amp;quot;&#039;&#039;Virtue&#039;s power to exalt transcends the boundaries of soul, spirit, and species&#039;&#039;&amp;quot; so is it that hard to believe that it can transcend the boundaries of nationality and enmity? Incommodus may be out of order, but perhaps he has a point.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;much&#039;&#039; debate, slightly different proposals are also drawn up to show not only the [[heroism]] and sacrifice of the Fist, but the [[Grendel_religion#Audacity|audacity]] and ambition of the Grendel in their plan that - while it ultimately failed - was certainly in service of a challenging goal. There were no Grendel available to comment, what with the war and all, and the [[The_League_people#Orcs_and_Humans|Apulian orcs]] approached for comment said they were now too long removed from the politics of the Salt Lords or the mood of the Questioners for them to feel confident in any suppositions they might make. They&#039;re followers of the Way now, after all, and be sure to write that down. &lt;br /&gt;
&lt;br /&gt;
A mandate is somewhat grudgingly prepared, one that very much [[Mandate#Competing_Mandates|in competition]] with the more traditional one already written.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Consequences are the price of Ambition and it is better to try and fail than fail to try. We send (named individual) with a dose of true liao to consecrate the site where the last banner of the Fist of the Mountain flies. May all who see it, whether Imperial or otherwise, know that no price is too high to realise your dreams.|assembly=Ambition Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the mandate is enacted, it will still allow the creation of the [[#Drive|Fist&#039;s Memorial]], and inspire the exchange between Urizen and Wintermark. If the commission is raised following &#039;&#039;this&#039;&#039; mandate, it will need to be clear whether the focus of the reliefs are to be solely focused on the heroic sacrifice of the Fist, or shared with the Grendel invaders. In the case there is any doubt, the civil service will default to focusing on the Imperial Army.&lt;br /&gt;
&lt;br /&gt;
What other effects it might have, especially with regard to diplomatic relations with the Grendel, if any at all, is unclear. They might ignore it of course, but they have shown a considerable interest in other consecrated locations in the past. The [[Ambassador to the Grendel]] may have their own opinion on the matter, but that will have to be sought at Anvil.&lt;br /&gt;
&lt;br /&gt;
Incommodus&#039; &amp;quot;helpful contribution&amp;quot; does raise an interesting point about inspiration however. Are the acts of the Empire&#039;s enemies worthy of commemoration in this way? Can they inspire the virtuous even though the folk who performed them are not themselves followers of the Way? At least one barbarian nation - the Jotun - honours their fallen enemies as well as their own dead and show reverence for the memorials to Imperial heroes they have never met. Should the Empire be doing the same? Any decision on that matter lies in the hands of the Synod, and will thus need to take place in Anvil where Incommodus is not especially inclined to venture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Down they came, the Fist the Fist&amp;lt;/br&amp;gt;&lt;br /&gt;
And they saw through the mist, the mist&amp;lt;/br&amp;gt;&lt;br /&gt;
They heard the sound the drums, the drums&amp;lt;/br&amp;gt;&lt;br /&gt;
The Grendel fleet; it comes it comes&amp;lt;/br&amp;gt;&lt;br /&gt;
Then Umarth looked he saw he saw&amp;lt;/br&amp;gt;&lt;br /&gt;
To see their scheme before before&amp;lt;/br&amp;gt;&lt;br /&gt;
They came to port to fight to fight&amp;lt;/br&amp;gt;&lt;br /&gt;
But could not dodge his sight his sight&amp;lt;/br&amp;gt;&lt;br /&gt;
The Maelstrom&#039;s gift it roared it roared&amp;lt;/br&amp;gt;&lt;br /&gt;
And crackled on the shore the shore&amp;lt;/br&amp;gt;&lt;br /&gt;
But none would stop heroes heroes&amp;lt;/br&amp;gt;&lt;br /&gt;
They came to fight in throes in throes&amp;lt;/br&amp;gt;&lt;br /&gt;
A crystal brought to seek to seek&amp;lt;/br&amp;gt;&lt;br /&gt;
Destruction here to wreak to wreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Yet heroes there stood tall stood tall&amp;lt;/br&amp;gt;&lt;br /&gt;
Prepared they were to fall to fall&amp;lt;/br&amp;gt;&lt;br /&gt;
And so they did proclaim, proclaim&amp;lt;/br&amp;gt;&lt;br /&gt;
A hero has a name, a name&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_shadows_fall_behind_you&amp;diff=142039</id>
		<title>The shadows fall behind you</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_shadows_fall_behind_you&amp;diff=142039"/>
		<updated>2026-07-18T22:08:29Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&#039;The Wind Erodes the Mountain, by Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&amp;gt;&lt;br /&gt;
The wind erodes the Mountain, the First finally found its end&amp;lt;br&amp;gt;&lt;br /&gt;
On south sands the spires and citadels of Urizen&amp;lt;br&amp;gt;&lt;br /&gt;
Bore witness as armadas and the army fought and bled&amp;lt;br&amp;gt;&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&lt;br /&gt;
&lt;br /&gt;
Those maggots, marauders, they brought with them Mawrig&#039;s intent&amp;lt;br&amp;gt;&lt;br /&gt;
Destruction, devastation, the dirge of a Grendel advance&amp;lt;br&amp;gt;&lt;br /&gt;
A portent&#039;s in the water, see the signs, the runes were read&amp;lt;br&amp;gt;&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&lt;br /&gt;
&lt;br /&gt;
Fleet foot flanking, they evade the enemy&#039;s gaze&amp;lt;br&amp;gt;&lt;br /&gt;
Into Elos harbour, the hero&#039;s hammer did raise&lt;br /&gt;
&lt;br /&gt;
And shattered the enchantment of a tempestuous talisman&amp;lt;br&amp;gt;&lt;br /&gt;
Ruining the ritual and wrecking the purple clad plan&amp;lt;br&amp;gt;&lt;br /&gt;
The Warriors whispered &amp;quot;farewell&amp;quot;, fell, then rose up from the dead&amp;lt;br&amp;gt;&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&lt;br /&gt;
&lt;br /&gt;
Stand against storm and sea as sagas are laid to rest&amp;lt;br&amp;gt;&lt;br /&gt;
The wind erodes the Mountain, the First finally found its end.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&#039;In Redoubt, by Ethelfrith Sigeling&#039;&amp;gt;&lt;br /&gt;
In Redoubt,&amp;lt;br&amp;gt;&lt;br /&gt;
The runes fall, fated.&amp;lt;br&amp;gt;&lt;br /&gt;
As Ull lies with Yoorn,&amp;lt;br&amp;gt;&lt;br /&gt;
As the fleets flow in.&lt;br /&gt;
&lt;br /&gt;
The tide turns, the swords drawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Under Wanderer’s eye&amp;lt;br&amp;gt;&lt;br /&gt;
Waves wash on southern wharves.&lt;br /&gt;
&lt;br /&gt;
Elos – lost&amp;lt;br&amp;gt;&lt;br /&gt;
And no hero hurries to the hopeless fight.&amp;lt;br&amp;gt;&lt;br /&gt;
But the skein demands our foe is forced to falter,&amp;lt;br&amp;gt;&lt;br /&gt;
The blade blunted, that, sea borne,&amp;lt;br&amp;gt;&lt;br /&gt;
Would bleed the mountain mage’s heart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So our soldiers stand, and,&amp;lt;br&amp;gt;&lt;br /&gt;
Step by hard-won step&amp;lt;br&amp;gt;&lt;br /&gt;
Break the wave,&amp;lt;br&amp;gt;&lt;br /&gt;
Shatter the sea-sphere.&lt;br /&gt;
&lt;br /&gt;
A final blow&amp;lt;br&amp;gt;&lt;br /&gt;
Of a far-sighted fist.  &lt;br /&gt;
&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=LastFistBanner.jpeg|caption=Great leaders inspire greatness in others|align=left|title=Art by Determination of Ice Kaisa|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The ripples of the wave that broke on the shores of [[Redoubt]] continue to wash across the Empire. Last season, an [[opportunity]] was [[Flames_and_the_dark#The_Dream_Master|presented]] to create an [[inspirational location]] at the [[Redoubt#Elos|Elos]] docks using the last banner of the [[Fist of the Mountains]], a gift from [[general]] &#039;&#039;&#039;Umarth &amp;quot;Winter&#039;s Flame&amp;quot; Kannask&#039;&#039;&#039;. The banner was presented so that it could be raised at Elos when the port was retaken from the [[Grendel]]. The Grendel receded, the Empire surged, and the docks were [[Flames and the dark|quickly back in service]], soon to be joined by [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|a new guest]] from the [[Realms#Day|day realm]].&lt;br /&gt;
&lt;br /&gt;
None of this would have been possible without the sacrifice of the Fist of the Mountain. The oldest of the [[Wintermark]] [[army|armies]], they [[To ruin|gave everything]] to prevent the Grendel invaders destroying Elos with a weapon seized from the [[Bay_of_Catazar#Temple_of_Tempest_Jade|Temple of Tempest Jade]]. If they had not been in Redoubt, the beautiful port-city would have been destroyed by the unleashed power of &#039;&#039;[[Siakha|Maelstrom]]&#039;&#039;, and Urizen does not forget such sacrifice.&lt;br /&gt;
&lt;br /&gt;
The [[Synod]] have indicated that they do intend to [[consecration|consecrate]] the restored docks at the [[Redoubt#Elos|Great Harbour at Elos]]. The benefits could be significant, leaving a lasting impact on the region. The unique and powerful aura would draw virtuous citizens to Elos to experience the effects, contemplate the sacrifice of the [[Fist of the Mountains]] and gaze upon the the banner that is &#039;&#039;Umarth&#039;s legacy&#039;&#039;. &lt;br /&gt;
{{SOP|statement=The Empire is an amalgamation of our Ambitions. Each stronger as others take the burden. As Tian bore the flame, Umarth bore the consequence of decision. The Fist of the Mountains paid the price, now our Urizen must take the branches and carry the light. We call for a writ of consecration to build a flame that will burn on the docks of Elos. Let the mystics of Wintermark and the seers and illuminates of Urizen make pilgrimage. There they will reflect on the gift and burden of farsight, to show the Way to their people.|by=Eldrid &#039;Phoenix Flame&#039; Vestardottir, Ambition Assembly|vote={{GM}} 332-0|when=Spring 388YE|size=small}}&lt;br /&gt;
&lt;br /&gt;
==Calling==&lt;br /&gt;
* &#039;&#039;&#039;The Ambition Assembly have claimed Umarth&#039;s deed as an example of the path of Ambition&#039;&#039;&#039;&lt;br /&gt;
It is the [[Ambition]] Assembly who have claimed the deeds of the Fist of the Mountain as an example of their path. They cited the story of [[Tian]] who achieved great things, but at a great personal cost, and draw a parallel to the actions of the last general and the brave [[mystic|mystics]] of the Fist. Already, ambitious pilgrims from across Urizen and Wintermark are making the journey to Elos, to be there to witness virtue being made manifest for generations to come. &lt;br /&gt;
&lt;br /&gt;
If the area is consecrated with [[liao#True Liao|true liao]] in the coming season, it will have a lasting effect - assuming the General Assembly confirm they wish to proceed.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Consequences are the price of Ambition. We send (named individual) with a dose of true liao to consecrate the site where the last banner of the Fist of the Mountain flies. May all who see it know that no price is too high to realise your dreams.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
Should this mandate be enacted, the banner will be hung in pride of place and the docks consecrated with the [[Auras_of_Ambition#Dare_Do_All|true consecration]] of Ambition. Like the [[Prelate_of_Adelmar%27s_Shrine#Academy_of_Arms|Academy of Arms]] in neighbouring [[Redoubt#Siluri|Siluri]], it will become a place of pilgrimage and stand as a symbol of the courage of the Fist of the Mountain, and the bonds of loyalty between Urizen and Wintermark, as well as a celebration of ambition.&lt;br /&gt;
&lt;br /&gt;
==Drive==&lt;br /&gt;
&amp;lt;div {{float}}&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;Fist&#039;s Memorial&#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; 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; Naris, Redoubt &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; 12 wains of [[white granite]], 8 wains of [[mithril]], 60 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; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires Elos Harbour be consecrated with true liao following the Summer Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates the title Custodian of the Fist&#039;s Memorial&lt;br /&gt;
* Creates a sinecure producing 9 liao&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;Custodian of the Fist&#039;s Memorial&#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; Urizen or Wintermark 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; Ambition 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;Powers:&#039;&#039;&#039; Receives an income of 9 [[liao]] each season&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* Maintain the site and welcome visiting pilgrims&lt;br /&gt;
* Share the stories of the last stand of the Fist&lt;br /&gt;
* Encourage Imperial citizens to take a stand against the rapacious Grendel&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;If the mandate to consecrate Elos harbour is upheld it would be possible to create a memorial to the Fist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The memorial would require a custodian appointed by the Ambition Assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The title could be held by a Wintermarker or an Urizeni&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the mandate is upheld with a greater majority, the memorial will improve natural resupply for mortal armies and navies from Wintermark and Urizen resting in Elos&#039;&#039;&#039;&lt;br /&gt;
Unsurprisingly for a cadre of dedicants of [[Ambition]], the visiting clergy are not simply satisfied to do what was asked and then sit on their laurels. Ambition is not Prosperity, it does not leave time for resting and enjoying the fruits of one&#039;s labour, but to strive ever onwards to do ever more. The construction of a memorial is proposed, depicting in [https://en.wikipedia.org/wiki/Relief relief] the brave acts of the warriors of the Fist for visitors to come and pay their respects for many years to come.&lt;br /&gt;
&lt;br /&gt;
Should it be built, it will create the title of &#039;&#039;&#039;Custodian of the Fist&#039;s Memorial&#039;&#039;&#039;, available to any Wintermark or Urizen citizen and elected by the Ambition assembly. They would be responsible for telling the tale of the sacrifice of the Fist, and welcoming any pilgrims to the site. As such, they would receive an income of liao from the civil service each season.&lt;br /&gt;
&lt;br /&gt;
Not only this, but the constant stream of inspired pilgrims would mean that any Urizen or Wintermark [[army]] or [[navy]] who engaged in natural resupply in Redoubt would share in an additional pool of 250 force strength, representing donations and inspired volunteers from among the visiting pilgrims. Armies would need to take a special action to drum up support at Elos harbour, navies would need to put to port there to benefit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the [[Argent Sword]] cannot benefit from the Custodian of the Fist&#039;s Memorial. The heralds respond to words like &amp;quot;volunteer&amp;quot; and &amp;quot;donation&amp;quot; in the same way a devout follower of the Way might respond to the vilest [[blasphemy]].&lt;br /&gt;
&lt;br /&gt;
As the Urizen and Wintermark Assemblies have called on their people to question the Synod, the memorial will only improve the rate of natural resupply if the mandate to consecrate Elos Harbour is upheld with a greater majority.&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=In the spirit of forging a greater bond between our nations, and in honour of the Fist of the Mountains, we invite the stargazers of Urizen to meet with the mystics of Kallavesa within our swamps. We would share wisdom over the way we build, live and thrive within the swamp with the ambition to help further your aims in the Sarangrave.|by=Otso Usvaling, Wintermark National Assembly|vote={{GM}} 188-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Visionary==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dissipating Silks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{Mage Armour}}&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You may ignore the &#039;&#039;roleplaying effects&#039;&#039; of any single [[Combat#Traumatic_Wounds|traumatic wound]] until the end of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting Dissipating Silks requires no special materials. It takes two months to make one of these items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Hero&#039;s Journey&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night Ritual; Magnitude 22/18;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Grants a character with the hero skill a vision and two additional hero points&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the completion of this ritual, the targets receives a single mystic vision related to things that are happening, have happened or may happen at the event, if they have the hero skill. The information is often cryptic and is not a catalogue of events that will happen, more the suggestion of things that are likely to happen, or that are relevant to those events. The vision is one of the [[Signs and Portents]] that a character can access with that ritual. In addition the targets gain two additional hero points, if they have the hero skill.&lt;br /&gt;
&lt;br /&gt;
The target will experience a powerful roleplaying effect: they are keenly aware of the significance of any impending social or martial confrontation. They feel the urge to carefully prepare for the forthcoming conflict, to ensure they are worthy of a hero&#039;s name. They find it hard to contemplate shying away from this confrontation, no matter the danger.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If Elos docks are consecrated with true liao at the coming event, the Urizeni will add a schema for a new magical item to Runesmith&#039;s Law&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, Wintermark mystics will arrange to have a new magical ritual added to Urizen Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[stargazer|stargazers]] of Urizen and the [[mystic|mystics]] of Kallavesa have not historically spent a great deal of time together. Their natural geographical distance is matched by their different approaches to the supernatural. Still, the last few seasons have forged a great bond between the peoples of the north-west and south-east, threads from individual [[Wintermark_culture_and_customs#Skein|skeins]] interwoven into one great [[Urizen_culture_and_customs#The_Net_of_the_Heavens|net]]. In honour of the links that have formed, each side has worked with their counterparts to prepare a great in the joint traditions of [[Wintermark_hearth_magic#Crafting|crafting]] and [[Urizen_hearth_magic#Cession|cession]]. &lt;br /&gt;
&lt;br /&gt;
Arethas is one of the illuminates of the Spire of the Stallion&#039;s Volition. Known for his debating skills more than the power of his preaching, he has organised dozens of Urizeni magicians to work together to create a suitable gift for the Wintermark people who heroically sacrificed the Fist to save Elos. With the help of the [[Zenith#Crucible_of_Fate|great foundaries in Zenith]], Arethas and his allies have arranged for the creation of a copy of a rare schema that allows someone to learn how to make Dissipating silks. This powerful magical item can be worn by magicians taking the battlefield to provide them with a measure of protection from deadly blows. If the consecration of the Elos docks goes ahead, Arethas intends to pass the schema to [[Wintermark_Egregore|Wilda]] so that it can added to Wintermark Law.&lt;br /&gt;
&lt;br /&gt;
Keen to reciprocate, a coven of Kallavesi mystics, the Crescent&#039;s Eye have made arrangements with [[Sung|Feather on the Breeze]]. A generation ago, a catoblepas killed a favoured herald of the Night Singer and escaped to run amok in the marshes. The coven trapped the monster in a circle of moon-wards, allowing their hunters to finally defeat the beast. The &#039;&#039;Spiral Dancer&#039;&#039; gave the coven a powerful ritual that they could use to grant their hunters the power to overcome the monster. If the consecration of the Elos docks goes ahead, the Crescent&#039;s Eye intend to use [[Gift of Knowledge]] to put Hero&#039;s Journey into Urizen Lore.&lt;br /&gt;
&lt;br /&gt;
==Dare do all==&lt;br /&gt;
* &#039;&#039;&#039;The Synod could use the true consecration to celebrate the Grendel&#039;s Ambition in attacking Elos docks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What effect that might have on Grendel diplomacy or their view of Elos is unknown&#039;&#039;&#039;&lt;br /&gt;
Just when everyone thought that they had agreed on the proposal and were ready to submit it to the [[Civil Service|civil service]], something perhaps entirely predictable happened; an Urizeni [[questor]] opened their mouth and inevitably an argument followed. &#039;&#039;Incommodus&#039;&#039; of the [[Spire]] of the Stallion&#039;s Volition asks a challenging question - was it not &#039;&#039;also&#039;&#039; an Ambitious plan of the [[Grendel]], to bring a volatile boon of the [[Siakha|&#039;&#039;Maelstrom&#039;&#039;]] to attempt to blow the dock to smithereens? Ambition has much to say about it being better to try and to fail than failing to try after all.&lt;br /&gt;
&lt;br /&gt;
While Incommodus&#039; proposal raises a lot of eyebrows it isn&#039;t &#039;&#039;entirely&#039;&#039; without precedent. Some Grendel are known to honour the &amp;quot;inspiration&amp;quot; of both [[Zemress]] and [[Emperor Barabbas]], even though both the [[the Brass Coast|Freeborn]] and [[Highguard|Highborn]] figures were their committed enemies. There is an argument that virtue is contagious. The [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Doctrine of Enlightenment]] says that &amp;quot;&#039;&#039;Virtue&#039;s power to exalt transcends the boundaries of soul, spirit, and species&#039;&#039;&amp;quot; so is it that hard to believe that it can transcend the boundaries of nationality and enmity? Incommodus may be out of order, but perhaps he has a point.&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;much&#039;&#039; debate, slightly different proposals are also drawn up to show not only the [[heroism]] and sacrifice of the Fist, but the [[Grendel_religion#Audacity|audacity]] and ambition of the Grendel in their plan that - while it ultimately failed - was certainly in service of a challenging goal. There were no Grendel available to comment, what with the war and all, and the [[The_League_people#Orcs_and_Humans|Apulian orcs]] approached for comment said they were now too long removed from the politics of the Salt Lords or the mood of the Questioners for them to feel confident in any suppositions they might make. They&#039;re followers of the Way now, after all, and be sure to write that down. &lt;br /&gt;
&lt;br /&gt;
A mandate is somewhat grudgingly prepared, one that very much [[Mandate#Competing_Mandates|in competition]] with the more traditional one already written.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Consequences are the price of Ambition and it is better to try and fail than fail to try. We send (named individual) with a dose of true liao to consecrate the site where the last banner of the Fist of the Mountain flies. May all who see it, whether Imperial or otherwise, know that no price is too high to realise your dreams.|assembly=Ambition Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the mandate is enacted, it will still allow the creation of the [[#Drive|Fist&#039;s Memorial]], and inspire the exchange between Urizen and Wintermark. If the commission is raised following &#039;&#039;this&#039;&#039; mandate, it will need to be clear whether the focus of the reliefs are to be solely focused on the heroic sacrifice of the Fist, or shared with the Grendel invaders. In the case there is any doubt, the civil service will default to focusing on the Imperial Army.&lt;br /&gt;
&lt;br /&gt;
What other effects it might have, especially with regard to diplomatic relations with the Grendel, if any at all, is unclear. They might ignore it of course, but they have shown a considerable interest in other consecrated locations in the past. The [[Ambassador to the Grendel]] may have their own opinion on the matter, but that will have to be sought at Anvil.&lt;br /&gt;
&lt;br /&gt;
Incommodus&#039; &amp;quot;helpful contribution&amp;quot; does raise an interesting point about inspiration however. Are the acts of the Empire&#039;s enemies worthy of commemoration in this way? Can they inspire the virtuous even though the folk who performed them are not themselves followers of the Way? At least one barbarian nation - the Jotun - honours their fallen enemies as well as their own dead and show reverence for the memorials to Imperial heroes they have never met. Should the Empire be doing the same? Any decision on that matter lies in the hands of the Synod, and will thus need to take place in Anvil where Incommodus is not especially inclined to venture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Down they came, the Fist the Fist&amp;lt;/br&amp;gt;&lt;br /&gt;
And they saw through the mist, the mist&amp;lt;/br&amp;gt;&lt;br /&gt;
They heard the sound the drums, the drums&amp;lt;/br&amp;gt;&lt;br /&gt;
The Grendel fleet; it comes it comes&amp;lt;/br&amp;gt;&lt;br /&gt;
Then Umarth looked he saw he saw&amp;lt;/br&amp;gt;&lt;br /&gt;
To see their scheme before before&amp;lt;/br&amp;gt;&lt;br /&gt;
They came to port to fight to fight&amp;lt;/br&amp;gt;&lt;br /&gt;
But could not dodge his sight his sight&amp;lt;/br&amp;gt;&lt;br /&gt;
The Maelstroms gift it roared it roared&amp;lt;/br&amp;gt;&lt;br /&gt;
And crackled on the shore the shore&amp;lt;/br&amp;gt;&lt;br /&gt;
But none would stop heroes heroes&amp;lt;/br&amp;gt;&lt;br /&gt;
They came to fight in throes in throes&amp;lt;/br&amp;gt;&lt;br /&gt;
A crystal brought to seek to seek&amp;lt;/br&amp;gt;&lt;br /&gt;
Destruction here to wreak to wreak&amp;lt;/br&amp;gt;&lt;br /&gt;
Yet heroes there stood tall stood tall&amp;lt;/br&amp;gt;&lt;br /&gt;
Prepared they were to fall to fall&amp;lt;/br&amp;gt;&lt;br /&gt;
And so they did proclaim, proclaim&amp;lt;/br&amp;gt;&lt;br /&gt;
A hero has a name, a name&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142035</id>
		<title>Propensity to truck, barter, and exchange</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142035"/>
		<updated>2026-07-18T21:56:42Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Are you &#039;&#039;sure&#039;&#039; about this, Crown?&amp;quot; Patina asked, their voice laden with concern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course I&#039;m sure&amp;quot; responded her ever-exuberant boss. &amp;quot;It&#039;s a brilliant idea! Provided we get the contracts right. Provided we get the auction right. And provided we get the handover right. Literally nothing can go wrong! All the risk is with the counter-party. The actuaries are delighted with the model!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, it&#039;s not that...&amp;quot; Patina tried to interject, but putting words in front of Crown was like trying to put a leaf before a gale.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And we&#039;ve already chosen eight contracts already. Now we just need to let the Empire know, and then we can sit back and let the Invisible Hand go to work. It&#039;s going to be amazing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, about those contracts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know I was surprised too how quickly we secured agreement from the other desks too - but if this works this time there&#039;s no reason we can&#039;t do it again in the future. We&#039;re going to be famous Patina. We&#039;ll be the heralds that took the work out of work ethic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I &#039;&#039;like&#039;&#039; hard work...&amp;quot; said Patina quietly, her voice trailing off.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And this way, you&#039;ll have even more time to work your fingers to the bone. But look, if the Imperials get mad about it, we&#039;ll just say it was all Able the Rounder&#039;s idea!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This last was too much for Patina and she raised her voice, determined to be heard at last. &amp;quot;Able the Rounder is one of our most valuable customers Crown. You should &#039;&#039;not&#039;&#039; be traducing his reputation by involving him in this scheme of yours...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? It&#039;s good for us. It&#039;s good for Able. It&#039;s good for... where&#039;s he from again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina rolled her eyes... &amp;quot;Sarangrave. He&#039;s one of the foremost &#039;&#039;architects&#039;&#039; of Sarangrave. It&#039;s a critically important territory in the Empire, with &#039;&#039;major investment needs&#039;&#039;.&amp;quot; Patina stressed the last in the hope of pointing out the obvious. Crown was great at front of house, but his knowledge of his customer portfolio was excruciating. A mortal she&#039;d met once had had a dog they called a golden retriever, even though it very definitely was not made out of gold. More and more her boss was reminding her of that dog. Including not being made out of gold.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! So he&#039;s gonna be delighted by these new arrangements! It&#039;s bound to go well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina couldn&#039;t take the overbearing optimism a moment longer. She stabbed a blunt metal finger down onto the table spearing one of the pieces of paperwork. &amp;quot;This? He&#039;s going to be delighted with this is he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To be fair to Crown, he at least had the good grace to look crestfallen. For a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Caveat Emptor?&amp;quot; he asked plaintively.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ephisis001.webp|align=left|width=300|caption=The lifeblood of the City of Gold and Lead and its inhabitants is &#039;&#039;trade&#039;&#039;, and not &#039;&#039;profit&#039;&#039; as many seem to believe.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Ephisis|Sovereign Lady of the City of Gold and Lead]] has become a ubiquitous sight in the Hall of Worlds in recent times, with various heralds from the city attempting to make deals with Imperial citizens who have submitted their goods for potential sale via [[Ephisis&#039; Scale]]. For the most part, trades have been largely successful and have brought Prosperity to both parties.&lt;br /&gt;
&lt;br /&gt;
At least they did until the Spring Equinox. The prices offered by the City can change rapidly, such is the nature of the market place. But a change of personnel on the trading desk compounded issues caused by the fast moving prices to howls of anguish from their Imperial counterparts. &#039;&#039;Crown&#039;&#039;, one of the more excitable heralds commonly manning the Imperial trading desks, is never happy about an unhappy customer. Determined to avoid future lost sales, he contacted one of his counterparts in the Empire, &#039;&#039;&#039;Able the Rounder&#039;&#039;&#039;, to discuss what the brilliant Urizeni [[architect]] felt had gone wrong. Fortunately for Crown, the wealthy and experienced merchant had plenty to say on the subject.&lt;br /&gt;
&lt;br /&gt;
What passed between the two is likely to remain confidential, but it seems that it was sufficient to cause a change in the City&#039;s plans for the forthcoming summit. Regular traders and novices alike, would do well to take notice.&lt;br /&gt;
&lt;br /&gt;
==The Great Instrument of Ambition==&lt;br /&gt;
* &#039;&#039;&#039;Ephisis is making eight contracts available to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These contracts will be auctioned off to the highest bidder in the Hall of Worlds at 10:30 on Saturday morning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each contract must be fulfilled in full and before the end of the summit, to receive payment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contracts must be redeemed by delivery to the Hall of Worlds during the balancing of scales&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard settlement terms with the contract holder will be three days after the conclusion of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Contracts Available&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Goods Required&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Payment Offered&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;800 measures of dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 ilium &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 mithril, 20 white granite, 20 weirwood &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 ingots total of green iron, orichalcum, weltsilver and tempest jade in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 mana crystals and 100 warm ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200 mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 weirwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 measures of ambergelt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 measures total of beggar&#039;s lye or iridescent gloaming in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pilgrim%27s_Shield|Glistering]]&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;
One of the areas that causes the most significant problems for small and large traders is the tendency for bulk sales to flood the Autumn markets. The Invisible Hand will ultimately buy almost anything, but the Empire is one of its biggest customers and merchants who attempt to dispose of huge sums of materials can temporarily distress prices. This causes problems for large volume traders, who find the offers made for boxes fall short of what they hoped to achieve because they have unwittingly depressed the market value of whatever good they are attempting to sell hundreds of to the Empire. But it also impacts merchants offering small volume traders who discover their handful of dragonbone or whatever precious material has flooded the market is now worth considerably less than they were expecting.&lt;br /&gt;
&lt;br /&gt;
Based on an idea that Crown credits to Able the Taller, the solution the City is going to implement is to offer eight significant contracts. These contracts are the largest requests for purchase or sales that the City has received in other markets. Most come from the Empire&#039;s near neighbours, since that keeps shipping costs down, but the City is open about the fact that they trade all over the world, from the tiny bazaar of Pushkin City in far off Mitovoria to the great temple-market of [[Asavean_gods#Lord_Isso_Mãos_de_Ouro|Mãos de Ouro]] in the capital of [[Asavea]].&lt;br /&gt;
&lt;br /&gt;
Normally the City attempts to settle trades with the resources they have acquired from the Empire and elsewhere. It&#039;s when the Empire offers large volumes of goods they can&#039;t quickly move on because they don&#039;t have a known buyer for them, that the prices they offer drops. To avoid the problems experienced at the previous summit, the City is therefore publishing the details of the eight largest contracts that have come in. &lt;br /&gt;
&lt;br /&gt;
The contracts will be offered for auction in the Hall of Worlds at 10:30 on Saturday morning. All bids in [[Game_items#Coins|Imperial currency]], each contract will go to the highest bidder, who will need to settle the purchase there and then. The right to fulfil that contract is then their legal property (and they may do with it as they will). Anyone bearing the contract (assuming they have acquired it legally) may complete it by bringing the desired goods to the balancing of the scales in the Hall of Wolds the following day. There is no need for any additional expense of sending a box to the Autumn realm first, since the settlement value is already agreed. The City will receive the goods, mark the contract complete, and arrange for delivery of payment three days later.&lt;br /&gt;
&lt;br /&gt;
Crown warns that contracts can only be fulfilled at the summit they are purchased at. Any contract that is not fulfilled at the summit is null and void with no refunds. Merchants should be careful to bid accordingly. Contracts must be completed in full, part payment will not be accepted.&lt;br /&gt;
&lt;br /&gt;
In plain terms, turn up in the Hall of Worlds on Saturday morning, outbid any other buyer for one or more contracts, then return the next day with &#039;&#039;all&#039;&#039; the required goods to get paid.&lt;br /&gt;
&lt;br /&gt;
==The Merchant of Rhodes==&lt;br /&gt;
* &#039;&#039;&#039;The City has published more general guidance on commodities they are likely to offer good prices&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The prices offered by the City are influenced by local market prices in the Empire but not set by them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Prices offered for large volumes of goods will be lower, outside of an advertised contract&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City is always happy to be paid in Imperial coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When all is said and done and every grain of salt has been counted, the City of Gold and Lead will always offer a price for something, provided they can find a buyer for it. But some commodities and resources are in high demand in the City and should fetch a good price, while others are not. Some things are nearly worthless - even if the City offers a price for them, it will be a matter of a few rings. &lt;br /&gt;
&lt;br /&gt;
Crown explains that the prices offered by the City are influenced by local market prices, but they are not set by them. The City of Gold and Lead takes the goods sold to them in Ephisis boxes and sells them on elsewhere, either to other cities in the Iron Labyrinth or to other locations in the mortal world. Ultimately the price they are prepared to offer is set by what the heralds believe they can get for the resources they acquire and &#039;&#039;not&#039;&#039; by prices in Imperial markets. Offers &#039;&#039;may&#039;&#039; be influenced by the value of goods at Anvil - the heralds may lower their offer if they believe they can offer less and still make a deal. &lt;br /&gt;
&lt;br /&gt;
Some merchants are surprised to discover they are being offered a price for their goods &#039;&#039;below&#039;&#039; what they could get in Anvil, but that is to be expected. If Imperial traders are offering goods from all over the Empire, then it&#039;s perfectly normal that the heralds won&#039;t always be able to match local prices for everything. &lt;br /&gt;
&lt;br /&gt;
Perfectly normal perhaps, but definitely not desirable! Crown appears genuinely pained anytime a merchant leaves his trading desk without a sale of some kind. He believes that [https://en.wikipedia.org/wiki/Information_asymmetry ignorance of market conditions] is costing his beloved City business and so he has persuaded his fellow heralds to try publicising more information about what the city does or doesn&#039;t want to buy.&lt;br /&gt;
&lt;br /&gt;
The City has published guidance for the various resources and commodities they are commonly offered. The sale price column indicates the price a merchant might hope to get when selling the goods from Ephisis. The purchase price column indicates the level of prices the City might offer to sell goods to Imperial merchants at. There is never a guarantee of profit - these ratings are comparative to each other, not comparative to Anvil prices.&lt;br /&gt;
&lt;br /&gt;
The contracts on offer indicate the resources that Ephisis is trying to secure in order to fulfil significant deals with others merchants. They ensure that the city can afford to purchase large volumes of resources without risking a major loss. They allow Imperial merchants to aim to fulfil the contract knowing with some certainty what their profit margins will be. Prices offered for large volumes of goods will be lower, outside of an advertised contract. The City will still make a bid, but it will be a lower offer the more resources are piled into a box.&lt;br /&gt;
&lt;br /&gt;
Finally it should go without saying that the City of Gold and Lead is always happy to trade in [[Game_items#Coins|Imperial coin]]. Thrones, crowns, and rings are all &#039;&#039;very&#039;&#039; welcome in any exchange of wealth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Commodity&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Sale Price&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Purchase Price&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ingots and Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Food and Drink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unique Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Newly made Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exhausted Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Autumn Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Other Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Potions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drugs and Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&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;
===Ingots and Measures===&lt;br /&gt;
* &#039;&#039;&#039;Ingots and measures fetch good prices in the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ingots and measures, including ingots of [[ilium]] are &#039;&#039;always&#039;&#039; valuable in the Autumn realm, because the heralds can sell them to agents of the [[Estavus|Sovereign Lord of the City of Fire and Stone]]. For that reason, it is rare for the City to offer such materials and merchants looking to acquire them from the City should expect to pay handsomely for them. &lt;br /&gt;
&lt;br /&gt;
===Wains===&lt;br /&gt;
* &#039;&#039;&#039;Wains are on offer for sale or purchase whenever the City believes it can make a profit&#039;&#039;&#039;&lt;br /&gt;
Wains of Materials, while valuable within the Empire, are harder for the autumn realm to trade to other lands, as the bourse certificates represent large amounts of materials sitting in Imperial warehouses. While the City regards bourse certificates as a wonder of the world, they only function perfectly within the Empire. The further you travel from the Empire&#039;s borders, the more value they lose. The city&#039;s heralds will buy or sell wains, but only when they believe the price favours them - which usually means they will only buy at a price below the highest sale price in Anvil. Sales are a little easier, since heralds are always looking to dispose of bourse certificates they have acquired in the Empire where they can, so citizens looking to buy wains are encouraged to try their hand.&lt;br /&gt;
&lt;br /&gt;
===Food, Drink and Services===&lt;br /&gt;
* &#039;&#039;&#039;These goods hold no value to the City&#039;&#039;&#039;&lt;br /&gt;
Food and drink spoil quickly in the Autumn realm - they cannot be placed in vaults and held until a customer is found. For this reason, they are worthless to the Autumn realm. Likewise offers of services are not currently of value, the City trades in &#039;&#039;goods&#039;&#039; - while they appreciate that an offer of services in the future has value, it is not a market they trade in. In all cases the City requests that Imperial merchants do not put these things into an Ephisis box.&lt;br /&gt;
&lt;br /&gt;
===Common Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Goods readily available for purchase in foreign ports are in low demand in the City&#039;&#039;&#039;&lt;br /&gt;
Imperial [[fleet|fleets]] often acquire unusual goods in foreign ports, such as [[Foreign_ports#Production_Table|Oilybrag]], which can be bought in Zemeh. The City of Gold and Lead has opportunities to trade in all the major cities of the world, so they can already purchase these common trade goods at the same price Imperial merchants paid for them. As a result heralds rarely offer good prices for these goods - Imperial merchants should be better off disposing of them at Anvil rather than trying to sell them to the Autumn realm. It is only worth sending them to the City of Gold and Lead if you need to dispose of them at any price.&lt;br /&gt;
&lt;br /&gt;
===Unique Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Unique goods produced in the Empire command a high price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual or unique goods from difficult to access ports will fetch a good price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While common trade goods are rarely value, unique trade goods are a different matter. If a trader has goods produced in a foreign port which is difficult to access, or which are unique to the Empire, then they will command a good price. The only problem is that the more of such resources the Empire sells, the less valuable the thing becomes. The first one is unique, the second one is not - so prices rapidly fall off.&lt;br /&gt;
&lt;br /&gt;
===Herbs, Potions and Consumables===&lt;br /&gt;
* &#039;&#039;&#039;The Autumn realm will buy herbs, but rarely if ever offers them for sale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most potions command a poor price when offered for sale to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual consumables including drugs and narcotics sell well and offer a chance for a good profit if they are put in a box by themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herbs are always in demand in the Autumn realm, since they can make use of them, but they don&#039;t grow well in the realm if at all. For this reason they command a good price when offered for sale to the city, though it is expensive to buy them from the City. Surprisingly most other potions are not worth offering to the City. It is time consuming to identify them and most heralds have little interest in trading them on, so they offer only very low prices for them.&lt;br /&gt;
&lt;br /&gt;
Unusual consumables, including drugs and narcotics do sell in the Autumn realm but there are few buyers and that does depress the sale price. The Silent Market, a trading operation in the City can offer a price for them, and will also offer them for sale in the right conditions. Drugs that are illegal in the Empire are usually the most profitable for merchants trading with the City.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Silent Market&#039;&#039;, is a trading desk that &#039;&#039;only&#039;&#039; deals in unusual items, drugs, narcotics, and storied items. They handle all this trade that comes from the Empire. As a result, these things are always best put in an Ephisis box by themselves so that the Silent Market can assess them and make an offer. Including 20 ambergelt alongside a thirty doses of Bite is a recipe for disappointment, because the Silent Market will buy the Bite but they don&#039;t want the ambergelt. Their rivals in the City want the ambergelt but not the Bite. Thus the best way for Imperial citizens to get the best possible price is to put drugs, narcotics and storied items in a separate box.&lt;br /&gt;
&lt;br /&gt;
===Magical Items===&lt;br /&gt;
* &#039;&#039;&#039;Permanent magical items with a storied history can fetch an excellent price when sold to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items with history but no actual magic power rarely do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic items with a year&#039;s duration to run have a known value, but &lt;br /&gt;
* &#039;&#039;&#039;Magic items that are close to expiring are worthless to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items need to be put in a box by themselves to get the best price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Permanent magical items are valuable throughout the world and the City will always try to offer a good price for them based on the amount of materials needed to create one. When such items have a storied history - that &#039;&#039;can&#039;&#039; increase the price significantly, assuming the City knows of a buyer who is in the market for such a curio. Items with history but no notable magical properties are obviously less valuable - but could be worth something to the right buyer. In either case, the price offered by the heralds is highly variable, merchants are welcome to offer them for sale but should be prepared for the possibility of a low offer. Regular magic items with a year&#039;s duration to run are worth less than what their ingredients are worth as they have already lost a seasons worth of use - the Autumn realm are unlikely to offer more than this, because they can buy most magic items from [[Estavus|the Forgemistress]]. Items that are close to expiring are as worthless to the City as they are to the mortals trying to dispose of them.&lt;br /&gt;
&lt;br /&gt;
===Mana and Vis===&lt;br /&gt;
* &#039;&#039;&#039;Mana is always in demand all across the world, so crystals fetch reasonable prices in the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Autumn vis is produced in large amounts in the Autumn realm and can be had at a good price from the City&#039;s heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vis from other realms often spoils if kept too long in the Autumn realm, so the City rarely offer good prices for large quantities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is the currency of magic, there are even some desperately primitive societies in the world that actually use it in place of money! Most of the city&#039;s heralds are currently offering to buy mana crystals for around 24 rings a crystal and to sell it at 26 rings each. [[Vis]] can spoil if kept in the Autumn realm too long, so the City has little interest in trading it, unless there is a large outstanding contract to be fulfilled, otherwise heralds will be loathe to buy or sell it. Autumn vis is the one exception - huge amounts are produced in the Autumn realm and can usually be bought for a good price from the City&#039;s heralds, but of course, they offer low prices to buy it back.&lt;br /&gt;
==A Possible Patron==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Plenipotentiary&#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;Eternal:&#039;&#039;&#039; Ephisis&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;Subject:&#039;&#039;&#039; Patronage of the Golden Pyramid or their grand lodge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; What form any aid might take&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, until the end of the Spring Equinox 389YE &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;Limitations:&#039;&#039;&#039; Cannot be included with other substantial requests&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;Heralds of the City of Gold and Lead were recently asked about the possibility of becoming a patron of the Golden Pyramid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They confirm that such a thing is possible, but it would require a plenipotentiary to make the appropriate arrangements&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Terentia of Sarangrave Reforged.jpg|caption=&#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;&amp;lt;br&amp;gt;Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At a recent meeting in Anvil, Crown, one of the heralds of the City, was asked about the possibility of the City of Gold and Lead becoming a patron of the [[Golden Pyramid]], or of the Order&#039;s grand lodge. Such an arrangement would be highly unusual - a Conclave order accepting an offer by an eternal to become their patron raises questions about that order&#039;s loyalties and their impartiality on matters like [[alignment]]. Still the risks seem relatively low here, the manifesto of the order seems closely aligned with the goals of the eternal and Ephisis has never been under &#039;&#039;enmity&#039;&#039; as far as the records show.&lt;br /&gt;
&lt;br /&gt;
After lengthy discussion between the various markets and independent traders of the City, it appears there is a consensus that most are open to the idea, if there is genuine enthusiasm for it from the Order. However, while eternals of other realms might be content to agree to become a patron without a second thought, the City of Gold and Lead will not contemplate the idea without a thorough discussion of what support they could offer the Order, what support the Order might want and importantly, how the Order might further the City&#039;s agenda. Ultimately any agreement would need a contract of some kind.&lt;br /&gt;
&lt;br /&gt;
If the Order are serious about engaging the services of the &#039;&#039;Sovereign Lady of the City of Gold and Lead&#039;&#039; as patron of their order - or patron of their lodge, then they would need to arrange for the [[Archmage of Autumn]] to secure a plenipotentiary specifically for that purpose. It could include a single item of other business that was already ongoing, but the City will not seriously engage with a plenipotentiary that incorporates a list of different causes of interest to different groups. But if the Autumn Archmage is prepared to assist the Order and the [[grandmaster]] and his supporters have the backing of the Golden Pyramid to negotiate an agreement for patronage then the City are open to exploring the possibilities.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|align=right|width=241|height=240}}&lt;br /&gt;
As with any plenipotentiary, it would be most useful if the Archmage is clear what form any aid they would request might take, then the heralds can assess how possible that would be, before the meeting. The more knowledge the City has about &#039;&#039;how&#039;&#039; they could help the Order, the better.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ephisis]]&lt;br /&gt;
* [[Ephisis&#039; Scale]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142034</id>
		<title>Propensity to truck, barter, and exchange</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142034"/>
		<updated>2026-07-18T21:56:28Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Are you &#039;&#039;sure&#039;&#039; about this, Crown?&amp;quot; Patina asked, their voice laden with concern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course I&#039;m sure&amp;quot; responded her ever-exuberant boss. &amp;quot;It&#039;s a brilliant idea! Provided we get the contracts right. Provided we get the auction right. And provided we get the handover right. Literally nothing can go wrong! All the risk is with the counter-party. The actuaries are delighted with the model!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, it&#039;s not that...&amp;quot; Patina tried to interject, but putting words in front of Crown was like trying to put a leaf before a gale.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And we&#039;ve already chosen eight contracts already. Now we just need to let the Empire know, and then we can sit back and let the Invisible Hand go to work. It&#039;s going to be amazing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, about those contracts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know I was surprised too how quickly we secured agreement from the other desks too - but if this works this time there&#039;s no reason we can&#039;t do it again in the future. We&#039;re going to be famous Patina. We&#039;ll be the heralds that took the work out of work ethic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I &#039;&#039;like&#039;&#039; hard work...&amp;quot; said Patina quietly, her voice trailing off&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And this way, you&#039;ll have even more time to work your fingers to the bone. But look, if the Imperials get mad about it, we&#039;ll just say it was all Able the Rounder&#039;s idea!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This last was too much for Patina and she raised her voice, determined to be heard at last. &amp;quot;Able the Rounder is one of our most valuable customers Crown. You should &#039;&#039;not&#039;&#039; be traducing his reputation by involving him in this scheme of yours...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? It&#039;s good for us. It&#039;s good for Able. It&#039;s good for... where&#039;s he from again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina rolled her eyes... &amp;quot;Sarangrave. He&#039;s one of the foremost &#039;&#039;architects&#039;&#039; of Sarangrave. It&#039;s a critically important territory in the Empire, with &#039;&#039;major investment needs&#039;&#039;.&amp;quot; Patina stressed the last in the hope of pointing out the obvious. Crown was great at front of house, but his knowledge of his customer portfolio was excruciating. A mortal she&#039;d met once had had a dog they called a golden retriever, even though it very definitely was not made out of gold. More and more her boss was reminding her of that dog. Including not being made out of gold.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! So he&#039;s gonna be delighted by these new arrangements! It&#039;s bound to go well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina couldn&#039;t take the overbearing optimism a moment longer. She stabbed a blunt metal finger down onto the table spearing one of the pieces of paperwork. &amp;quot;This? He&#039;s going to be delighted with this is he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To be fair to Crown, he at least had the good grace to look crestfallen. For a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Caveat Emptor?&amp;quot; he asked plaintively.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ephisis001.webp|align=left|width=300|caption=The lifeblood of the City of Gold and Lead and its inhabitants is &#039;&#039;trade&#039;&#039;, and not &#039;&#039;profit&#039;&#039; as many seem to believe.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Ephisis|Sovereign Lady of the City of Gold and Lead]] has become a ubiquitous sight in the Hall of Worlds in recent times, with various heralds from the city attempting to make deals with Imperial citizens who have submitted their goods for potential sale via [[Ephisis&#039; Scale]]. For the most part, trades have been largely successful and have brought Prosperity to both parties.&lt;br /&gt;
&lt;br /&gt;
At least they did until the Spring Equinox. The prices offered by the City can change rapidly, such is the nature of the market place. But a change of personnel on the trading desk compounded issues caused by the fast moving prices to howls of anguish from their Imperial counterparts. &#039;&#039;Crown&#039;&#039;, one of the more excitable heralds commonly manning the Imperial trading desks, is never happy about an unhappy customer. Determined to avoid future lost sales, he contacted one of his counterparts in the Empire, &#039;&#039;&#039;Able the Rounder&#039;&#039;&#039;, to discuss what the brilliant Urizeni [[architect]] felt had gone wrong. Fortunately for Crown, the wealthy and experienced merchant had plenty to say on the subject.&lt;br /&gt;
&lt;br /&gt;
What passed between the two is likely to remain confidential, but it seems that it was sufficient to cause a change in the City&#039;s plans for the forthcoming summit. Regular traders and novices alike, would do well to take notice.&lt;br /&gt;
&lt;br /&gt;
==The Great Instrument of Ambition==&lt;br /&gt;
* &#039;&#039;&#039;Ephisis is making eight contracts available to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These contracts will be auctioned off to the highest bidder in the Hall of Worlds at 10:30 on Saturday morning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each contract must be fulfilled in full and before the end of the summit, to receive payment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contracts must be redeemed by delivery to the Hall of Worlds during the balancing of scales&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard settlement terms with the contract holder will be three days after the conclusion of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Contracts Available&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Goods Required&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Payment Offered&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;800 measures of dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 ilium &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 mithril, 20 white granite, 20 weirwood &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 ingots total of green iron, orichalcum, weltsilver and tempest jade in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 mana crystals and 100 warm ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200 mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 weirwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 measures of ambergelt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 measures total of beggar&#039;s lye or iridescent gloaming in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pilgrim%27s_Shield|Glistering]]&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;
One of the areas that causes the most significant problems for small and large traders is the tendency for bulk sales to flood the Autumn markets. The Invisible Hand will ultimately buy almost anything, but the Empire is one of its biggest customers and merchants who attempt to dispose of huge sums of materials can temporarily distress prices. This causes problems for large volume traders, who find the offers made for boxes fall short of what they hoped to achieve because they have unwittingly depressed the market value of whatever good they are attempting to sell hundreds of to the Empire. But it also impacts merchants offering small volume traders who discover their handful of dragonbone or whatever precious material has flooded the market is now worth considerably less than they were expecting.&lt;br /&gt;
&lt;br /&gt;
Based on an idea that Crown credits to Able the Taller, the solution the City is going to implement is to offer eight significant contracts. These contracts are the largest requests for purchase or sales that the City has received in other markets. Most come from the Empire&#039;s near neighbours, since that keeps shipping costs down, but the City is open about the fact that they trade all over the world, from the tiny bazaar of Pushkin City in far off Mitovoria to the great temple-market of [[Asavean_gods#Lord_Isso_Mãos_de_Ouro|Mãos de Ouro]] in the capital of [[Asavea]].&lt;br /&gt;
&lt;br /&gt;
Normally the City attempts to settle trades with the resources they have acquired from the Empire and elsewhere. It&#039;s when the Empire offers large volumes of goods they can&#039;t quickly move on because they don&#039;t have a known buyer for them, that the prices they offer drops. To avoid the problems experienced at the previous summit, the City is therefore publishing the details of the eight largest contracts that have come in. &lt;br /&gt;
&lt;br /&gt;
The contracts will be offered for auction in the Hall of Worlds at 10:30 on Saturday morning. All bids in [[Game_items#Coins|Imperial currency]], each contract will go to the highest bidder, who will need to settle the purchase there and then. The right to fulfil that contract is then their legal property (and they may do with it as they will). Anyone bearing the contract (assuming they have acquired it legally) may complete it by bringing the desired goods to the balancing of the scales in the Hall of Wolds the following day. There is no need for any additional expense of sending a box to the Autumn realm first, since the settlement value is already agreed. The City will receive the goods, mark the contract complete, and arrange for delivery of payment three days later.&lt;br /&gt;
&lt;br /&gt;
Crown warns that contracts can only be fulfilled at the summit they are purchased at. Any contract that is not fulfilled at the summit is null and void with no refunds. Merchants should be careful to bid accordingly. Contracts must be completed in full, part payment will not be accepted.&lt;br /&gt;
&lt;br /&gt;
In plain terms, turn up in the Hall of Worlds on Saturday morning, outbid any other buyer for one or more contracts, then return the next day with &#039;&#039;all&#039;&#039; the required goods to get paid.&lt;br /&gt;
&lt;br /&gt;
==The Merchant of Rhodes==&lt;br /&gt;
* &#039;&#039;&#039;The City has published more general guidance on commodities they are likely to offer good prices&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The prices offered by the City are influenced by local market prices in the Empire but not set by them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Prices offered for large volumes of goods will be lower, outside of an advertised contract&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City is always happy to be paid in Imperial coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When all is said and done and every grain of salt has been counted, the City of Gold and Lead will always offer a price for something, provided they can find a buyer for it. But some commodities and resources are in high demand in the City and should fetch a good price, while others are not. Some things are nearly worthless - even if the City offers a price for them, it will be a matter of a few rings. &lt;br /&gt;
&lt;br /&gt;
Crown explains that the prices offered by the City are influenced by local market prices, but they are not set by them. The City of Gold and Lead takes the goods sold to them in Ephisis boxes and sells them on elsewhere, either to other cities in the Iron Labyrinth or to other locations in the mortal world. Ultimately the price they are prepared to offer is set by what the heralds believe they can get for the resources they acquire and &#039;&#039;not&#039;&#039; by prices in Imperial markets. Offers &#039;&#039;may&#039;&#039; be influenced by the value of goods at Anvil - the heralds may lower their offer if they believe they can offer less and still make a deal. &lt;br /&gt;
&lt;br /&gt;
Some merchants are surprised to discover they are being offered a price for their goods &#039;&#039;below&#039;&#039; what they could get in Anvil, but that is to be expected. If Imperial traders are offering goods from all over the Empire, then it&#039;s perfectly normal that the heralds won&#039;t always be able to match local prices for everything. &lt;br /&gt;
&lt;br /&gt;
Perfectly normal perhaps, but definitely not desirable! Crown appears genuinely pained anytime a merchant leaves his trading desk without a sale of some kind. He believes that [https://en.wikipedia.org/wiki/Information_asymmetry ignorance of market conditions] is costing his beloved City business and so he has persuaded his fellow heralds to try publicising more information about what the city does or doesn&#039;t want to buy.&lt;br /&gt;
&lt;br /&gt;
The City has published guidance for the various resources and commodities they are commonly offered. The sale price column indicates the price a merchant might hope to get when selling the goods from Ephisis. The purchase price column indicates the level of prices the City might offer to sell goods to Imperial merchants at. There is never a guarantee of profit - these ratings are comparative to each other, not comparative to Anvil prices.&lt;br /&gt;
&lt;br /&gt;
The contracts on offer indicate the resources that Ephisis is trying to secure in order to fulfil significant deals with others merchants. They ensure that the city can afford to purchase large volumes of resources without risking a major loss. They allow Imperial merchants to aim to fulfil the contract knowing with some certainty what their profit margins will be. Prices offered for large volumes of goods will be lower, outside of an advertised contract. The City will still make a bid, but it will be a lower offer the more resources are piled into a box.&lt;br /&gt;
&lt;br /&gt;
Finally it should go without saying that the City of Gold and Lead is always happy to trade in [[Game_items#Coins|Imperial coin]]. Thrones, crowns, and rings are all &#039;&#039;very&#039;&#039; welcome in any exchange of wealth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Commodity&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Sale Price&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Purchase Price&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ingots and Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Food and Drink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unique Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Newly made Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exhausted Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Autumn Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Other Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Potions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drugs and Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&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;
===Ingots and Measures===&lt;br /&gt;
* &#039;&#039;&#039;Ingots and measures fetch good prices in the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ingots and measures, including ingots of [[ilium]] are &#039;&#039;always&#039;&#039; valuable in the Autumn realm, because the heralds can sell them to agents of the [[Estavus|Sovereign Lord of the City of Fire and Stone]]. For that reason, it is rare for the City to offer such materials and merchants looking to acquire them from the City should expect to pay handsomely for them. &lt;br /&gt;
&lt;br /&gt;
===Wains===&lt;br /&gt;
* &#039;&#039;&#039;Wains are on offer for sale or purchase whenever the City believes it can make a profit&#039;&#039;&#039;&lt;br /&gt;
Wains of Materials, while valuable within the Empire, are harder for the autumn realm to trade to other lands, as the bourse certificates represent large amounts of materials sitting in Imperial warehouses. While the City regards bourse certificates as a wonder of the world, they only function perfectly within the Empire. The further you travel from the Empire&#039;s borders, the more value they lose. The city&#039;s heralds will buy or sell wains, but only when they believe the price favours them - which usually means they will only buy at a price below the highest sale price in Anvil. Sales are a little easier, since heralds are always looking to dispose of bourse certificates they have acquired in the Empire where they can, so citizens looking to buy wains are encouraged to try their hand.&lt;br /&gt;
&lt;br /&gt;
===Food, Drink and Services===&lt;br /&gt;
* &#039;&#039;&#039;These goods hold no value to the City&#039;&#039;&#039;&lt;br /&gt;
Food and drink spoil quickly in the Autumn realm - they cannot be placed in vaults and held until a customer is found. For this reason, they are worthless to the Autumn realm. Likewise offers of services are not currently of value, the City trades in &#039;&#039;goods&#039;&#039; - while they appreciate that an offer of services in the future has value, it is not a market they trade in. In all cases the City requests that Imperial merchants do not put these things into an Ephisis box.&lt;br /&gt;
&lt;br /&gt;
===Common Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Goods readily available for purchase in foreign ports are in low demand in the City&#039;&#039;&#039;&lt;br /&gt;
Imperial [[fleet|fleets]] often acquire unusual goods in foreign ports, such as [[Foreign_ports#Production_Table|Oilybrag]], which can be bought in Zemeh. The City of Gold and Lead has opportunities to trade in all the major cities of the world, so they can already purchase these common trade goods at the same price Imperial merchants paid for them. As a result heralds rarely offer good prices for these goods - Imperial merchants should be better off disposing of them at Anvil rather than trying to sell them to the Autumn realm. It is only worth sending them to the City of Gold and Lead if you need to dispose of them at any price.&lt;br /&gt;
&lt;br /&gt;
===Unique Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Unique goods produced in the Empire command a high price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual or unique goods from difficult to access ports will fetch a good price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While common trade goods are rarely value, unique trade goods are a different matter. If a trader has goods produced in a foreign port which is difficult to access, or which are unique to the Empire, then they will command a good price. The only problem is that the more of such resources the Empire sells, the less valuable the thing becomes. The first one is unique, the second one is not - so prices rapidly fall off.&lt;br /&gt;
&lt;br /&gt;
===Herbs, Potions and Consumables===&lt;br /&gt;
* &#039;&#039;&#039;The Autumn realm will buy herbs, but rarely if ever offers them for sale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most potions command a poor price when offered for sale to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual consumables including drugs and narcotics sell well and offer a chance for a good profit if they are put in a box by themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herbs are always in demand in the Autumn realm, since they can make use of them, but they don&#039;t grow well in the realm if at all. For this reason they command a good price when offered for sale to the city, though it is expensive to buy them from the City. Surprisingly most other potions are not worth offering to the City. It is time consuming to identify them and most heralds have little interest in trading them on, so they offer only very low prices for them.&lt;br /&gt;
&lt;br /&gt;
Unusual consumables, including drugs and narcotics do sell in the Autumn realm but there are few buyers and that does depress the sale price. The Silent Market, a trading operation in the City can offer a price for them, and will also offer them for sale in the right conditions. Drugs that are illegal in the Empire are usually the most profitable for merchants trading with the City.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Silent Market&#039;&#039;, is a trading desk that &#039;&#039;only&#039;&#039; deals in unusual items, drugs, narcotics, and storied items. They handle all this trade that comes from the Empire. As a result, these things are always best put in an Ephisis box by themselves so that the Silent Market can assess them and make an offer. Including 20 ambergelt alongside a thirty doses of Bite is a recipe for disappointment, because the Silent Market will buy the Bite but they don&#039;t want the ambergelt. Their rivals in the City want the ambergelt but not the Bite. Thus the best way for Imperial citizens to get the best possible price is to put drugs, narcotics and storied items in a separate box.&lt;br /&gt;
&lt;br /&gt;
===Magical Items===&lt;br /&gt;
* &#039;&#039;&#039;Permanent magical items with a storied history can fetch an excellent price when sold to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items with history but no actual magic power rarely do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic items with a year&#039;s duration to run have a known value, but &lt;br /&gt;
* &#039;&#039;&#039;Magic items that are close to expiring are worthless to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items need to be put in a box by themselves to get the best price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Permanent magical items are valuable throughout the world and the City will always try to offer a good price for them based on the amount of materials needed to create one. When such items have a storied history - that &#039;&#039;can&#039;&#039; increase the price significantly, assuming the City knows of a buyer who is in the market for such a curio. Items with history but no notable magical properties are obviously less valuable - but could be worth something to the right buyer. In either case, the price offered by the heralds is highly variable, merchants are welcome to offer them for sale but should be prepared for the possibility of a low offer. Regular magic items with a year&#039;s duration to run are worth less than what their ingredients are worth as they have already lost a seasons worth of use - the Autumn realm are unlikely to offer more than this, because they can buy most magic items from [[Estavus|the Forgemistress]]. Items that are close to expiring are as worthless to the City as they are to the mortals trying to dispose of them.&lt;br /&gt;
&lt;br /&gt;
===Mana and Vis===&lt;br /&gt;
* &#039;&#039;&#039;Mana is always in demand all across the world, so crystals fetch reasonable prices in the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Autumn vis is produced in large amounts in the Autumn realm and can be had at a good price from the City&#039;s heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vis from other realms often spoils if kept too long in the Autumn realm, so the City rarely offer good prices for large quantities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is the currency of magic, there are even some desperately primitive societies in the world that actually use it in place of money! Most of the city&#039;s heralds are currently offering to buy mana crystals for around 24 rings a crystal and to sell it at 26 rings each. [[Vis]] can spoil if kept in the Autumn realm too long, so the City has little interest in trading it, unless there is a large outstanding contract to be fulfilled, otherwise heralds will be loathe to buy or sell it. Autumn vis is the one exception - huge amounts are produced in the Autumn realm and can usually be bought for a good price from the City&#039;s heralds, but of course, they offer low prices to buy it back.&lt;br /&gt;
==A Possible Patron==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Plenipotentiary&#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;Eternal:&#039;&#039;&#039; Ephisis&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;Subject:&#039;&#039;&#039; Patronage of the Golden Pyramid or their grand lodge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; What form any aid might take&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, until the end of the Spring Equinox 389YE &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;Limitations:&#039;&#039;&#039; Cannot be included with other substantial requests&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;Heralds of the City of Gold and Lead were recently asked about the possibility of becoming a patron of the Golden Pyramid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They confirm that such a thing is possible, but it would require a plenipotentiary to make the appropriate arrangements&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Terentia of Sarangrave Reforged.jpg|caption=&#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;&amp;lt;br&amp;gt;Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At a recent meeting in Anvil, Crown, one of the heralds of the City, was asked about the possibility of the City of Gold and Lead becoming a patron of the [[Golden Pyramid]], or of the Order&#039;s grand lodge. Such an arrangement would be highly unusual - a Conclave order accepting an offer by an eternal to become their patron raises questions about that order&#039;s loyalties and their impartiality on matters like [[alignment]]. Still the risks seem relatively low here, the manifesto of the order seems closely aligned with the goals of the eternal and Ephisis has never been under &#039;&#039;enmity&#039;&#039; as far as the records show.&lt;br /&gt;
&lt;br /&gt;
After lengthy discussion between the various markets and independent traders of the City, it appears there is a consensus that most are open to the idea, if there is genuine enthusiasm for it from the Order. However, while eternals of other realms might be content to agree to become a patron without a second thought, the City of Gold and Lead will not contemplate the idea without a thorough discussion of what support they could offer the Order, what support the Order might want and importantly, how the Order might further the City&#039;s agenda. Ultimately any agreement would need a contract of some kind.&lt;br /&gt;
&lt;br /&gt;
If the Order are serious about engaging the services of the &#039;&#039;Sovereign Lady of the City of Gold and Lead&#039;&#039; as patron of their order - or patron of their lodge, then they would need to arrange for the [[Archmage of Autumn]] to secure a plenipotentiary specifically for that purpose. It could include a single item of other business that was already ongoing, but the City will not seriously engage with a plenipotentiary that incorporates a list of different causes of interest to different groups. But if the Autumn Archmage is prepared to assist the Order and the [[grandmaster]] and his supporters have the backing of the Golden Pyramid to negotiate an agreement for patronage then the City are open to exploring the possibilities.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|align=right|width=241|height=240}}&lt;br /&gt;
As with any plenipotentiary, it would be most useful if the Archmage is clear what form any aid they would request might take, then the heralds can assess how possible that would be, before the meeting. The more knowledge the City has about &#039;&#039;how&#039;&#039; they could help the Order, the better.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ephisis]]&lt;br /&gt;
* [[Ephisis&#039; Scale]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=War_games&amp;diff=141949</id>
		<title>War games</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=War_games&amp;diff=141949"/>
		<updated>2026-07-18T09:35:26Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Cold Sun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The ambassador looked at his team, at the long lines of exhaustion carved into their faces. They&#039;d been pouring over every word in the message for two days now, looking at every possible interpretation. What could they possibly mean by that? There had been little enough rest this last year, and none at all since the winged message arrived and turned the world upside down.&lt;br /&gt;
&lt;br /&gt;
What was the saying the Sarcophan had? &amp;quot;Things are always darkest before the ship goes down.&amp;quot; Bloody Sarcophan black humour.&lt;br /&gt;
&lt;br /&gt;
And besides it wasn&#039;t true, not really. Things had been looking up these last few days. The Sovereign Lord of the City of Bridges had made his offer, and both governments had agreed to send their brightest and their best. Negotiations would be fraught obviously, bound to be. But it was plain enough to their side how bad the situation was getting, it was bound to be the same for their old adversaries. A lasting peace was hardly likely, but without a ceasefire the Cold Sun would continue its rise. Thousands more would die. More towns and cities reduced to crystalline slag. Surely their people could make the other side see they would need to swallow their pride or this would be the end of them.&lt;br /&gt;
&lt;br /&gt;
The ambassador sighed, and wiped a hand across their forehead. It had been a long nine months, never mind a long three days. Nine months doesn&#039;t even scratch the surface, really. Long days and exhausting nights since the quiet war turned loud. Two giants pressed shoulder-to-shoulder for too long. Anyone could have predicted the outcome. The secret to avoiding war, the ambassador read once, is to make sure everyone has enough room to swing their army around. Or to beat their chests, perhaps.&lt;br /&gt;
&lt;br /&gt;
At least they were not alone against the Oblivion Gate. The Empire has proved invaluable in recent months. Their incursion might have been on a smaller scale, but the experience it had given them was invaluable. A year ago, it would have seemed inconceivable that their magicians would be on the battle-lines, but here they were. They&#039;d helped save lives and if this meeting Clever Spider had arranged went well, perhaps the door on Cold Sun could finally be closed... Then the recriminations can begin in earnest he thought with a sardonic chuckle.&lt;br /&gt;
&lt;br /&gt;
The ambassador sighed gloomily and pulled his thoughts back to the room. He coughed to clear his throat. &amp;quot;Right, we&#039;ve been over this letter fourteen times now. Today we&#039;re going to go over it again. Before we start, I&#039;ll remind everyone that we all know what it says, we&#039;ve all got a copy in front of us, we&#039;re here to work out what it &#039;&#039;means&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was always the same, nobody wanted to go first. They inclined their head slightly to lock eyes with the understudy and nodded to indicate he should start with his analysis. The fellow was too ambitious by far; it would be good for him to get a taste of leadership here at the sharp end of the wedge.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Checkmate explained.jpg|align=left|caption=Cold Sun is not the only thing causing chaos among the great powers of the east.|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm remain at war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun has destroyed the minor nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;scions&#039;&#039; of Cold Sun threaten both larger nations&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now, a conflict that erupted over control of the borderlands between their nations. Now, the tiny country of Lantir is no more - the [[Cold Sun]] has risen and the &#039;&#039;scions&#039;&#039; seek to [[Cold war|ravage the two eastern powers]] as they once attempted to do in the Empire. Attempts to contain the incursion [[Weaving_tangled_nets#Against_the_Cold_Sun|have failed]], despite the aid of Imperial soldiers and magicians. The failure of the two rival powers to appreciate the full magnitude of the threat posed threat by the &#039;&#039;Oblivion Gate&#039;&#039; means there has so far been no coordinated response to the invasion. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn... and sometimes those same wheels snag your sleeve and before you know it your entire arm has been crushed to pulp.&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;The Empire remains at peace with the Principalities of Jarm, but trade with that nation is embargoed&lt;br /&gt;
* &#039;&#039;&#039;The Senate has approved trade with the tiny independent nation of Zemelslo that lies within the Jarmish sphere of influence&lt;br /&gt;
* &#039;&#039;&#039;Jarm is at war with Imperial allies in the Commonwealth, and faces the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Principalities is Thaumiel of Steeplechase Toll, of Highguard&lt;br /&gt;
The &#039;&#039;magocracy&#039;&#039; of the [[Principalities of Jarm]] are not exactly friendly to the Empire. Ruled by the House of Princes, relations have been rocky for years. The Empire is allied with their great rival, the Commonwealth, via the [[Liberty Pact]], and have made several attempts to interfere in Jarmish interests. They may not be at war with the Empire at the moment, but diplomatic relations remain somewhat chilly. Communications tend to be brusque, bordering on the curt.&lt;br /&gt;
&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Thaumiel of Steeplechase Toll of [[Highguard]]}}&lt;br /&gt;
&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth remains friendly to the Empire, and allied via the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is at war with the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Commonwealth is Cyrus of Ebon&#039;s Hall of Highguard&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Cyrus of Ebon&#039;s Hall of [[Highguard]]}}&lt;br /&gt;
The Commonwealth are one of the closest allies the Empire has among the great powers of the known world, thanks primarily to their shared membership of the [[Liberty Pact]]. Both nations are dedicated to extending their influence over the whole world, but for now their rivalry with the Empire remains amicable. Even if it the two great nations must eventually clash, nobody sees that happening any time soon. The Empire shared its mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
Their ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of Die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
&lt;br /&gt;
==Cold Sun==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cold Sun Art.jpg|align=right|caption=The Lantir Incursion sees scions of Cold Sun expanding outwards from a central point, and the number of heralds involved is orders of magnitude greater than the armies that invaded the Empire.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun continues its incursion on the borderlands of the Commonwealth and Jarm&lt;br /&gt;
* &#039;&#039;&#039;At the request of the Autumn archmage, the eternal Prospero has brokered a summit to address cooperation between the two nations&lt;br /&gt;
* &#039;&#039;&#039;Several Conclave orders continue to support the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;There have been major revelations about the factors that led to the Lantir incursion&lt;br /&gt;
* &#039;&#039;&#039;These revelations have resulted in significant disruption&lt;br /&gt;
Following the Autumn Equinox, the [[Cold Sun]] began a [[Cold war|major incursion]] into the lands between the Commonwealth and the Principalities of Jarm. The tiny nation of Lantir, whose disposition had ultimately led to the war currently raging between the two great powers, was destroyed and overrun. Six [[Conclave order|Conclave orders]] and one [[army|Imperial army]] were able to provide direct aid to the two great nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]] in their fight against the &#039;&#039;[[Cold_Sun#Heralds|scions]]&#039;&#039; of &#039;&#039;Endless Nothing&#039;&#039; but the situation continued to look dire. Centuries of rivalry, and the ongoing war between the two great powers, meant that they were unable to reach anything like a coordinated plan of response to the forces of &#039;&#039;Oblivion&#039;&#039;. Efforts to contain the blight failed, and the &#039;&#039;scions&#039;&#039; continued to spread across the borderlands, and began to press into Commonwealth and Jarmish territories.&lt;br /&gt;
&lt;br /&gt;
The last season has seen the fighting continue, and members of the Conclave orders involved continue to provide support both on the front lines and behind the scenes. The presence of experienced [[Rod and Shield]] warrior-magicians fighting with Commonwealth soldiers has proved especially effective at countering probing strikes by the &#039;&#039;scions&#039;&#039;. Yet each order has contributed in their own way. There has also been some measure of assistance from officers and veterans of the [[Highguard|Highborn]] [[army|armies]], visiting the Commonwealth as part of an effort to [[Towards_a_common_good#Doctrine|build closer ties]] between Highguard and the martial nation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Vossk.jpg|caption=&#039;&#039;&#039;Vossk&#039;&#039;&#039;, Archmage of Autumn|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Following the Spring Equinox, and in part thanks to efforts by the [[Celestial Arch]], there has been an unofficial redirection of forces away from the battle lines between the two nations. This repositioning doesn&#039;t represent any kind of ceasefire, but perhaps a grudging awareness in both governments that soldiers fighting each other are effectively doing Cold Sun&#039;s job for it. Negotiations about a full ceasefire are underway, with the Jarmish broadly in favour (again thanks to the Celestial Arch as much as anything else), and the Commonwealth being stubborn.&lt;br /&gt;
&lt;br /&gt;
Regardless, it seems that Cold Sun has made only minor gains this season in territories bordering Lantir. Sadly, while only a few regions have changed hands, there have been numerous deeper raids aimed at claiming [[mithril]] and [[ilium]] that have seen hundreds die and further stretched the resources of the [[Silver Chalice]] to help grant succour to the &#039;&#039;scions&#039;&#039; civilian victims.&lt;br /&gt;
&lt;br /&gt;
There is some good news, however. Emissaries of the Commonwealth and the House of Princes have agreed to meet on neutral ground to discuss cooperation against the devastating rampage of Cold Sun. The Jarmish were already prepared to accept the need for collaboration with their bitter rivals due to the [[Weaving tangled nets#Celestial Arch|politcal machinations]] of the [[Celestial Arch]]. The [[Archmage of Autumn]], &#039;&#039;&#039;Vossk of Sarangrave Reforged&#039;&#039;&#039; prevailed on the [[Prospero|Sovereign Lord of the City of Bridges]] to bring the Commonwealth to the negotiation table, and provide neutral ground for those negotiations to take place. Neither side trusts the other, but a summit to discuss a ceasefire and potential cooperation was agreed to.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the preliminary reports of that meeting filtering back to the Empire as the Summer Solstice approaches is that it ended &#039;&#039;disastrously&#039;&#039; - in large part due to the actions of Imperial [[ambassador|ambassadors]].&lt;br /&gt;
&lt;br /&gt;
==Jarmish Anger==&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador has informed Jarm that the Empire know who was responsible for the Lantir incursion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The House of Princes demand that the Ambassador disclose everything they know &#039;&#039;immediately&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
According to &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, &#039;&#039;&#039;Ambassador Thaumiel&#039;&#039;&#039; has revealed that Imperial spies have uncovered who it was that invited Cold Sun to destroy Lantir City, devastate the tiny nation, and begin the rampage that has so far cost thousands of Jarmish lives (never mind those of folk of the independent border region, or the Commonwealth). Thaumiel reassured their opposite number that the actual perpetrators were no more - that &amp;quot;&#039;&#039;only ash remains&#039;&#039;.&amp;quot; They did not reveal &#039;&#039;who&#039;&#039; these perpetrators were but the ambassador said their investigations had confirmed &amp;quot;no Jarmish Prince was foolish or desperate enough to conjure up the Oblivion Flame&amp;quot; and invited the Lord-Magister &amp;quot;&#039;&#039;to draw the appropriate conclusions&#039;&#039;.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thaumiel of Steeplechase Toll.jpg|caption=&#039;&#039;&#039;Thaumiel of Steeplechase Toll&#039;&#039;&#039;, Ambassador to Jarm|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, Trescher immediately reported to the House of Princes. Despite their public insistence that the Commonwealth was behind the atrocity, it is likely that the Lord-Magister may be quietly relieved to discover the attack wasn&#039;t carried out by one of their own. None-the-less, they have responded by &#039;&#039;demanding&#039;&#039; that the Empire &#039;&#039;immediately&#039;&#039; share everything they know. While the magicians who caused the breach may be dead, the people behind their cowardly attack must face retribution. The fact the ambassador has chosen to be coy on this matter means there are only three realistic conclusions, according to Lord-Magister Anton.&lt;br /&gt;
&lt;br /&gt;
The first is that the Commonwealth is behind the attack, and the Empire is shielding their allies. The alliance between the two nations is well known, after all, even before the [[Liberty Pact]] made it official. If this is the case, then it will expose Commonwealth idealism as a sham. For them to try and use a weapon like the Cold Sun shows that they will truly stop at nothing to enforce their dominance over the independent countries that surround them, and use any tool to try and murder Jarmish citizens. There will be no cooperation with the Commonwealth, and Jarm will take every opportunity to ensure that Cold Sun turns its burning gaze towards them and destroys as much of their nation as possible.&lt;br /&gt;
&lt;br /&gt;
The other conclusion is that it is the &#039;&#039;Empire&#039;&#039; who are behind this attack. That some coven of Imperial magicians opened the [[regio]] that allowed Oblivion to enter Lantir and begin murdering and destroying. It is questionable whether the Commonwealth have the necessary command of magic to open a portal for Cold Sun, but everyone knows the Empire can, because they did it once already. It&#039;s possible that they were acting on their own, that they didn&#039;t have the full support of the entire Empire, but that doesn&#039;t matter. After all these years of Imperial diplomats taking a holier-than-thou attitude, for their people to fall back on unleashing an unequivocal force of destruction against the Jarmish people will put the final nail in the coffin of Imperial-Jarm relations. The House of Princes will have no alternative but to declare war, and throw their resources toward bringing the Empire to its knees. &lt;br /&gt;
 &lt;br /&gt;
The only other real possibility is that the Commonwealth and the Empire are jointly responsible. That they conspired together to destroy Jarm, with Commonwealth magicians backed by Imperial knowledge and resources. They sacrificed the people of Lantir, and then saw the situation explode in their own faces. Is this the truth that the Ambassador is hinting at?&lt;br /&gt;
&lt;br /&gt;
The [[Civil Service]] advise that the House of Princes is &#039;&#039;&#039;demanding&#039;&#039;&#039; answers. The Jarmish ambassador has suggested to the princes that his Imperial counterpart may have told them everything he knows. Or more hopefully that he is pausing simply to ensure that he has the names of those involved and the proof to back up the claims, and that both will be forthcoming as soon as the Empire have them. If that happens, then the House of Princes will be deeply grateful, but they are now unlikely to accept anything less than that. The Cold Sun has slaughtered thousands of Jarmish subjects, finding out who was responsible for that atrocity is almost more important than winning the war. The Empire will need to provide answers and quickly.&lt;br /&gt;
&lt;br /&gt;
This would be a difficult enough proposition if not for...&lt;br /&gt;
&lt;br /&gt;
==Commonwealth Fury==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cyrus12292.jpg|caption=&#039;&#039;&#039;Cyrus, of Ebon&#039;s Hall&#039;&#039;&#039;, Ambassador to the Commonwealth|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador has informed the Commonwealth that the Shuttered Lantern has determined who was responsible for the Lantir incursion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have indicated they know that it was Commonwealth citizens who unleashed Cold Sun and that they will tell Jarm in the coming season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth demands that under no circumstances must this information be made public&#039;&#039;&#039;&lt;br /&gt;
According to Militärattache Schöningen, &#039;&#039;&#039;Ambassador Cyrus&#039;&#039;&#039; has indicated that the [[Shuttered Lantern]] have discovered that the source of the Lantir incursion was &amp;quot;&#039;&#039;deceased terrorist citizens of the Commonwealth&#039;&#039;.&amp;quot; Further, they informed their counterpart that &amp;quot;&#039;&#039;Jarm will learn the source of Cold Sun in Lantir next season; the wider world will learn thereafter&#039;&#039;.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Militärattache has quietly harboured suspicions that one of their own might be responsible for the catastrophe. Her greatest fear has been that the Jarmish might find a way to pin the act on the Commonwealth. Never did she imagine that the Empire would discover who was responsible and then decide to tell Jarm and rest of the world. It is hard for the Commonwealth to see this as anything other than a betrayal of their friendship with the Empire. Worse, it comes from an Empire claiming to act in the interests of the Commonwealth, and demanding that the nation meet with Jarm to discuss an armistice. Rather than allowing this matter to be dealt with internally, the Ambassador implied the Empire fully intended to share their &amp;quot;investigation&amp;quot; with Jarm and the world. &lt;br /&gt;
&lt;br /&gt;
It&#039;s then clear that the Jarmish already know - or at least suspect. When Commonwealth diplomats arrive at the meeting arranged by Prospero at the urging of the Imperial Archmage of Autumn, one of the first things their opposite numbers from Jarm did was to share their &amp;quot;conclusions&amp;quot; based on what the Empire had already told them. What should have been a forum for discussing a ceasefire, and arranging cooperation against the threat of Cold Sun, instead devolves into shouted accusations and bitter denials.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of anger at the highest levels, but Militärattache Schöningen cautions against acting precipitously. The Empire have been good allies to the Commonwealth to this point. The two great powers have worked well together in the past, and despite tempers running hot in the wake of this seeming betrayal, cooler heads must prevail.&lt;br /&gt;
&lt;br /&gt;
There is talk of immediately exiling the advisors from the [[Rod and Shield]] and the [[Golden Pyramid]] from Commonwealth lands, given that the Conclave is clearly engaged in espionage on behalf of the Empire. However, a more measured argument points out that it is the &#039;&#039;Shuttered Lantern&#039;&#039; who have been spying, and that order is currently based in Jarm (fuelling further concerns about how trustworthy their evidence is). In the end, the Commonwealth assigns a cadre of observers to keep an eye on the two Conclave orders, to ensure they are not spying while appearing to help against Cold Sun. This, inevitably, reduces the effectiveness of their aid. It&#039;s also clear that ejecting the magicians is still on the table, which would end opportunities to [[Weaving tangled nets#Rod and Shield|gain hero stones]] or [[Weaving tangled nets#Golden Pyramid|acquire a schema]] from the smiths of [[Weaving tangled nets#Murolosch|Murolosch]]. So far, the Commonwealth has not made any move to end the gift of [[Trade_goods#Soldier&#039;s_Booze|soldier&#039;s booze]] to the [[Granite Pillar]] - but whether that continues or not will depend entirely on how the current situation is resolved.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also talk of withdrawing immediately from the [[Liberty Pact]]. Doubts about the value of the alliance have been [[Weaving_tangled_nets#Future_Good?|growing in the Commonwealth for some time]], this perceived betrayal could easily be the final straw. As the Imperial Ambassador already puts it, &amp;quot;&#039;&#039;the Liberty Pact has crushed the international slave trade&#039;&#039;.&amp;quot; With apologies to &#039;&#039;&#039;Jarrigk Silktongue Du Meravon&#039;&#039;&#039;, it seems that the Liberty Pact has run its course, and the Commonwealth has no interest in &amp;quot;&#039;&#039;a more trade-focused agreement&#039;&#039;&amp;quot; at this time. Militärattache Schöningen notes that the Empire may have been better served investigating claims made by &#039;&#039;&#039;Octavious of the Celestial Cartographers&#039;&#039;&#039; that their friends in Axos are trading with slavers from the Mallum, but its clear she is speaking from frustration and anger. &lt;br /&gt;
&lt;br /&gt;
Once the fury has cooled slightly, Militärattache Ludkhannah formally requests that the Empire share all the information the Shuttered Lantern has gathered on this matter with the Commonwealth. They ask that under no circumstances should it be shared with anyone else,  &#039;&#039;especially&#039;&#039; the Principalities of Jarm.&lt;br /&gt;
&lt;br /&gt;
If the Empire shares their claim that the Commonwealth was responsible for the attack on Lantir with &#039;&#039;anyone&#039;&#039;, then it will cannot help but mark the end of the current friendship. It will do considerable damage to the Commonwealth, it will let Jarm claim the high ground in their devastating war and undermine Commonwealth diplomacy with many smaller nations in their orbit. The generals will have no choice but to view the Empire as at best untrustworthy, and at worse as a force opposed to the Common Good.&lt;br /&gt;
&lt;br /&gt;
==Untangling the Knot==&lt;br /&gt;
* &#039;&#039;&#039;Both Jarm and the Commonwealth have demanded the Empire&#039;s evidence regarding who caused the Lantir incursion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;How the Empire proceeds will be crucial in defining their relations with the eastern powers and their own standing among the nations of the Known World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service have done their best to advise on how the situation could precede&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] advise that while the situation is almost as bad as it possibly could be, there might be ways to mitigate some of the fallout. While anyone can correspond with a great power, it is the words of the appropriate ambassador that has the greatest weight, exceeded only by the formal declarations of houses such as the [[Senate]] or the [[Conclave]]. A random citizen of the Empire could claim to have &amp;quot;proof&amp;quot; about who was responsible for Lantir, but unless that claim was backed up by an ambassador, or perhaps in the case of the Commonwealth, the Grandmaster of the Shuttered Lantern, it would carry comparatively little political weight. Thus a lot will hinge on what is said next.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, given the Jarmish know the Empire have learned who unleashed Cold Sun, but the Commonwealth demands that they do not tell the Jarmish, the ambassadors are placed in a tricky position. They also note that the Principalities, unlike the Commonwealth, are unaware that the Shuttered Lantern were involved in investigating this matter. If that information were released then it may trigger an expulsion of Imperial magicians from Jarm - but it might not. The Jarmish are often weirdly pragmatic about such matters. A lot would depend on how it was presented.&lt;br /&gt;
&lt;br /&gt;
When it comes to actually sharing the evidence, the key information that would need to be communicated would be the name of the person or persons who invited Cold Sun into Lantir; how they acquired the resources to do so; and what their motivation was. Assuming the Grandmaster of the Shuttered Lantern has this information, it would be up to the appropriate Ambassador to communicate it. The full details won&#039;t be needed - the Commonwealth and Jarm are both capable of using this limited information to perform their own investigations.&lt;br /&gt;
&lt;br /&gt;
This means that attempts to present false information could quickly unravel. The Jarmish and the Commonwealth will investigate and swiftly identify the lie if the evidence does not stack up. Any lie will need to be utterly watertight and stand up to thorough investigation to avoid making the matter worse. Even then it might not work - if it is not compelling then the two nations might not believe it, even if they can&#039;t prove it&#039;s a lie.&lt;br /&gt;
&lt;br /&gt;
If the Empire provides Jarm with any proof of Commonwealth guilt then it will be diplomatically devastating. The Commonwealth prides itself on pursuing the Greater Good, and any evidence that their people had caused the deaths of thousands of people and wiped out an entire nation would give all their critics a bludgeon with which to beat them. It would wreck their relationship with their allies in the east, and it would take years for them to recover. &lt;br /&gt;
&lt;br /&gt;
Worse, if the evidence pointed to the Empire, it would damage their own standing on the &amp;quot;world stage&amp;quot;. Significant credence would be given to Jarmish accusations that Imperial spies and agitators are set on interfering in their business. Depending on the nature of the evidence, it might see other nations leery about allowing Imperial citizens to visit, cause problems for Imperial traders, and potentially complicate existing Imperial treaties. It would also inevitably support the concerns of Axos in particular in relation to their worries about Imperial intentions regarding the vallorn.  &lt;br /&gt;
&lt;br /&gt;
The civil service also caution that a degree of coordination will be needed in any event. Jarm and the Commonwealth despise one another, but as shown by recent events, each side will rapidly become aware of what the Empire has told the other. Both great powers are angry and suspicious, and will seize on any inconsistency in the Imperial response here.&lt;br /&gt;
&lt;br /&gt;
==Orders and Opportunity==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:OrderCelestialArch.jpg|link=Celestial Arch]]&lt;br /&gt;
[[File:OrderRodAndShield.jpg|link=Rod and Shield]]&lt;br /&gt;
[[File:Chalice.jpg|link=Silver Chalice]]&lt;br /&gt;
[[File:OrderShutteredLantern.jpg|link=Shuttered Lantern]]&lt;br /&gt;
[[File:OrderGoldenPyramid.jpg|link=Golden Pyramid]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Six Conclave Orders remain active in the east&lt;br /&gt;
* &#039;&#039;&#039;While opportunities still exist, they may not survive the fallout from the diplomatic crisis&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path interactions with the Convocation of Virtue are discussed in the Full circles wind of fortune&lt;br /&gt;
Six Conclave orders still remain active in the east; the [[Celestial Arch]], [[Sevenfold Path]], [[Shuttered Lantern]] are still offering aid to Jarm; the [[Rod and Shield]] and [[Golden Pyramid]] are in the Commonwealth; and the [[Silver Chalice]] continues to look to the injured of all sides, and the succour of the civilians threatened by the war. The Sevenfold Path are [[Full circles|pursuing their own path]] in the east, but it is worth considering the position of the other orders in light of the crisis.&lt;br /&gt;
&lt;br /&gt;
The [[grandmaster]] of the Shuttered Lantern remains in a position to [[Concord#Guiding_an_Order|guide their order]], to instruct magicians in Jarm to engage in a stratagem of some kind. Doing so at the moment, with the additional scrutiny due to House of Prince anger with the Ambassador, would mean that it would be hard to undertake a stratagem without the Jarmish being aware they have done so. With that in mind, however, the grandmaster could guide the order during the Summer Solstice by urging them to undertake some action involving &#039;&#039;protecting and exposing secrets and knowledge&#039;&#039;, &#039;&#039;acquiring the knowledge and secrets of the Empire&#039;s enemies&#039;&#039;, or &#039;&#039;guarding and shielding the secrets of the Empire&#039;&#039; in the east. If they do so, this will create an opportunity at the Autumn Equinox, even if in the meantime Jarm ejects Imperial magicians or declares war.&lt;br /&gt;
&lt;br /&gt;
The Celestial Arch are still present, but the current chaos makes it impossible for them to achieve a political aim this season. Only once the matter of the Lantir Incursion intelligence is resolved would there be any opportunity to influence the magicians of Jarm - and that opportunity will be entirely lost if Jarm expels the order magicians, or they are directed to apply their expertise somewhere else.&lt;br /&gt;
&lt;br /&gt;
The Rod and Shield are engaged on the front lines, fighting alongside Commonwealth soldiers. Their aid is having a notable effect in slowing Cold Sun&#039;s expansion. This isn&#039;t because of their martial prowess - although that is a factor - but because of their experience fighting the &#039;&#039;scions&#039;&#039; in the Empire. While they remain in the Commonwealth, and in the absence of a ceasefire and cooperation between the Commonwealth and Jarm, they are actively contributing to the defence against Cold Sun. Without their presence, it&#039;s likely the scions would have made more gains this season and many more people would have died.&lt;br /&gt;
&lt;br /&gt;
The Golden Pyramid continue to be welcome in [[Weaving tangled nets#Murolosch|Murolosch]]. A number of artisans chosen by the grandmaster have been taught to make &#039;&#039;War Rings&#039;&#039;, and the offer of a [[Magic_items#Schema|schema]] remains on the table. Of course, this potential prize can only be claimed if they continue to aid against Cold Sun, and are not expelled by the Commonwealth. There has also been no further invitation to Imperial war-smiths to visit and study with those in Murolosch, although the port remains open to Imperial captains. Until the matter of the Lantir Incursion evidence is resolved, no further opportunity will be forthcoming.&lt;br /&gt;
&lt;br /&gt;
Finally, the Silver Chalice continue to have the grudging support of both sides. While the Commonwealth is furious with the Empire and suspects Conclave spies, they cannot deny the work the Chalice is putting in to protect the victims of Cold Sun. Their lack of favouritism - treating warriors of both the Commonwealth and the Principalities - garners grudging respect. There is also no question that they are helping to reduce the suffering of the people threatened by the &#039;&#039;scions&#039;&#039;. There is no need for the Grandmaster to guide the order to have members continue to work in the east, but if they are guided to go elsewhere there will be no opportunity to return.&lt;br /&gt;
&lt;br /&gt;
Any order currently in the Commonwealth or Jarm will remain active there until they are expelled by the host country, or the grandmaster guides the order elsewhere. Once an order leaves, however, it will require a new [[opportunity]] for them to return - one whose likelihood depends a lot on what happens with the current diplomatic crisis.&lt;br /&gt;
&lt;br /&gt;
==Commonwealth and Highguard==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn armies have sent members to the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;While warmly received, the diplomatic crisis has soured the tenor of their visit&lt;br /&gt;
Following the Spring Equinox, the [[Pilgrim&#039;s Defiance]], [[Seventh Wave]], and [[Valiant Pegasus]] all sent officers and veterans to the Commonwealth to speak with their counterparts. There was much discussion about [[Highguard_military_concerns#The_Vigilant_War|vigilant war]], and the ways armies of differing [[Army_qualities|specialities]] could work together.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, while the visit is well received at first, the furore surrounding the accusations of Commonwealth involvement in inciting the Lantir Incursion quickly throws a pall over the exchange. The exchange has been beneficial, but it is clear that unless the current diplomatic crisis is resolved, there will be no further talk of any practical advice around army qualities, nor the opportunity for key members of a new Highborn army to train in the Commonwealth and adapt their tactics.&lt;br /&gt;
&lt;br /&gt;
Still, the specialists have returned to the Empire with the promised gifts from their time spent advising the General&#039;s Council. Each general of Highguard has received a [[Trade_goods#Hero_Stone|heldenstein]], a [[Trade_goods#Law_Stone|gesetzstein]], and a [[Trade_goods#War_Amulets|kriegsamulett]].&lt;br /&gt;
&lt;br /&gt;
==Trade Matters==&lt;br /&gt;
* &#039;&#039;&#039;Radosmo and Murolosch remain available to Imperial traders&lt;br /&gt;
* &#039;&#039;&#039;Imperial vessels trading with Leerdam and Volkavaar have a -1 penalty to their production&lt;br /&gt;
For the moment, at least, matters of trade have not been directly impacted. The port of [[When_peace_was_far_away#Free_Port|Radosmo]], in the &amp;quot;independent&amp;quot; [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|nation of of Zemelslo]] remains open to Imperial captains. The smiths of [[Weaving tangled nets#Murolosch|Murolosch]] remain keen to treat with visiting merchants from the Empire, although how long this will remain the case is hard to say. Once the matter of the Lantir Incursion intelligence is resolved, it&#039;s possible there will be a major impact on all trade in the Sea of Steel.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also notable that Commonwealth merchants remain a little leery of visiting captains on Imperial vessels, due to the knowledge that the Empire is also effectively trading with Jarm in Radosmo. As such the -1 penalty to the production of fleets visiting Volkavaar and Leerdam continues. This penalty will certainly be removed if the Ambassador shares the secret intelligence reports gathered by spies using trade with Radosmo as cover to conduct espionage (although given the current crisis in relations between the Empire and the Commonwealth that might not be saying much depending on how things shake out in the end).&lt;br /&gt;
&lt;br /&gt;
==Brazen Enthusiasm==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Seven Locks 2.jpg|align=right|width=250]]&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;The City of Locks offers access to a smuggler&#039;s port on the Sea of Steel&lt;br /&gt;
* &#039;&#039;&#039;All that is required to claim it is for the Conclave to uphold a declaration of acceptance&lt;br /&gt;
While the Commonwealth and Jarm are both angry with their respective ambassadors for different reasons, there is at least one group that is more than pleased with this outcome. Shortly before the Summer Solstice, a herald from the [[Basileia|City of Locks]] arrives at the Hub with an offer for the Empire. Apparently, the &#039;&#039;Princess of Weirs&#039;&#039; is very impressed with the way the Empire is handling the situation in the east; the chaos serves her interests very well indeed and as a consequence she offers a simple reward.&lt;br /&gt;
&lt;br /&gt;
The City of Locks will arrange for the Empire to gain access to a hidden island on the Sea of Steel. There they will find a smugglers port, independent of both the Commonwealth and Jarm, where Imperial captains will be able to acquire choice goods from the two great powers. The port has extensive markets, and crucially neither Jarm nor the Commonwealth would know Imperial captains were trading there. Unless one of the Ambassadors decided to tell them, of course. The &#039;&#039;Carver of Cliques&#039;&#039; will not tell anyone the Empire trades there, and will forbid the [[Basileia#The_Five_Pillars|Five Pillars]] likewise from doing so.&lt;br /&gt;
&lt;br /&gt;
All that is required is for the Conclave to support a [[Declaration]] of [[Alignment#Acceptance|Acceptance]] thanking the City of Locks for their offer, and accepting it on behalf of the Ambassadors of the Empire. As long as they do so before the end of the Summer Solstice, details of where the port is located and guides from the &#039;&#039;Union of Lock-Keepers and Stevedores&#039;&#039; will help Imperial captains find it.&lt;br /&gt;
&lt;br /&gt;
There are two tiny other matters of consideration; access to the port remains only so long as the Conclave does not declare [[Alignment#Enmity|enmity]] against the City of Locks or the &#039;&#039;Union of Lock-Keepers and Stevedores&#039;&#039;; and only vessels enchanted with the [[Lure of Distant Shores]] will be able to make the journey safely. Ships that don&#039;t have this specific enchantment will simply be unable to reach the port. It is, apparently, all part of an old arrangement between the lords of that place and the City of Locks, the details of which need not concern the Empire at this time (says Basileia Brazen&#039;s herald).&lt;br /&gt;
&lt;br /&gt;
The Civil Servant Jorgen, who has long experience dealing with heralds bringing messages from eternals, describes the offer as stinking like week old fish, but at least on the surface it appears to be a legitimate offer, and the promise that the City of Locks will not reveal the Empire&#039;s trade with the smugglers in particular seems to have significant weight.&lt;br /&gt;
&lt;br /&gt;
==Public Record==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Public Embassy&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; Senate Motion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; Specify that correspondence sent through an embassy be made public&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; 2 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;Effect:&#039;&#039;&#039; The text of any letter sent via the communication power of an ambassador with an embassy would be published on the wiki&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; The Senate could do this at any time&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; Only letters sent via an embassy would be public&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could require that letters sent by ambassadors be a matter of public record&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only letters sent by Imperial ambassadors via the communication power of an embassy would be affected&lt;br /&gt;
The fact that both the Commonwealth and Jarm are making claims about what Imperial Ambassadors have said makes some folk uneasy. The only Imperial citizen who knows for sure what was actually in the letter is the Ambassador themselves. And, theoretically, the Imperial civil service of course. Each [[embassy]] has a staff of civil servants associated with it that will [[Ambassador#Communication|handle communication]] with their counterpart in the nation they deal with. This handily defrays the costs of sending a [[Call Winged Messenger|Winged Messenger]] and gives the ambassador an opportunity to compose a missive away from the chaos of Anvil. &lt;br /&gt;
&lt;br /&gt;
After some discussion with key embassy staff, the civil service has grudgingly responded to enquiries by indicating that their involvement means that it would be possible to make the formal letters sent by an ambassador a matter of public record. Arguments that the letters represent a &amp;quot;meeting&amp;quot; by an Imperial body facilitated by the civil service, and thus fall under the right of [[Member_of_the_Synod#Witness|witness]], so all formal correspondence should be given to the Synod gets short shrift. But, if the Senate wished to do so, they could require that letters submitted via the embassy staff be recorded and copies published. This would remove any doubt as to what an ambassador has or has not said, and potentially allow valuable continuity between ambassadors.&lt;br /&gt;
&lt;br /&gt;
The civil service stress that this would &#039;&#039;only&#039;&#039; affect letters set via an embassy. Correspondence sent directly during a summit via [[Call Winged Messenger]] would not be made public. Furthermore, it would not be possible for the Senate to demand that ambassadors only communicate via the embassy - it is at the discretion of the ambassador how they discharge their responsibilities. Finally, it would be &amp;quot;all or nothing&amp;quot;. Either all embassies would work in this way or none would; it would not be possible to pick and choose.&lt;br /&gt;
&lt;br /&gt;
There is no particular rush on this; the civil service identify that this is a power of the Senate, and they could make this change at any time if they wished to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; If the Senate pass this motion, then the contents of ambassador letters emailed to {{plot}} after an event would be added to the wiki. This would start in the downtime after the summit where the motion was passed, and continue until it was abrogated. If the Senate later abrogated this provision, no more letters would be added but existing missives would remain a matter of record. Our usual rules on [[Secrecy#On_the_Wiki,_In_the_Downtime|secrecy]] would apply - while the letters would be available for players to read this would not mean everyone in the known world immediately knows everything about Imperial diplomacy.&lt;br /&gt;
{{Jarm Links}}&lt;br /&gt;
{{Commonwealth Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=141948</id>
		<title>Rules FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=141948"/>
		<updated>2026-07-18T09:30:37Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]] [[Category:FAQ]]&lt;br /&gt;
==Overview==&lt;br /&gt;
{{FAQ}}&lt;br /&gt;
==Downtime==&lt;br /&gt;
===Can I tell you what my character is doing?===&lt;br /&gt;
We don&#039;t accept free text downtime submission to tell us what your character is doing in Empire. The prime reason for this is that with the huge number of players (well over 3200 at our last event) we would be utterly drowned in requests if we made any attempt to accept or validate such requests. Long experience has shown us that there is no possible way that we can handle that many requests; as a result we say &amp;quot;no&amp;quot; to all requests so that it is fair for everyone.&lt;br /&gt;
&lt;br /&gt;
The second reason is that we are committed to producing a game in which all the key decisions in the campaign take place live at the event. We want to ensure that Empire is relentlessly focussed on the live roleplaying happening at the events. All our plots are written in such a way that any mechanism to influence them is accessible at the event. In such a way everyone playing the game knows that the way to advance their character&#039;s agenda must do so while they are playing their character at an event.&lt;br /&gt;
&lt;br /&gt;
The only official way to have your character active between events is to use the online web system - which will allow you to pick from a limited range of options tailored to your character&#039;s skills and resources. All these actions are processed automatically, so we can scale these to any number of players.&lt;br /&gt;
&lt;br /&gt;
Although you can&#039;t submit your character actions between events to Profound Decisions you can still roleplay that your character has been busy. Your character can&#039;t create a substantial impact on the campaign in downtime (that&#039;s what events are for) so you shouldn&#039;t roleplay that your character succeeded in taking actions that would have such an impact. But you can roleplay that your character has been searching for lost lore, sailing the high seas, fighting orcs in the Empire&#039;s wars - whatever suits your character best!&lt;br /&gt;
&lt;br /&gt;
===Can I submit a free-text downtime?===&lt;br /&gt;
No. The downtime system for Empire is very deliberately designed to be tightly defined in terms of using your characters assets and time to give them some valuable goods to take to the next event. This is the only thing that the downtime system can be used to do - to ensure that the focus remains clearly on the events themselves. There is no provision for submitting individual free text downtimes - the time for doing unique and interesting stuff is at the event.&lt;br /&gt;
&lt;br /&gt;
===Can I send resources or coins by post?===&lt;br /&gt;
You can hand in coins or resources to your account for use in downtime at the end of every event. Please only hand in items which you are capable of using in the next downtime: it is not a banking service for you to keep stuff safe. GOD closes at 17:00 hrs on the Sunday of the event and all hand ins must be in the hand in crate by then. If you forget then you can [[Contact_Profound_Decisions#Address|post them to our head office address]]. Please make sure you include your name, character name and CID as well as a list of what resources you are posting. Please appreciate that it always takes a few days for parcels to reach us.&lt;br /&gt;
&lt;br /&gt;
===When do I get the benefit of my upgrade?===&lt;br /&gt;
If you upgrade or diversify a resource then you receive the new production straight away. The system does not show the changes in production (yet), but you will receive the updated production when your downtime is processed.&lt;br /&gt;
&lt;br /&gt;
===Can I make a two month item at the end of downtime?===&lt;br /&gt;
Yes, if you select an item that takes two months as the last item you make in downtime then you will automatically complete this item as your first selection for your next downtime (this cannot be changed).&lt;br /&gt;
&lt;br /&gt;
===What should I do if my ritual isn&#039;t listed in my downtime?===&lt;br /&gt;
If you had a ritual performed at the previous event that is not listed in your downtime then please [mailto:admin@profounddecisions.co.uk email us] with as much details about the ritual as you can remember e.g. when the ritual was completed, who performed it, who was present, etc.&lt;br /&gt;
Most rituals do not provide additional downtime choices - they only change the production you get for your resource, so you should submit your downtime as normal. We will have your downtime shown correctly by the event.&lt;br /&gt;
&lt;br /&gt;
===What happens if I don&#039;t make an event?===&lt;br /&gt;
When you attend an event your resource will produce materials in the following downtime. If you don&#039;t attend the &#039;&#039;&#039;next&#039;&#039;&#039; event then any money or resources gained are added to your character inventory - you receive them at the next event you do attend.&lt;br /&gt;
&lt;br /&gt;
You only get resources and downtime following an event that you have attended. When you miss an event then you don&#039;t receive any resources (or the ability to craft items) in the downtime that follows that event.&lt;br /&gt;
&lt;br /&gt;
===Can I die in downtime?===&lt;br /&gt;
Your character cannot be killed by Profound Decisions in downtime, regardless of any action you choose for your resource. If you are choosing to retire your character - and you wish to tie their death to current events then you can choose to have your character die while fighting in one of the military battles detailed in the Winds of War.&lt;br /&gt;
&lt;br /&gt;
===Can I purchase a downtime ticket?===&lt;br /&gt;
No. There is no option to purchase downtime only tickets for Empire.&lt;br /&gt;
&lt;br /&gt;
===Can I recover a body in downtime?===&lt;br /&gt;
No. It is a deliberate part of the game that players must decide whether to take the risk of recovering the body of a fallen comrade while on a quest, battle, or skirmish. It&#039;s unfortunately not possible to resolve that dilemma in downtime if the body was not recovered in uptime, unless the plot team creates a specific opportunity to do so.&lt;br /&gt;
&lt;br /&gt;
==Skills and Characters==&lt;br /&gt;
=== Can I change my skills?===&lt;br /&gt;
After your first event, if you decide the skills you&#039;ve chosen don&#039;t suit your character, you can change them. Before your next event you can e-mail admin@profounddecisions,co.uk, including your Player ID number, and the skills you want to change. After that point, there are rules that allow you to [[Downtime#Retraining|change a single skill]] after every event. For more information see this section of the [[downtime]] rules about [[Downtime#Retraining|retraining]]&lt;br /&gt;
===Why have I only got 1xp after two events?===&lt;br /&gt;
If you attend one or two events in a year - then you get one xp in total after the first event.&lt;br /&gt;
&lt;br /&gt;
If you attend three or four events in a single year - then you get two xp in total - one after the first event and one after the third event.&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
===Can I master a new ritual I just performed?===&lt;br /&gt;
It&#039;s not possible to master a ritual by casting it. A ritualist can attempt to cast any ritual effect at an event - effectively working without having mastered the spell. If the ritual is part of the [[Formulaic ritual#Imperial lore|Imperial Lore]] (it is on the wiki) then it is easier to do that. But successfully casting the ritual does not make the ritual part of the Imperial lore - that takes a major effort and only certain characters can achieve it (the [[Dean of the Lyceum]] of the [[Conclave]] or the [[Urizen]] [[Provost of the Halls of Knowledge]]).&lt;br /&gt;
&lt;br /&gt;
Once a ritual has been added to the Imperial lore (put on the wiki) anyone can spend xp to master it.&lt;br /&gt;
&lt;br /&gt;
It is possible to master a ritual that is not part of Imperial Lore - but doing so requires access to a special item called a [[Formulaic_ritual#Ritual_Texts|ritual text]] that contains the details of how the ritual is performed. It is not possible for a character to simply teach a ritual that is not part of Imperial Lore to another character.&lt;br /&gt;
===Can I use Stay With Me or Get It Together at range?===&lt;br /&gt;
No. Both [[Heroic_skills#Stay_With_Me|Stay With Me]] and [[Heroic_skills#Get_It_Together|Get It Together]] are personal skills and require close, personal roleplaying. You must be close enough to touch the target to use these skills - shouting across the battlefield is not sufficient.&lt;br /&gt;
===Can I use weapon master to wield a quarterstaff?===&lt;br /&gt;
Both the [[Magical_skills#Battle_Mage|battle mage]] and [[Combat_skills#Weapon_Master|weapon master]] skills can be used to wield a staff in combat. However, neither allows the wielder to employ heroic calls using a staff (see below).&lt;br /&gt;
===Does the [[Crafting_skills#Extra_Item|Extra Item]] skill increase in cost?===&lt;br /&gt;
No. The cost for all the extra item/ritual/spell skills is one point. The only skills that increase with cost each time you purchase them are those skills in the [[Skills|skill table]] marked with an asterisk to indicate that they increase in cost each time they are taken.&lt;br /&gt;
===Do I lose my mana if I stop casting a spell before it is complete?===&lt;br /&gt;
No.&lt;br /&gt;
===Can I turn a hallowed item into something else?===&lt;br /&gt;
No. If raw materials are [[hallow|hallowed]] (whether in-game [[materials]] or mundane items), and are turned into something else (for example, carving a hallowed log into a bowl), the resulting item is not hallowed.&lt;br /&gt;
===Can I use the dedicate skill to give myself dreams?===&lt;br /&gt;
No. You cannot use the [[dedication]] skill to create vivid [[Dedication#Dreams|dreams]] by yourself - the character with the skill must be separate to the character experiencing the dream. Using the ability always requires a priest with the dedication skill to use it on a different person as recipient.&lt;br /&gt;
===Can I study this thing I grabbed to learn new skills/technology?===&lt;br /&gt;
It&#039;s not possible to learn how to make unfamiliar [[magic items]], [[potion|potions]], consumables of the like by studying. It&#039;s also not possible to create an [[arcane projection]] to allow you to do so. There are methods in the game to acquire new recipes or items - such as creating a [[Magic_items#Schema|schema]] with a [[runeforge]] - and it may be possible to gain the knowledge to make something as part of a plot, but such [[opportunity|opportunities]] are rare.&lt;br /&gt;
&lt;br /&gt;
==Weapons, Armour, and Fighting==&lt;br /&gt;
===What are the restrictions on bows and crossbows?===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
Characters in Empire cannot use a crossbow that loads more than one bolt at once - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
===What category does a weapon exactly 42 inches long fall into?===&lt;br /&gt;
One-handed weapon (and this extends for 60 inch being 2-handed and 84-inch being polearms).&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can I use a one-handed spear as a polearm?===&lt;br /&gt;
A [[Combat#One-handed_Spear|one-handed spear]] can be used as a two-handed [[Combat#Polearms|polearm]]. You can&#039;t use a two-handed bill or a halberd or the like as a one-handed spear - because it isn&#039;t a spear.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Battle Mage|battle mage]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
===Can you be fed a potion if you are dying?===&lt;br /&gt;
Yes. You cannot drink a [[potion]] yourself if you are [[Combat#Dying|dying]] on zero hits, but you can have one fed to you.&lt;br /&gt;
===Can I use a quarterstaff and make heroic calls?===&lt;br /&gt;
A staff is not a suitable phys-rep for a lethal battlefield weapon capable of delivering a heroic blow nor a suitable physrep for a [[Magic_items#Weapons|magic weapon]] such a magic spear.&lt;br /&gt;
&lt;br /&gt;
A staff can be used with the battle mage skill to cast [[Spellcasting#Offensive_Spells|offensive spells]] and is a suitable physrep for a [[:category:staffs|magical staff]] or [[:Category:Ritual_Staves|ritual staff]].&lt;br /&gt;
===Can I fight while holding two items in one hand?===&lt;br /&gt;
No. You may only have one weapon &#039;&#039;or&#039;&#039; one shield in each hand when you are fighting. You cannot hold more than one item in each hand.&lt;br /&gt;
&lt;br /&gt;
If you are wielding a two-handed weapon, a polearm or a similar item that requires two hands then you &#039;&#039;cannot&#039;&#039; hold a dagger, a buckler or any weapon, shield or similar in the hand while you fight.&lt;br /&gt;
===What do I do if I can&#039;t fall over?===&lt;br /&gt;
All characters who choose to enter combat at Empire are expected to be able to follow the published rules. This includes falling over if their character is reduced to zero hits, or being hit with a [[Combat#STRIKEDOWN|STRIKEDOWN]] effect. The rules for strikedown have been updated to allow any character to take two steps before they fall to the ground if needed for safety reasons.&lt;br /&gt;
&lt;br /&gt;
If you have any mobility or safety restrictions that make it unsafe or impossible to follow the normal rules for combat then you can use the rules for being [[combat_safety#Non-contact|non-contact]] at any point, including at the point where you are hit with a strikedown or [[Combat#Dying|reduced to zero hits]]. This will ensure the highest possible level of safety and because it doesn&#039;t advantage your character it ensures that nobody can question the need to do so. The point at which you feel it is necessary to become non-contact is absolutely your decision; it is not acceptable for any other participant to question this.&lt;br /&gt;
&lt;br /&gt;
===Can I swing two weapons at once in a combined strike?===&lt;br /&gt;
Yes, providing you have the Ambidexterity skill. Note that the recipient of the attack should only take one point of damage however. Such an attack does not violate the one second rule.&lt;br /&gt;
&lt;br /&gt;
===What location is the backside?===&lt;br /&gt;
At times, a CLEAVE or IMPALE will strike a connection point on the body between the torso and a limb. In these situations, we rely on the judgement of the receiving player as to which location was closer to the hit. The important point is that the effect is taken on one of the two locations.&lt;br /&gt;
===Do I need the Marksman skill to practice with a bow or crossbow?===&lt;br /&gt;
You can fire a bow and arrow solely for practice purposes. Taking part in any kind of contest or competition involving archery requires the [[Combat skills#Marksman|Marksman]] skill.&lt;br /&gt;
&lt;br /&gt;
===Can I use two shields if I have the Ambidexterity and Shield skills?===&lt;br /&gt;
No, it is not possible to use two shields at once, regardless of skills. The Ambidexterity skill is specifically for weapons and implements.&lt;br /&gt;
&lt;br /&gt;
===Can I cast spells on myself?===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Does CLEAVE or IMPALE have to hit armour to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
===Can I hold on to something instead of being repelled?===&lt;br /&gt;
If you are struck with [[Combat#REPEL|REPEL]], you can hold on to a solid, immovable object such as a tree for ten seconds during which time you may talk but may take no other actions including blocking with a shield or parrying. &lt;br /&gt;
===Can I grab, or be grabbed by, a friend to resist a REPEL?===&lt;br /&gt;
No. Only a solid, immovable object will stop you moving. See also our rules on [[combat_safety#Grappling.2C_body_contact_and_shields|grappling]].&lt;br /&gt;
&lt;br /&gt;
===What can I do if I can&#039;t fall over when struck with STRIKEDOWN?===&lt;br /&gt;
This is covered in the previous section [[#What do I do if I can&#039;t fall over?|here]].&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=This_is_the_end&amp;diff=141933</id>
		<title>This is the end</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=This_is_the_end&amp;diff=141933"/>
		<updated>2026-07-17T20:00:21Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Never follow me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
SCENE: A COURTYARD IN SHADOW. MUSIC PLAYS FAR AWAY. THEY SPEAK, FILLING THE COURTYARD WITH WHISPERS, THEIR VOICES GLITTERING LIKE GEMSTONES.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMERALD VOICE:&#039;&#039;&#039; &amp;quot;Quite a shame, quite a shame. We did so like that city. Oh, waily waily, our house in ruins...! What a beautiful game it was, though - and such good sports all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAPPHIRE VOICE:&#039;&#039;&#039; &amp;quot;We shall return, perhaps, in a less fervent season? Though now it is under the cursed serpent&#039;s aegis... by the void and abyss, how I hate that cursèd songbird!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUBY VOICE:&#039;&#039;&#039; &amp;quot;All the more reason to skulk in secret, my dearest darling confidante. We&#039;ll find places, and people will whisper to us once more. The circle turns, and tickets are always on sale.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOPAZ VOICE:&#039;&#039;&#039; &amp;quot;And what of the rest? The sloth? The hybrid? The chatterer? The firestorm? All in their tedium. They&#039;ll all be clamouring to be there now. Not to even speak of --&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAPPHIRE VOICE:&#039;&#039;&#039; &amp;quot;-- don&#039;t you go on so, beloved. We were the first! First to notice the potential of the place, before the feathered bore stuck in her beak. Art is about getting everyone talking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUBY VOICE:&#039;&#039;&#039; &amp;quot;First to roost, and first to flee. Such is our lot. O, what an ill-fated star for the beloved of cats. Friendless, now, abandoned by our confidantes. Even dearest Teodore... even--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMERALD VOICE:&#039;&#039;&#039; &amp;quot;-- you know I heard the Barossa priest is to defend Bela Vicente. Rumour speaks, companions mine, that he does so out of an obligation we created - how exceptionally droll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAPPHIRE VOICE:&#039;&#039;&#039; &amp;quot;Ah, Asav. Pleasant, this time of year. Now there&#039;s a place that appreciates the value of intrigue. Not like these Catazarri secret-murderers, addicted to truth&#039;s dishonesty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOPAZ VOICE:&#039;&#039;&#039; &amp;quot;Or Jarm. Our friends in the Violet Forest have been saying we have been neglecting them. Though they keep busy anyway, I hear. There&#039;s always a way where there&#039;s a will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMERALD VOICE:&#039;&#039;&#039; &amp;quot;So we&#039;re agreed. A sojourn onwards to new retreats for this merry band of players and artists. We must prepare for the next debut. Where one curtain falls, after all, another rises.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
THE FIGURES RETREAT FROM THE SHADOWS. A SMALL ALBINO KITTEN WANDERS OUT ONTO THE STAGE. IT LOOKS TOWARDS THE AUDIENCE. IT LOOKS AT YOU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Letitia lowered the pages, trying to keep her face neutral, but Mario saw through her immediately. He jutted his jaw pugnaciously, and she could see him getting angry with her before she had even opened her mouth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well?&amp;quot; He demanded. She tried to plaster a smile on her face but it wouldn&#039;t stick and slipped off, possibly because she had started to sweat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s a bit... I mean it&#039;s very good obviously.&amp;quot; The last bit was spoken very fast indeed because she&#039;d noticed Mario had one hand on the pommel of the rod at his side. The playwright&#039;s days of fighting for the Conclave were past, but he kept the rod to remind people that as well as wrangling words he could still crack heads when the situation called for it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A bit what,&amp;quot; he said, refusing to let it go.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s a bit... it&#039;s a bit.. &amp;lt;small&amp;gt;over the top?&amp;lt;/small&amp;gt;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Mario ripped the pages from her hands and threw them on the ground. The rest of the company turned to gawk, as actors are wont to do. Two of the stage hands took the opportunity to nip off for a quick break.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FINE!&amp;quot; Mario shouted in a voice Letitia swore was making the rafter vibrate. He could project when he wanted to. &amp;quot;You &#039;&#039;wanted&#039;&#039; a play about the Whisper Gallery but I &#039;&#039;give&#039;&#039; you a play about the Whisper Gallery and what do you do? You &#039;&#039;criticise&#039;&#039;! You throw it back in my face! &#039;&#039;You&#039;&#039; write a play that captures the enigmatic nature of the Lords of the Chiaroscuran Throne then! You clearly know what you want better than I do!&amp;quot; The playwright stormed out.&lt;br /&gt;
&lt;br /&gt;
Letitia squeezed the bridge of her nose. She hated bringing the company to Spiral, because of exactly this kind of thing. What, she wondered - not for the first time - did the Black Plateau have against art?&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sofonisba Amilcara of the City Below.jpg|caption=&#039;&#039;&#039;Sofonisba Amilcara&#039;&#039;&#039; is somehow the map to the City Below. Exactly what that means is... well, a mystery.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The peculiar dramaturgic confluence that began in the city of Apulus more than a year ago, seems to have a reached a crescendo. Against a backdrop of running battles in the Apulus streets between [[This is the end|strangely-coloured cats with mispaired eyes and songbirds with rainbow feathers]], a cadre of military units arrives in the city to help Sofonisba Amilcara &amp;quot;map the city below&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Apparently convinced that there is not enough night magic running amok in the territory, someone has laid a powerful enchantment over the territory. It brings strange dreams that seemed to be linked to ongoing events. Many people suddenly awaken from dreams in which they were part of the ongoing war, fighting as either a cat or a bird against the enemy trying to seize control of the city.&lt;br /&gt;
&lt;br /&gt;
Despite the strangeness, most inhabitants of Spiral find sleep brings renewed optimism and vigour. The city is filled with a feverish energy, and on the lonely mountain slopes those that live there are filled with a new joy after many sorrows. Things live. This is an old place, with a history beyond imagining, and it seems impossible it could ever be abandoned, so tightly and beautifully does it command the heart of those who call it home. &lt;br /&gt;
&lt;br /&gt;
==Talon and claw==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Great Eared-Nightjar.jpg|align=right|caption=The war between birds and cats is over, and the city echoes with birdsong.|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Rainbow cat.jpg|caption=The war between birds and cats is over, and the cats have decided they&#039;d actually rather not live in the city any more thank you.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The war between the cats and the birds is over&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The birds have driven the cats out of the city&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Birdsong is now everywhere in Apulus, drowning out the emanations of the Black Plateau&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the season wears on, the war for dominion in Apulus intensifies with open fighting on the streets between the two rivals gangs. The first major battle takes place on Mulberry Avenue; a large flock of common blackbirds are deployed to the area, but as soon as they alight on the walls and rooftops, they are set upon by a force of cats that are lying in wait for them. Like soldiers under [[Clarity of the Master Strategist]], the cats are able to strike with perfect coordination, taking the enemy by surprise, killing two and driving the rest away. Days later a group of [https://en.wikipedia.org/wiki/Nightjar nightjars] are attacked in the same way on Bleeker Street with similar results.&lt;br /&gt;
&lt;br /&gt;
Despite this, it soon becomes clear that the cats are &#039;&#039;not&#039;&#039; winning. Eventually the birds are able to arrange an ambush of their own. A group of cats surround a tiny thrush that appears to have recklessly alighted on a branch on the old yew tree outside the Lone Reveller, a well-regarded eatery on the city&#039;s central plaza. Cats converge on the bird from every side-street, but as they do a huge flock of birds of prey plummet from the sky. Amber hawks lancing down to the streets below, plummeting kites with beautiful argent feathers, diving merlins whose feathers bear the rune of wealth.&lt;br /&gt;
&lt;br /&gt;
A battle royale takes place all across the plaza, but the cats are badly outnumbered and outmatched and they are routed in short order. From that point on, no cat is seen in the plaza, thereafter it is the secure demesne of beautiful songbirds. The pattern repeats all across the city and soon the cats are in full retreat. In dribs and drabs they flee the city, seeking refuge in the citadels and spires that still dot the hills and mountains of the territory. By the end of the season, there is not a single cat of any kind left in Apulus. &lt;br /&gt;
&lt;br /&gt;
In their place, the city is filled with birds of every kind and colour imaginable. Most are flighty and wary of people, but the smaller ones come close if fed with seed. Their birdsong fills the city, countless beautiful songs, each one different to the last, are now audible on every street and avenue in the city. Those whose cats have fled mourn the loss of their pets, but the presence of the birds is so beneficial it is hard to be entirely disgruntled. Somehow, the birdsong it entirely drowns out the constant malevolence coming from the Black Plateau, leaving the city well-protected and serene.&lt;br /&gt;
&lt;br /&gt;
The strangely coloured cats with the mispaired eyes have not quit the territory entirely. Every Urizeni spire, every Urizeni magician, has been approached by at least one of the odd cats, seeking adoption and shared cohabitation. Negotiations are opened with offers of dead mice, and the promise of a study completely free of flies and other insects. Despite the obvious concerns, all magical investigation reveals that while the cats are unusually clever and conspiratorial, and clearly touched by night magic, they are not otherwise marked by any connection to the realm or any one of it&#039;s inhabitants. Any Urizeni magician who wishes, now has at least one cat whose fur is a single primary color, like a bright red or a deep green, with mispaired eyes. The cats are hard working, keeping spires clear of insects and vermin and they are all highly companionable. They clearly welcome human company and like to snuggle close when people are talking or otherwise engaged.&lt;br /&gt;
&lt;br /&gt;
==Never follow me==&lt;br /&gt;
&amp;lt;div {{float}}&amp;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;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alistair de Vere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Vere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alys de Vere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Vere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anvil Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desmond Redbear Steward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Earl Enchanter Severin De Manticore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Evrard Taillier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Soleil-Jolie duLac&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House duLac&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lerac Birdkeep&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Bors &amp;quot;The Middle&amp;quot; du Merciel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mirella of the Twisted Rose&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olwyn Pickle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perrin Syrenus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Syrenus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Percival of de Licorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Licorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adrianna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Cinion Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silver Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Cinion Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silver Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quintus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Cinion Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silver Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Renata&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Cinion Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silver Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carmine de Sarvos &amp;quot;Father&amp;quot;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Printers&#039; Guild&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Natalia &#039;The Falcon&#039; Barossa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Company of The Red Fox&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sofonisba Amilcara of the City Below&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aella&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tropaion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Althaea Sunshaper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arephanes of Tropaion Citadel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tropaion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Argentus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Wise Citadel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atreus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Citadel of the Still Waters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassian Highwind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corinthius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Wise Citadel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus Stillwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Citadel of the Still Waters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Donato of the Crucible&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fausta Ankarien&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floria Sunshaper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunshaper Citadel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grakulus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Halkyon of the Myriad Stream&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Banner of the Spiral Council&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ignatious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Linos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magnus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marcus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Citadel of the Still Waters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sabina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shibboleth Tziporah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valerius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tropaion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Xanthippe Of the Lighthouse-That-Was&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Arete&#039;s Promise&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sofonisba Amilcara has successfully become the Map to the City Below&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The military units who assisted her have uncovered a lair under the dominion of the Whisper Gallery below the Vicente School and Orphanage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The lair has been destroyed but the Whisper Gallery has stolen the Orphanage that was hiding it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sung has rewarded the Map to the City Below for their efforts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a pack insert for everyone who took part in the venture that contains words that might describe their experience&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 350px; margin-right: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=Sung001b.JPG|width=350|align=right}}&lt;br /&gt;
{{HoverImage|WhisperGal004.png|width=350|WhisperGal005.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the request of the [[Sung|Rainbow Serpent]], Sofonisba Amilcara - the magician the League Assembly has appointed to become the &amp;quot;Map to the City Below&amp;quot; - successfully arranged just under forty five military units to support their efforts to explore the the sewers and passageways that lie beneath the old city. Fears that the [[Whisper Gallery]] would find a way to hinder their efforts have proved unfounded and the force was more than enough to achieve the eternal&#039;s goals, whatever they might be. They haven&#039;t actually managed to produce a physical map that anyone can check - in fact many of the military units didn&#039;t actually seem to do anything other than spend long nights in deep slumber - but that&#039;s fine because there was already a perfectly practical map of the sewers anyway. And yet, and yet..&lt;br /&gt;
&lt;br /&gt;
There were revelations at the recent summit of a terrible conspiracy at the heart of the Empire. A cult of the Whisper Gallery has been exposed: involving not only the duSesna Guild of Reckoners in Apulus, but, it is said, the &#039;&#039;very&#039;&#039; highest levels of the Conclave itself. A web of lies and deceit has been spun that has left many wondering who they can truly trust. Thus, it is not a complete shock, when Sofonisba and her allies report that they have discovered a lair of the Whisper Gallery here in Apulus.&lt;br /&gt;
&lt;br /&gt;
The Shadow Den of the Adumbral Volution is something akin to a &#039;&#039;fane&#039;&#039;. It has been established in the basement of the [[Custodian_of_the_Vicente_School_and_Orphanage|Vicente School and Orphanage]], not by the action of the Senate, but by the action of wicked cultists. Somehow these agents of wickedness have suborned the title-holder&#039;s natural authority over the orphanage and used it to grant dominion to the Whisper Gallery, despite the Senate&#039;s lack of formal [[Urizen_hearth_magic#Cession|cession]]. In practical terms, the result is not that different to a [[fane]] - its presence here has allowed the eternal to operate freely in the city - only in this case nobody knew it was happening. Sadly it is difficult to discern more, for the Orphanage has been lost in the battle. The allies of Sung claim they didn&#039;t destroy the building; if that is true, the most likely alternative is that the Whisper Gallery has chosen to spirit it away somehow. If the eternal can&#039;t have the school, neither can the Empire, it would seem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night Marks&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Apulus has been left permanently marked by the dominion of the Whisper Gallery. Every magician who examines the marks agrees that there is nothing that can be done about them, but they aren&#039;t a threat to the city &#039;&#039;right now&#039;&#039;. They may become an issue in the future, but if that happens there will be a way to deal with them then.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;They might draw the attention of other night eternals seeking to become involved in the City Below, or they might create an [[opportunity]] for the Whisper Gallery to cause trouble for citizens of Spiral. They exist in case we choose to use them for a new plot involving the eternal in the future.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Shadow Den has been uprooted, and the baleful influence of the Whisper Gallery on Apulus has been ended. The duSesna Guild have gone to ground, fleeing Apulus. In time most will likely be found and brought to justice by [[Venture#War_of_Whispers|enterprising captains]] - for they no longer have anywhere to hide, here. Sofonisba reports that she and the captains supporting her have overturned the lair and run the Whisper Gallery out of the city. The eternal is defeated... but their presence here has seeped in to the stones of the city. The wound has healed, but the &#039;&#039;scar&#039;&#039; remains. Magicians who cast [[Bright Lantern of Ophis]] while in Apulus can sense &#039;&#039;something&#039;&#039; which most agree are the marks left on the city by the eternal. A parting gift from the Shadow Courtiers: the magical equivalent of graffiti scrawled on the toilet walls.&lt;br /&gt;
&lt;br /&gt;
There is nothing that can be done about this now: not without razing the city to the ground and beginning again. There is little to fear from these marks in and of themselves - they don&#039;t have any power over the city or anyone who dwells in it. The only influence they could have would be to make the city a little more secretive and conspiratorial - and really... this is Apulus. Would anyone even notice at this point?&lt;br /&gt;
&lt;br /&gt;
It would be unwise to forget about the marks completely however. The Whisper Gallery has had to expend considerable effort to create the marks. The &#039;&#039;Concilium of the Perjured Throne&#039;&#039; has demonstrated that the Empire can drive it out, but they cannot remove every trace of its influence. The marks show that the eternal had dominion here once and that perhaps, it intends to return one day to reclaim its prize. Perhaps for that reason, Sung has rewarded the Map to the City Below, empowering them to protect the city from the malevolent wickedness of the Whisper Gallery.&lt;br /&gt;
&lt;br /&gt;
==Take a chance with us==&lt;br /&gt;
* &#039;&#039;&#039;Other Night eternals have inquired if they might themselves receive a berth in the City Below&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In particular, the Azoth and Sadogua have drawn up some curious proposals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The actual effect of building these commissions is a mystery - but Sung guarantees a measure of protection and safety under the shadow of her wings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&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 Delectable Refectory&#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; Apulus, Spiral&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 wains of mithril, 10 wains of white granite, 10 rings of ilium, 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;Special:&#039;&#039;&#039; The Delectable Refectory would need to be ceded to Sadogua&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; All the effects of this edifice are a mystery&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, until the start of Summer Solstice 389YE&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 style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Grand Laboratory&#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; Apulus, Spiral&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 wains of mithril, 10 wains of white granite, 10 weirwood, 10 rings of ilium, and 90 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;Special:&#039;&#039;&#039; The edifice would need to be ceded to Azoth&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; All the effects of this edifice are a mystery&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, until the start of Summer Solstice 389YE&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;
As predicted, the completion of Sung&#039;s fane has drawn attention from other Night eternals - and the routing of the Cavalcade of Purrs has only heightened that, for there is little love lost between the Shadow Courtiers and the other denizens of the realm. Heralds working for both the [[Azoth]] and [[Sadogua]] have begun seen now regularly in the city this season and have also come to call at spires and citadels across the territory. The two eternals have made no secret of the fact that they would &#039;&#039;dearly&#039;&#039; love a place within the City Below to call their own.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Sadogua, perhaps predictably, has taken a close interest in the [[The_play_that_came_to_Apulian#Curiouser_and_Curiouser|dramaturgical college]]. His heralds have presented his &amp;quot;suggestions&amp;quot; for an annex to the University; specifically, &#039;&#039;Batfather&#039;&#039; feels that the current plans fail to take into account the need to ensure that students and teachers are replete with find food and drink, so that they can indulge themselves when needed or deserved. As such, the &#039;&#039;Brother of Wizards&#039;&#039; suggests the construction of what he calls the Delectable Refectory. This would be an edifice ceded to Sadogua - a fane for all practical terms - at which banquets would be served for those who cared to attend them, &amp;quot;with plenty of extra trimmings and custard for all as wants them, and hammocks provided too to aid in after-dinner digestion&amp;quot;. Everyone would be welcome to attend, but the Refectory would be housed inside a Night regio, so they would need to cast [[operate portal]] to enter, or have some other means of ingress and egress.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Azoth has let it be known that it, too, would like a home in the city of night. They envisage a Grand Laboratory that is attached to the growing University of Apulus, though to what end is unclear. As such, they propose that in lieu of actual plans, a suitable quantity of building materials could be acquired first. Then, once they had been arranged, &#039;&#039;Makeready&#039;&#039; would provide the builders and craftspersons with several dozen of its finest alchemical concoctions. After that, they could be encouraged to &amp;quot;just sort of make what comes to mind - no wrong answers!&amp;quot;, as one herald put it. Such an... unconventional... approach would be &#039;&#039;guaranteed&#039;&#039; to produce something original and creative. Whether that is an entirely good idea is open to criticism, as one Holberg professor of civil engineering dryly comments &amp;quot;You can overrate the value of originality when suspending three tons of roofing tiles over someone&#039;s head&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Either, or both, of these edifices could be constructed and ceded so long as the [[Conclave]] does not declare its enmity on either Eternal. Experienced magicians caution that doing so is bound to provide some benefits to the city, but will inevitably attract even more attention from the other night eternals. [[Lashonar]] and [[Janon]] are both under enmity at the moment, preventing their heralds from &#039;&#039;appearing&#039;&#039; in Spiral, even despite the enchantment over the territory, but there are murmurings that they share the desire of their fellow wyrms and serpents to engage. &lt;br /&gt;
&lt;br /&gt;
There are clear risks in ceding anything to an eternal of course, not least what happens if the Empire decides to change its mind. However the heralds attending the [[Map_to_the_City_Below|Chamber of Euphony]] claim that &#039;&#039;Spiral Dancer&#039;&#039; has enfolded her wings around Apulus, protecting its mysteries and its occupants from harm. Now that the battle for Apulus is won, other night eternals seeking a foothold in the city would be bound to acknowledge Sung&#039;s ascendency. The protection provided by the &#039;&#039;Rainbow Serpent&#039;&#039; is something of a double-edged sword - it preserves mysteries, making it literally impossible for Sadogua or Azoth to know what the edifices they propose might ultimately do, but it severely restricts the ability of any eternal to act with genuine malice or deceit. It is not impossible that an eternal could circumvent such protection, Sung is not all knowing and is as prone to error as any mortal, but it would make it vastly more difficult. &lt;br /&gt;
&lt;br /&gt;
This is why Spiral Dancer has created the Map to the City Below. Having successfully driven the &#039;&#039;Concilium of the Perjured Throne&#039;&#039; from Spiral, the Map is now &amp;quot;bound&amp;quot; to the City. Sung&#039;s heralds don&#039;t actually mean bound in the way a magical item is [[create bond|bound]] to its owner, but they clearly mean something similar. It is clear that Sung believes that a map of the city represents the city in a way that goes beyond what a mortal cartographer might assume. Mortals see the map as an image that represents the city - Sung views it the other way round, regarding the city as a reflection of the map. To the eternal, the map is real and concrete while the city is abstract and symbolic.&lt;br /&gt;
&lt;br /&gt;
Which is all a lot of fancy magical bollocks in the minds of many practical League business folk. What it actually &#039;&#039;means&#039;&#039; is that the &amp;quot;Map&amp;quot; will usually be the first to know if the city is threatened by an eternal. Or that the Map will know about any threat as soon as Sung does. Or that Sung will know about any threat as soon as the Map does. At least one of those things is definitely true, possibly all of them. Straight answers are rare with some night eternals, and none more so than the &#039;&#039;Lord of Illusions&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==The moment prepared for==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Seductive and Mysterious.jpg|caption=Dramaturgy is at once bold and obvious, but also subtle and enigmatic. A play is an easy thing to understand, but its effect on the mind and the spirit not quite so straightforward.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The dramaturgical confluence has largely ceased, though its cause and nature remain an elusive mystery&#039;&#039;&#039;&lt;br /&gt;
The dramaturgical confluence that began with the streets of Apulus beginning to stretch and tangle seems to have finally ended. Dramaturgists report that the personae and the thrones seem to be behaving more normally, at least for now. To the disappointment of some, the streets of Apulus seem to have largely settled down. Things are finally where they should be. Good news for accountants who are late for important meetings to go through the books with a client, bad news for cicisbeo who discover they can no longer cram a week&#039;s entertainment into a single night.&lt;br /&gt;
&lt;br /&gt;
Not everything is back &#039;&#039;exactly&#039;&#039; the way it was. There is a back-alley off Metals Street just behind Lorazo&#039;s Smithy that is barely fifty yards long but it still emerges on Bleeker Street despite the fact that Bleeker Street is almost a mile away. There is a bookdealers in Three Corpse Culvert called Newcomers&#039;s Books which has five complete floors to it, as well as a basement, despite being housed in a single story building. There is a statue of Salt Lord Kaliact on the dockfront which slowly changes position, but only when someone is looking at it: otherwise, it is perfectly still. For the large part, these magics are muted and minor, at least compared with the torrent that swept the city when the confluence was in effect.&lt;br /&gt;
&lt;br /&gt;
It is not clear what caused the confluence, or what it ended it for that matter. It is easy to imagine that it was the Whisper Gallery, too easy in the minds of many dramaturgists, who are convinced that the tale cannot be that simple. Dramaturgy has certain resonances that lend itself to the Whisper Gallery&#039;s games, but it is not solely the province of Night, after all. &lt;br /&gt;
&lt;br /&gt;
Once the Barossa University of the Dramaturgical Arts is complete, they will be in a position to investigate dramaturgical magic more thoroughly. If they can examine the personae, thrones and instruments, and any lingering effects of the confluence, this might give insight into what happened in Apulus. Even if it doesn&#039;t, it will certainly leave the Empire much better prepared were &#039;&#039;another&#039;&#039; confluence to form which would be useful given how eager eternals appear to have been to take advantage of this one.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kaela&amp;diff=141932</id>
		<title>Kaela</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kaela&amp;diff=141932"/>
		<updated>2026-07-17T19:56:46Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Sobriquets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Kaela.jpg|caption=Kaela is the Lady of the Grim Host and awaits the end of all things.|align=left|width=400}}&lt;br /&gt;
==Eternal of Winter==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Most commonly, Kaela is called the &#039;&#039;Lady of the Grim Host&#039;&#039; after the army of undying warriors she commands. &lt;br /&gt;
&lt;br /&gt;
She is also known as the &#039;&#039;Sorrowful One&#039;&#039;, sometimes as &#039;&#039;End-of-Strength&#039;&#039;, sometimes as &#039;&#039;The Lady of Oblivion&#039;&#039;, or even &#039;&#039;Queen of the End&#039;&#039;. Among the [[Wintermark magical traditions#Icewalkers|Icewalkers]] of [[Wintermark]] she is called &#039;&#039;the Cold-Hearted&#039;&#039;; the [[Urizen]] [[Urizen magical traditions#Stargazers|stargazers]] refer to her as &#039;&#039;Dark-Between-The-Stars&#039;&#039; and say she despises and fears the [[Urizen culture and customs#The Net of the Heavens|Net of the Heavens]]; the [[Navarr]] call her &#039;&#039;Queen of Silence&#039;&#039; and say that she despises music and dance; and in [[The Marches]] she is called &#039;&#039;The Black Dog&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Her influence is strong in [[Axos]] and, to a lesser degree, the [[Sarcophan Delves]]. The Axou call her &#039;&#039;Queen Esk&#039;&#039; and seek her favour; there are several covens of magicians who serve as her agents selecting the best and brightest to convey to her presence so she may add them to her Grim Legion. In the [[Sumaah Republic]] she known as &#039;&#039;Dread Condor on Silent Wings&#039;&#039; and is shunned; magicians who deal with her are likely to face charges of blasphemy, heresy, idolatry or all three. In the [[Asavean Archipelago]] she is worshipped as a goddess - she is referred to as &#039;&#039;la Reine qui siège sur le Trône Noir&#039;&#039; (the Queen on the Black Throne) and it is customary for wealthy Asaveans, especially those of advanced age, to offer a sacrifice of food, wine and blood to her at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
This Winter eternal appears either as a pale-skinned woman dressed in black armour, usually with a helmet crowned with the antlers of an elk and bearing a great axe, or as an ancient crone dressed in dark-green and black with jewellery made from finger-bones. Traditionally she has appeared dressed as a [[Varushka|Varushkan]] wise-one or boyar, but in recent decades she has taken to attire reminiscent of [[The Brass Coast]] or [[The League]].&lt;br /&gt;
&lt;br /&gt;
Kaela is never encountered alone; she is always accompanied by the warriors of her grim legion and by her undying attendants.&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
Kaela exemplifies weakness, despair, old-age, senility and desperation. She takes no joy in these things, but presents them as simple, unquestionable facts. Everything fails. Everything dies. Everything falls apart. In the end, entropy wins. &lt;br /&gt;
&lt;br /&gt;
It is not a matter of whether things will collapse, merely a matter of when. She respects those who strive to hold back the end... as long as they accept that the end is inevitable, that there is no hope. Likewise she appreciates those who work to open the eyes of others to the essential futility of existence... as long as they accept that their own actions are largely meaningless as well, in the long term. Optimists and priests alike tend to incur her cold wrath.&lt;br /&gt;
&lt;br /&gt;
Despite her concern with ending and death, she is not especially interested in the undead. Husks, wights, ghosts and the like are said to bore her. At the point where a being becomes undead, they have already died - already &#039;&#039;lost&#039;&#039; - and undead creatures are pitiful shadows of living beings. In some cases, according to scholars, she has referred to them literally as shadows - cast-off by the mortal who created them. Like many Winter eternals her pragmatic nature does not balk at the use of the undead as tools, but she does not consider them people. Her grim legionnaires are sometimes mistakenly referred to as undead, but she prefers to call them &amp;quot;unliving&amp;quot; - they are neither alive, nor dead, and have never actually stopped living.&lt;br /&gt;
&lt;br /&gt;
Unlike beings such as [[Llofir]] however, Kaela does not despise the undead - for the most part she simply ignores them. She rarely, if ever, offers boons that destroy them, and never offers boons that allow them to be created except in the most short-lived circumstances (such as by enhancing the ability of [[Quickening Cold Meat]] to call forth Winter spirits to temporarily ride empty corpses).&lt;br /&gt;
&lt;br /&gt;
Many priests despise Kaela; they fear that she is trapping human souls, removing them from the cycle of reincarnation. The [[Synod]] has prevailed on the [[Conclave]] several times to declare her an enemy of the Empire. Some theologians speculate that the undying legions do not have souls at all; that the human dies, and their soul moves on to the Labyrinth, and that the grim warriors are merely memories of themselves, little more than husks animated by a particularly strong animus. Speculation is likely to continue, as Kaela herself has no interest in answering questions about souls; she is generally dismissive when challenged. &lt;br /&gt;
&lt;br /&gt;
In [[Wintermark]] she is strongly associated with the runes [[Kyrop]] and [[Yoorn]]. Recent research in [[Miaren]] has also brought to light a connection between the eternal and [[On_Rhonwen&#039;s_Fall#The_Kaela_Connection|Rhonwen&#039;s Fall]].&lt;br /&gt;
{{CaptionedImage|file=KaelaArt.jpg|title=&amp;quot;Frayed&amp;quot;. Artist Unknown. Part of the House of Leaves collection.|caption=Kaela is fascinated by the way all things end.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
Kaela&#039;s gifts are sorrow, despair and weakness; very few people want them for themselves. She can also offer wisdom, but always at a price - usually blindness or crippling infirmity. Some scholars say this is proof that she is connected to [[The Thrice-cursed Court]]; others point out that what she offers is &#039;&#039;wisdom&#039;&#039;, not &#039;&#039;power&#039;&#039; and that while the two appear similar, in the Winter realm they are poles apart.&lt;br /&gt;
&lt;br /&gt;
Her greatest boon, and the one she is most often approached to provide, is release from the fear of death (for at least as long as Creation endures). She can take someone who is not dead, even if they hover on the very brink of death, and bring them to her hopeless realm to live on for eternity as one of her undying warriors. Sometimes she allows magicians to [[Clarion Call of Ivory and Dust|invoke her grim legion]] to fight alongside living warriors, but this return to the mortal realm is always short-lived, and is a cruel reminder of the light, life, colour and joy that can never be experienced in the domain of Kaela. &lt;br /&gt;
&lt;br /&gt;
Kaela prefers to take warriors over civilians, but anyone who has fought and striven in life who wishes to avoid death at any cost may find a place in her sorrowful court. Very rarely, she will bring forth a specific member of her legions to speak to mortals, provided they can be invoked by name and is among the legion. It is entirely at her whim if she chooses to do so. She can even be prevailed upon to allow one of her legion to die, but she will certainly charge a high price for this &#039;gift&#039;.&lt;br /&gt;
&lt;br /&gt;
Some seek out her ability to grant a painless death - she is said to be able to end &#039;&#039;anything&#039;&#039; that exists. She can kill a willing individual with a gentle caress, and it is said that even an apparently immortal creature such as a [[Volodny]] can be obliterated by her kiss. However, she is not a murderer and has no interest in forcing extinction on anyone. Only those who embrace death willingly will receive the painless death she offers. Her ability to kill is not limited to living beings - she is often evoked when performing [[Words of Ending]], [[Black Iron Blade]] or by those attempting to unravel a permanent [[curse]] or [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
Very rarely, Kaela offers a boon to an artist who has attracted her attention. She is known to appreciate well-crafted lays of lament, tragic poems, sad songs and theatrical events that end in despair, sorrow and bittersweet loss. A musician, playwright or poet who seeks to win her approval must be careful however, as she is known to dismiss those who fail to please her with a curse or a crippling malediction.&lt;br /&gt;
&lt;br /&gt;
===The Gift of Kaela===&lt;br /&gt;
During the Autumn Equinox 382YE, the eternal was [[382YE_Autumn_Equinox_Conclave_sessions#Amity:_Kaela|granted]] [[Alignment#Amity|amity]] by the [[Conclave]]. This allowed her to reach out her cold hand to the Empire and offer them her gift - a gift she has also offered to Imperial citizens outside Imperial borders.&lt;br /&gt;
&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, and into the Mallum, [[Zenith]], and [[the Barrens]].&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 385YE, the Order of the [[Sevenfold Path]] raised a declaration of concord committing their order to speak to Imperial priests about the [[385YE_Autumn_Equinox_Conclave_sessions#Concord_:_The_Gift_of_Kaela|Gifts of Kaela]] on how both gifts - of oblivion and membership of the grim legion – are not to be feared. The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is however one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;By all means enjoy your life,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But never forget that it is fleeting. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even if you manage to avoid violence, accident, pestilence... even then you will age; you will decline; you will grow weak and infirm; your vision will dim, you will begin to forget; and then you will die. So will everyone you know and so will all your children down through all the ages until Creation itself gutters... and goes out like a candle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So by all means, return to your home and raise your family, and strive to build a better world, and fight terrible wars for what you know is right and true; it gives one real hope for the whole future of Creation... except, of course, we &#039;&#039;&#039;both&#039;&#039;&#039; know it has none.&amp;quot;&lt;br /&gt;
 &amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rituals that deal with Kaela==&lt;br /&gt;
The following formulaic rituals are widely known to deal directly with Kaela. 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;[[Clarion Call of Ivory and Dust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kaela]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conjures unliving winter troops to greatly enhance the rank of a military unit when fighting in support of an army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;OOC Note : The Grim Legion&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is entirely possible for a PC to join the Grim Legion in play, usually though an audience with the eternal. The PC must still be alive when they reach her chamber, and is usually [[Combat#Terminal|terminal]]. A character who is accepted into the Legion feels their infirmity drop away, and is restored to full health but they can &#039;&#039;never&#039;&#039; leave Kaela&#039;s realm without her permission. The player may have time for a final farewell to loved ones, but at the end of the audience the character is considered to have died or retired and cannot be played any further.&lt;br /&gt;
&lt;br /&gt;
Requests to speak to specific player characters who have joined the Grim Legion are invariably refused. Joining the Grim Legion exists as a dramatic in-character way for a terminal character to &#039;die&#039; and once the role-playing is complete, there will be no further chances to play that PC just as there are none when a PC dies by any other means.&lt;br /&gt;
&lt;br /&gt;
Individuals who have joined the Grim Legion are also considered dead by the [[Egregores|egregore]] ability to sense if someone is alive.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Seven_locks#Queen_of_Silence|Seven locks]] - 386YE Autumn plenipotentiary response&lt;br /&gt;
* [[Have_you_seen_me_lately#Kaela|Have you seen me lately]] - 385YE Spring plenipotentiary response&lt;br /&gt;
* [[Impossible_landscapes#Kaela|Impossible landscapes]] - 383YE Winter plenipotentiary response&lt;br /&gt;
* [[We%27ve_been_here_forever#Kaela|We&#039;ve been here forever]] - 382YE Autumn plenipotentiary response&lt;br /&gt;
&lt;br /&gt;
&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=Kaela&amp;diff=141931</id>
		<title>Kaela</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kaela&amp;diff=141931"/>
		<updated>2026-07-17T19:56:37Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Sobriquets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Kaela.jpg|caption=Kaela is the Lady of the Grim Host and awaits the end of all things.|align=left|width=400}}&lt;br /&gt;
==Eternal of Winter==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Most commonly, Kaela is called the &#039;&#039;Lady of the Grim Host&#039;&#039; after the army of undying warriors she commands. &lt;br /&gt;
&lt;br /&gt;
She is also known as the &#039;&#039;Sorrowful One&#039;&#039;, sometimes as &#039;&#039;End-of-Strength&#039;&#039;, sometimes as &#039;&#039;The Lady of Oblivion&#039;&#039;, or even &amp;quot;Queen of the End&amp;quot;. Among the [[Wintermark magical traditions#Icewalkers|Icewalkers]] of [[Wintermark]] she is called &#039;&#039;the Cold-Hearted&#039;&#039;; the [[Urizen]] [[Urizen magical traditions#Stargazers|stargazers]] refer to her as &#039;&#039;Dark-Between-The-Stars&#039;&#039; and say she despises and fears the [[Urizen culture and customs#The Net of the Heavens|Net of the Heavens]]; the [[Navarr]] call her &#039;&#039;Queen of Silence&#039;&#039; and say that she despises music and dance; and in [[The Marches]] she is called &#039;&#039;The Black Dog&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Her influence is strong in [[Axos]] and, to a lesser degree, the [[Sarcophan Delves]]. The Axou call her &#039;&#039;Queen Esk&#039;&#039; and seek her favour; there are several covens of magicians who serve as her agents selecting the best and brightest to convey to her presence so she may add them to her Grim Legion. In the [[Sumaah Republic]] she known as &#039;&#039;Dread Condor on Silent Wings&#039;&#039; and is shunned; magicians who deal with her are likely to face charges of blasphemy, heresy, idolatry or all three. In the [[Asavean Archipelago]] she is worshipped as a goddess - she is referred to as &#039;&#039;la Reine qui siège sur le Trône Noir&#039;&#039; (the Queen on the Black Throne) and it is customary for wealthy Asaveans, especially those of advanced age, to offer a sacrifice of food, wine and blood to her at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
This Winter eternal appears either as a pale-skinned woman dressed in black armour, usually with a helmet crowned with the antlers of an elk and bearing a great axe, or as an ancient crone dressed in dark-green and black with jewellery made from finger-bones. Traditionally she has appeared dressed as a [[Varushka|Varushkan]] wise-one or boyar, but in recent decades she has taken to attire reminiscent of [[The Brass Coast]] or [[The League]].&lt;br /&gt;
&lt;br /&gt;
Kaela is never encountered alone; she is always accompanied by the warriors of her grim legion and by her undying attendants.&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
Kaela exemplifies weakness, despair, old-age, senility and desperation. She takes no joy in these things, but presents them as simple, unquestionable facts. Everything fails. Everything dies. Everything falls apart. In the end, entropy wins. &lt;br /&gt;
&lt;br /&gt;
It is not a matter of whether things will collapse, merely a matter of when. She respects those who strive to hold back the end... as long as they accept that the end is inevitable, that there is no hope. Likewise she appreciates those who work to open the eyes of others to the essential futility of existence... as long as they accept that their own actions are largely meaningless as well, in the long term. Optimists and priests alike tend to incur her cold wrath.&lt;br /&gt;
&lt;br /&gt;
Despite her concern with ending and death, she is not especially interested in the undead. Husks, wights, ghosts and the like are said to bore her. At the point where a being becomes undead, they have already died - already &#039;&#039;lost&#039;&#039; - and undead creatures are pitiful shadows of living beings. In some cases, according to scholars, she has referred to them literally as shadows - cast-off by the mortal who created them. Like many Winter eternals her pragmatic nature does not balk at the use of the undead as tools, but she does not consider them people. Her grim legionnaires are sometimes mistakenly referred to as undead, but she prefers to call them &amp;quot;unliving&amp;quot; - they are neither alive, nor dead, and have never actually stopped living.&lt;br /&gt;
&lt;br /&gt;
Unlike beings such as [[Llofir]] however, Kaela does not despise the undead - for the most part she simply ignores them. She rarely, if ever, offers boons that destroy them, and never offers boons that allow them to be created except in the most short-lived circumstances (such as by enhancing the ability of [[Quickening Cold Meat]] to call forth Winter spirits to temporarily ride empty corpses).&lt;br /&gt;
&lt;br /&gt;
Many priests despise Kaela; they fear that she is trapping human souls, removing them from the cycle of reincarnation. The [[Synod]] has prevailed on the [[Conclave]] several times to declare her an enemy of the Empire. Some theologians speculate that the undying legions do not have souls at all; that the human dies, and their soul moves on to the Labyrinth, and that the grim warriors are merely memories of themselves, little more than husks animated by a particularly strong animus. Speculation is likely to continue, as Kaela herself has no interest in answering questions about souls; she is generally dismissive when challenged. &lt;br /&gt;
&lt;br /&gt;
In [[Wintermark]] she is strongly associated with the runes [[Kyrop]] and [[Yoorn]]. Recent research in [[Miaren]] has also brought to light a connection between the eternal and [[On_Rhonwen&#039;s_Fall#The_Kaela_Connection|Rhonwen&#039;s Fall]].&lt;br /&gt;
{{CaptionedImage|file=KaelaArt.jpg|title=&amp;quot;Frayed&amp;quot;. Artist Unknown. Part of the House of Leaves collection.|caption=Kaela is fascinated by the way all things end.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
Kaela&#039;s gifts are sorrow, despair and weakness; very few people want them for themselves. She can also offer wisdom, but always at a price - usually blindness or crippling infirmity. Some scholars say this is proof that she is connected to [[The Thrice-cursed Court]]; others point out that what she offers is &#039;&#039;wisdom&#039;&#039;, not &#039;&#039;power&#039;&#039; and that while the two appear similar, in the Winter realm they are poles apart.&lt;br /&gt;
&lt;br /&gt;
Her greatest boon, and the one she is most often approached to provide, is release from the fear of death (for at least as long as Creation endures). She can take someone who is not dead, even if they hover on the very brink of death, and bring them to her hopeless realm to live on for eternity as one of her undying warriors. Sometimes she allows magicians to [[Clarion Call of Ivory and Dust|invoke her grim legion]] to fight alongside living warriors, but this return to the mortal realm is always short-lived, and is a cruel reminder of the light, life, colour and joy that can never be experienced in the domain of Kaela. &lt;br /&gt;
&lt;br /&gt;
Kaela prefers to take warriors over civilians, but anyone who has fought and striven in life who wishes to avoid death at any cost may find a place in her sorrowful court. Very rarely, she will bring forth a specific member of her legions to speak to mortals, provided they can be invoked by name and is among the legion. It is entirely at her whim if she chooses to do so. She can even be prevailed upon to allow one of her legion to die, but she will certainly charge a high price for this &#039;gift&#039;.&lt;br /&gt;
&lt;br /&gt;
Some seek out her ability to grant a painless death - she is said to be able to end &#039;&#039;anything&#039;&#039; that exists. She can kill a willing individual with a gentle caress, and it is said that even an apparently immortal creature such as a [[Volodny]] can be obliterated by her kiss. However, she is not a murderer and has no interest in forcing extinction on anyone. Only those who embrace death willingly will receive the painless death she offers. Her ability to kill is not limited to living beings - she is often evoked when performing [[Words of Ending]], [[Black Iron Blade]] or by those attempting to unravel a permanent [[curse]] or [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
Very rarely, Kaela offers a boon to an artist who has attracted her attention. She is known to appreciate well-crafted lays of lament, tragic poems, sad songs and theatrical events that end in despair, sorrow and bittersweet loss. A musician, playwright or poet who seeks to win her approval must be careful however, as she is known to dismiss those who fail to please her with a curse or a crippling malediction.&lt;br /&gt;
&lt;br /&gt;
===The Gift of Kaela===&lt;br /&gt;
During the Autumn Equinox 382YE, the eternal was [[382YE_Autumn_Equinox_Conclave_sessions#Amity:_Kaela|granted]] [[Alignment#Amity|amity]] by the [[Conclave]]. This allowed her to reach out her cold hand to the Empire and offer them her gift - a gift she has also offered to Imperial citizens outside Imperial borders.&lt;br /&gt;
&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, and into the Mallum, [[Zenith]], and [[the Barrens]].&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 385YE, the Order of the [[Sevenfold Path]] raised a declaration of concord committing their order to speak to Imperial priests about the [[385YE_Autumn_Equinox_Conclave_sessions#Concord_:_The_Gift_of_Kaela|Gifts of Kaela]] on how both gifts - of oblivion and membership of the grim legion – are not to be feared. The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is however one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;By all means enjoy your life,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But never forget that it is fleeting. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even if you manage to avoid violence, accident, pestilence... even then you will age; you will decline; you will grow weak and infirm; your vision will dim, you will begin to forget; and then you will die. So will everyone you know and so will all your children down through all the ages until Creation itself gutters... and goes out like a candle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So by all means, return to your home and raise your family, and strive to build a better world, and fight terrible wars for what you know is right and true; it gives one real hope for the whole future of Creation... except, of course, we &#039;&#039;&#039;both&#039;&#039;&#039; know it has none.&amp;quot;&lt;br /&gt;
 &amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rituals that deal with Kaela==&lt;br /&gt;
The following formulaic rituals are widely known to deal directly with Kaela. 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;[[Clarion Call of Ivory and Dust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kaela]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conjures unliving winter troops to greatly enhance the rank of a military unit when fighting in support of an army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;OOC Note : The Grim Legion&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is entirely possible for a PC to join the Grim Legion in play, usually though an audience with the eternal. The PC must still be alive when they reach her chamber, and is usually [[Combat#Terminal|terminal]]. A character who is accepted into the Legion feels their infirmity drop away, and is restored to full health but they can &#039;&#039;never&#039;&#039; leave Kaela&#039;s realm without her permission. The player may have time for a final farewell to loved ones, but at the end of the audience the character is considered to have died or retired and cannot be played any further.&lt;br /&gt;
&lt;br /&gt;
Requests to speak to specific player characters who have joined the Grim Legion are invariably refused. Joining the Grim Legion exists as a dramatic in-character way for a terminal character to &#039;die&#039; and once the role-playing is complete, there will be no further chances to play that PC just as there are none when a PC dies by any other means.&lt;br /&gt;
&lt;br /&gt;
Individuals who have joined the Grim Legion are also considered dead by the [[Egregores|egregore]] ability to sense if someone is alive.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Seven_locks#Queen_of_Silence|Seven locks]] - 386YE Autumn plenipotentiary response&lt;br /&gt;
* [[Have_you_seen_me_lately#Kaela|Have you seen me lately]] - 385YE Spring plenipotentiary response&lt;br /&gt;
* [[Impossible_landscapes#Kaela|Impossible landscapes]] - 383YE Winter plenipotentiary response&lt;br /&gt;
* [[We%27ve_been_here_forever#Kaela|We&#039;ve been here forever]] - 382YE Autumn plenipotentiary response&lt;br /&gt;
&lt;br /&gt;
&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=Pillars_of_Adamant&amp;diff=141814</id>
		<title>Pillars of Adamant</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pillars_of_Adamant&amp;diff=141814"/>
		<updated>2026-07-16T16:14:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Aid of the Koboldi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NBUrizen.jpg|caption=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Summer|50}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{Regio|Summer}} {{Target Territory}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
__TOC__&lt;br /&gt;
===Effects===&lt;br /&gt;
Damage dealt to bastions in the territory this season will be reduced by a fifth. This effect will not stack with Rivers of Life or similar effects - the target would gain whichever effect provided the most benefit.&lt;br /&gt;
&lt;br /&gt;
Buildings constructed with mithril or white granite, including sinecures, great works, and similar, are less likely to be damaged by territory-level curses and become harder to destroy. Opponents could still destroy a building with a concerted effort to target it, but they won&#039;t be destroyed by a general rampage.&lt;br /&gt;
&lt;br /&gt;
{{Territory Effects}}&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|orichalcum|ingots}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual became part of [[Urizen lore]] following the Spring Equinox 388YE. It was submitted via the [[Gift of Knowledge]] by &#039;&#039;&#039;Xenia&#039;&#039;&#039; of Urizen. The ritual was codified by the spires of Urizen under the guidance of &#039;&#039;&#039;Ioseph&#039;&#039;&#039;, the [[Doyen of the Spires]]. It was based on an original piece by Ioseph, a well-respected magician and former [[Minister of Historical Research]]. The magicians of Urizen were assisted in their work by enthusiastic &#039;&#039;koboldi&#039;&#039; from the realm of the [[Adamant|King under the Mountain]] who had encountered the original enchantment in Redoubt and prevailed upon their liege for permission to offer their aid.&lt;br /&gt;
&lt;br /&gt;
This ritual invokes the Summer resonance of adamant. Pure adamant, which can only exist in the Summer realm, is utterly indestructible. It does not age and cannot be marred by any means. Even dragonfire does not diminish true adamant. Only a shadow of this miraculous mineral can exist in the mortal world, and it is invariably created through the auspices of one of the Kings and Queens of Summer. The eternal who shares a common name with the stone - the King Under the Mountain also known as Adamant - is the most eager proponent of its use. Several Imperial fortifications, including the Gate in [[Semmerholm]], are infused with the strength of this miraculous material.&lt;br /&gt;
&lt;br /&gt;
The ritual bears some similarities to [[Stalwart Stand on Solid Ground]], which ensures the bastion of a fortification will not fall unless the structure itself is utterly reduced to rubble - a time-intensive and difficult endeavour with even the smallest fortification. Unlike Stalwart Stand, the Pillars of Adamant enchantment infuses every structure predominantly built with white granite or mithril in a single territory. It will protect sinecures, great works, ministries, and edifices as well as bastions.&lt;br /&gt;
&lt;br /&gt;
Such structures can still be destroyed or damaged, but it requires a significant focus on behalf of attacking armies to do so. Even then, such assaults are likely to take longer and require substantially more effort than tossing a lit torch in through a door. There is speculation that attempting to overcome the protection created with this ritual is exactly the kind of thing that would attract the &amp;quot;attention&amp;quot; of the Sentinel Gate. &lt;br /&gt;
&lt;br /&gt;
A humorous aside suggested that the magic &#039;&#039;ought&#039;&#039; to protect Imperial armies given they are &amp;quot;made&amp;quot; of mithril. Obviously, the enchantment does not grant additional strength to armies, but the comment was quite droll.&lt;br /&gt;
&lt;br /&gt;
===Aid of the Koboldi===&lt;br /&gt;
The &#039;&#039;koboldi&#039;&#039; of the Stone Dragon offered material aid to the Urizen magicians in codifying this ritual. Normally resident at the Crucible of Fate, the tiny heralds encountered the ritual when it was cast on Redoubt in Winter 386YE. A contingent of the creatures made a pilgrimage south to the storm-tossed coastal territory to observe the enchantment in action and reportedly were very excited by its effects. Their aid was accepted, and they provided multiple boons - replacing the need to create a new arcane projection, for example. Their expertise greatly sped the process of codifying the enchantment, reducing what would normally have taken nine months to a mere two seasons.&lt;br /&gt;
&lt;br /&gt;
More significantly, while working with some of the scholars of Summer magic in Zenith, their intimate knowledge of stone in particular suggested a way to refine the enchantment even further. Working with their foundational understanding, the Urizen were able to shave the magnitude of the ritual down to fifty, from an original sixty. The ritual now incorporates glimmers of magic inspired by the King Under the Mountain - but it does not directly draw on that eternal&#039;s power and remains a work of pure mortal magic. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;koboldi&#039;&#039; were even more excited by this development. If it is easier for mortal magicians to cast, they will perform it more often, and more lovely stone and metal structures will survive invasions unscathed!&lt;br /&gt;
&lt;br /&gt;
On a side note, the metallic spiders that serve in the heliopticon towers on behalf of the Sovereign Lord of the City of Bridges, by all accounts, did not appreciate the influx of Summer heralds. Not due to any particular enmity but simply because they found their endless enthusiasm to be remarkably tiring.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many enchantments that deal with fortifications or enchant an entire territory, this works well with a map or a representation of the buildings in the lands it will protect. Shields and armour resonate well with the performance, as do other defensive items or magic that repairs broken things.&lt;br /&gt;
&lt;br /&gt;
[[The Captain]] and [[the Bishop]] in dramaturgy both work well in performances of Pillars of Adamant, as does the runes of [[Verys|Strength]] and of [[Tykonus|Victory]]. [[The Mountain]] and [[the Oak]] both resonate with the ritual, representing difficulty for invaders and endurance or resistance for the structures protected by the enchantment.&lt;br /&gt;
&lt;br /&gt;
King Adamant is clearly resonant with the ritual, but the [[Cathan Canae|Queen of Ice and Darkness]] might be called on by [[Aspect_magic#Goetia|goetic]] magicians who wish to avoid the Stone Dragon for some reason.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Territory_Effects&amp;diff=141813</id>
		<title>Template:Territory Effects</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Territory_Effects&amp;diff=141813"/>
		<updated>2026-07-16T16:12:30Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The effects of the ritual are obvious to anyone living in or passing through the territory. As with any effect that targets an entire territory, there may be unanticipated consequences to this ritual. The nature of the area and the current situation there may prompt additional unpredictable effects, often resulting in an entry into the following season&#039;s [[Recent history|Winds of Fortune]].&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=141763</id>
		<title>Thorn and bone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=141763"/>
		<updated>2026-07-14T12:47:22Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|caption=The vallorn rises in Sarangrave, and the Nesustak Forest will fall before it.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Sword and Shield==&lt;br /&gt;
Five Imperial armies are in Sarangrave this season. The [[Black Thorns]], [[Boyar&#039;s Hasta]], and [[Granite Pillar]] stand ready to face the vallorn as it comes pouring out of Bendol into the [[Sarangrave#Nesustak Forest|Nesustak Forest]]. The [[Citadel Guard]] and the [[Golden Axe]] focus their efforts on the reamining threat of the [[Druj]], whose desperation becomes more and more pronounced as each season passes. There is also the Axos army of &#039;&#039;Ipotavo&#039;&#039;, but they are concerned with claiming the Thornfen and protecting it from any errant vallornspawn.  &lt;br /&gt;
&lt;br /&gt;
Likewise, the limited military forces of the Nesustak rebels - the warriors of the Marsh Striders and the Bloodwater Spears and the other former slaves of the Mallum - are focused entirely on protecting their homes from the vallorn, fighting alongside the Empire&#039;s armies. Also fighting with the Imperial armies warbands led by Imperial captains, easily another two whole armies worth of heroes and champions. Most fight alongside the [[Black Thorns]], with a healthy contingent standing with the [[Boyar&#039;s Hasta]], but there are warriors from across the Empire fighting in Sarangrave this season and every army has its supporters. &lt;br /&gt;
&lt;br /&gt;
There is also something in the air; [[Autumn magic]] floods the territory bringing with it an intuitive sense of the presence of danger that allows folk to avoid nearby enemies and hazards. Those affected by this power find themselves drawn by chance to safe locations, and possessed of an uncanny awareness of the paths to take to help them avoid capture or death. While its usefulness to those fighting the vallorn is obvious, it also provides a measure of protection to the armies fighting in Sarangrave this season.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Few words are needed for me to explain what is about to fall upon Nesustak Forest and the spets of the Mallum that live within it. The Greentide of the Vallorn will descend across the land, but we will be there to meet them. Let us show the Empire why we are the first line of defence against this foe. We will deploy a solid defence to buy time for the soldiers of the Granite Pillar to protect the spts. We will show these septs the light of virtue and the strength it provides. Leave the word of the desparate Druj to our siblings the Citadel Guard and Golden Axe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;My Hasta! You make our quartermaster weep. A family of raiders, sapscallions, you are loud, opinionated and at least two of you owe me money. But to the Druj? To our foes? Yiu are the ghost in the wind. The nightmare at the edges of their Tunnel vision. But the job is not finished. The hand does not leave the door while the dark is moving. The Vallorn made the mistake of waking up while we&#039;re here. Make it a rude one. Hold the Vallornguard&#039;s wisdom in one hand and the emperors steel in another. Our eyes saved the Sarangrave, now let our spears defend those who cannot defend themselves.&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 love the sword not for its sharpness, but for what it protects. We are soldiers; we are trained to fight, because if we do not, there are those who will tear virtue down. And so, alongside our allies in Varushka, Urizen and Navarr, we shall engage the Vallorn and in doing so protect the septs with a Solid Defence. We come as liberators, not conquorers, to bring the light of the Way. Where we go, virues follow! You are the light in the darkness, and I could not be prouder of you my beloved siblings.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Doom of Béantal Dol==&lt;br /&gt;
The last act of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] was to [[Other_monstrous_geographies#End_of_All_Songs|rouse the vallorn]] of [[Sarangrave#Béantal Dol|Béantal Dol]] to devour Sarangrave, just as they raised the vallorn of [[Therunin|Tharunind]] to lay waste to [[Therunin]]. Using the [[Sentinel Gate]], Imperial heroes managed to [[Other_monstrous_geographies#Bloodwater_Marsh|stem the tide]] of the vallorn in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], and in the process [[Other_monstrous_geographies#Objective:_Shatter_the_Bilious_Breath|shatter]] the corrupt army of the Tainted Basilisk once and for all. Nothing can save the warding stones that once kept the vallorn contained in [[Sarangrave#Bendol|Bendol]], but thanks in part to the [[Other_monstrous_geographies#Game_Information_:_Béantal_Dol|vigilance of the Boyar&#039;s Hasta]], the worst of the damage has been contained...&lt;br /&gt;
&lt;br /&gt;
All except for the Nesustak Forest. The Tainted Basilisk directed their malice against the Forest and the Marshes, against the rebels and the Empire. Even as heroes are fighting in the Bloodwater Marsh, the vallorn is beginning to surge forth across the woodlands claimed by the former slaves of the Sarangrave Druj.&lt;br /&gt;
&lt;br /&gt;
Almost since the moment it was first unleashed, since it brought about the ruin of Béantal Dol, the vallorn in Bendol has been contained. That last desperate act of the Terunael magicians meant that a thousand years of growth, of the fecund magic of the [[Realms#Spring|Spring realm]] pouring into the mortal world, had nowhere to go. The warnings were plentiful; if the warding stones were removed the vallorn would explode outwards like a mechanism under tension that has finally been released. And explode it does. An eruption of greenery that spreads in all directions. It is weakened in Turan Flats, in Thornfen, and in Whisperwood. It has been held back in Bloodwater Marsh. Now it seeks to overwhelm Nesustak and the people who live there, a terrible tendril of destruction whipping out from the dark heart of Bendol.&lt;br /&gt;
&lt;br /&gt;
The people of Nesustak Forest will fight - but they stand no chance against the unleashed vallorn. Even the aid of the &#039;&#039;[[Irra Harah|Prince with a Thousand Fores]]&#039;&#039; won&#039;t be enough to save them. The [[inhabitants of the realms#heralds|heralds]] and mortal &amp;quot;friends&amp;quot; of the Spring [[eternal]] will do their best but this is not a corrupt overseer, a tyrant, an oppressive conqueror that they can face down, nor is it a force that they can rally the oppressed to rise up against. It is a force of nature, utterly wild and completely savage, incapable of fear, remorse, or pity. A sea of life that will consume everything in its path, transforming everything over which it washes into part of itself.&lt;br /&gt;
&lt;br /&gt;
So it falls to the Imperial armies to face the vallorn of Bendol, to stand against the tide, to turn back the sea. There are degrees of victory, of course, but anything short of total triumph will see Nesustak Forest tainted, wounded by the vallorn in a way that cannot be healed until that day where mortals finally face the wrath of the vallorn united, and achieve its destruction. Just as with [[Therunin#East Ashes|East Ashes]], where the [[Pilgrim&#039;s Defiance]] fought bravely against Tharunind, if any part of the vallorn makes it through the defenders the land will be [[A_bright_cerulean_flame|infested]] with the power of chaos.&lt;br /&gt;
&lt;br /&gt;
A tall order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;&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=250}}&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|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=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All three armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]]. This is not a struggle to kill the opponent - right now there is no way to kill the vallorn in any way that matters - but to face its wrath and endure it. In the wild woods of Nesustak, the preternatural strategic awareness granted by [[Day magic]] will prove invaluable, allowing for soldiers spread across the region to coordinate their efforts toward the shared goal. The Black Thorns take the lead, appropriately enough, forming the first line of defence against the horror boiling out of Bendol. The Granite Pillar see to the defence of the septs of the Mallum, to those newly established settlements across Nesustak that house those who broke free of Druj dominance. The Boyar&#039;s Hasta stand between the two, ready to turn their spears to the defence of the former slaves or to plunge them into the heart of the vallornspawn, whichever is most needed.&lt;br /&gt;
&lt;br /&gt;
The rebels of Nesustak are not defenceless; all those who can fight prepare to do so. The heralds of &#039;&#039;Unshackled&#039;&#039; are everywhere, offering counsel and support. There is no hiding from the vallorn; it devours all hiding places. There is no yielding; it is incapable of mercy. There is only flight, or fight. Those who cannot fight flee westward, under the protection of Highguard. Those who can fight take up spear and bow and ready themselves to battle the End of the World alongside Imperial soldiers. There is some suspicion, of course, but the [[Other_monstrous_geographies#The_Defence_of_Nesustak|example]] of the [[Gryphon&#039;s Pride]], and the clear commitment of the Empire to defend them, mean that it is put, for the moment at least. Even the children of the &#039;&#039;Ward of the Young&#039;&#039; urge the people of Nesustak to take the aid of Imperial armies at face value, at least for now. There may be a time when the septs of the Mallum and the Empire must fight one another, but for now they are united in a single cause. &lt;br /&gt;
&lt;br /&gt;
There is barely enough time to prepare, though, before the first tendrils of the vallorn stretch out from the heart of Sarangrave into the forest, and chaos flows in their wake.&lt;br /&gt;
&lt;br /&gt;
==Terror of a Thousand Years==&lt;br /&gt;
The vallorn rises, writhing out across Nesustak Forest. The first sign of its coming is that the vegetation all along the river begins the thicken, to grow with supernatural speed and fecundity, forcing the waters that flow down toward the lake to slow to a snails pace. Across this surface sprout the roots of the Bendol trees, the body of the vallorn itself, creating a bridge across which the creatures of the deep woods can pour unchecked into Nesustak (and an observer might see this and shudder as to what this same process might have done in Bloodwater Marsh had it been free to spread there as well).&lt;br /&gt;
&lt;br /&gt;
There is a mercy; the vallorn is expanding so swiftly that the [[vallorn miasma|miasma]] that hangs heavy over the places it claims is left behind. Not so the vallornspawn, the aberrant creatures that dwell within the heart of darkness, trapped in an eternal cycle of life and death, hunting and hunted in turn, warped by exposure to the chaos of Spring, compounded by the folly of Terunael.&lt;br /&gt;
&lt;br /&gt;
It would take too long to enumerate the abhorrent things that pour out of Bendol. There are the [[vallornspawn husks]] of course. Although it is rare to encounter them outside the mists of the miasma, this season at least they are on the move into Nesustak. Perhaps it is a consequence of the great tide of power flowing out of the vallorn that drives them before it, heralds of its coming. The first husks are perhaps the most tragic; they are former human folk, many with the [[briar]] lineage. Most look so fresh they might be mistaken for living beings were it not for the way they move. These are the [[Into_Béantal_Dol#The_Grynbor|Grynbor]], that sept of human slaves that lived on the very edge of the Nesustak Forest across the river from the vallorn. The children of Irra Harah grimly recount their attempts to get them to flee the advance of the vallorn, and how they refused to leave. As Béantal Dol began to rise they bedecked themselves in their finery, adorned themselves in flowers, and crossed the river en masse to join with their ancestors.&lt;br /&gt;
&lt;br /&gt;
The heralds were barely able to save a handful of children from this madness. For the rest, they really &#039;&#039;did&#039;&#039; join their ancestors - as creatures of the vallorn caught perpetually between life and death. Unfortunately, a disproportionate number of the former Grynbor seem to have made particularly strong hosts, even those without briar lineage. Many of them exhibit the powers of the so-called &#039;&#039;[[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|dryads]]&#039;&#039;, husks that channel Spring magic directly to empower and support the other husks around them and can by themselves keep a mob moving forward even in the face of concerted resistance.&lt;br /&gt;
&lt;br /&gt;
There are also orc bodies moving at the forefront of the husks, but they are significantly less tragic. Many are magicians of the Tainted Basilisk, those overwhelmed by the vallorn when they broke the warding stones. Their living-death has washed away their magic, their spite and bitterness, leaving them no more potent than any other vallornspawn. Some do still wear remnants of the [[Weapons_%26_armour#Mage_Armour|mage armour]] that protected them in life, and some [[magic items|magic]] still clings to it, but it is fading fast. The Tainted Basilisk have reaped their reward for their wickedness, and paid the price for their attempt at [[Malign_spiritual_presences#Vengeance|retribution]]. &lt;br /&gt;
&lt;br /&gt;
The husks are only part of it, though, and alongside them come all the twisted abominations of the vallorn. The scouts who [[Into_Béantal_Dol#Within_Bendol|pressed into the depths of the vallorn]] spoke of monstrous hunting lizards whose jaws split open like flowers revealing hundreds of hooked teeth, and of serpentine creatures with spider-like legs that skittered through the trees, leaping at their prey and tearing them apart with their barbed claws before swallowing them whole. These are but the tip of the iceberg, however. Bear-like horrors with living vines growing in their hide that snap out and entangle enemies. Trees that shamble and stumble, shrieking with human voices and gushing red blood rather than sap when they are injured. Orbs of plant matter that drift unnaturally against the wind and explode with venomous spores when they take the slightest damage. Awful humanoid things, part flesh and part plant, each one twice the size of orc or human, lumpen and misshapen as the half-sculpted mockery of thinking beings that they are. There is at least one sighting of an infested [[marshwalker]], a natural creature twisted into a being of rampant destruction that moans and howls in constant agony. A creature that looks like nothing so much as a great ball of humanoid arms, rolling and dragging itself through the trees, before opening dozens of dripping maws in the palms of its &amp;quot;hands&amp;quot; with which it can suck all the blood from an unfortunate victim in a matter of moments. This and more, creatures from nightmare, all driven forward by the instinct of the vallorn, to devour, to consume, to contain.&lt;br /&gt;
&lt;br /&gt;
Of all the spawn of the vallorn, only the [[ettercap|ettercaps]] are absent. As the scouts revealed, there seem to be none in Bendol. If there is a reason for this conspicuous absence, it is not any more apparent than it was when the Navarr first slipped into the ruins of Béantal Dol.&lt;br /&gt;
&lt;br /&gt;
They come, and the Empire holds against them, and then things begin to go wrong.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[file:IrrahHurrah002.png|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wooden Fastness==&lt;br /&gt;
Shortly after the Spring equinox, a magical ward settles over the Nesustak Forest. The [[Forge the Wooden Fastness|wooden fastness]], forged from the power of Irra Harrah himself. Thickets of thorn and briar form; masses of branch and root mesh together to create veritable walls of living vegetation to help hold back the surging vallorn. The marsh forest itself acts to hinder enemies, while parting to allow the swift passage of allies. Even some of the beasts of Nesustak themselves fight the vallorn, in keeping with their natures, although this rarely ends well for them. And, while the region belongs to the rebels, the magic treats the Imperial defenders as allies and offers them safety in the wild places of the woodlands. &lt;br /&gt;
&lt;br /&gt;
At the same time, the servants of Irra Harah slip into the woodlands in numbers hitherto unseen. Their primary focus is to protect the rebels, but they are prepared to cooperate with the Empire toward their shared goal. Bright-eyed heralds appear from nowhere to warn a cohort of the Granite Pillar of the approach of vallornspawn that might otherwise have caught them in a pincer. Quick rabbit-like creatures the size of a great dane lead a lost patrol of the Boyar&#039;s Hasta to safety at a rebel village, echoing the stories of magical beasts familiar to all [[Varushka|Varushkans]] (it is just as well, perhaps, that it is &#039;&#039;this&#039;&#039; army that is in Sarangrave for Irra Harah has little love for certain &#039;&#039;other&#039;&#039; Varushkan armies). The whispered words of the &#039;&#039;Golden Hare&#039;&#039; himself are brought on the wind to the Black Thorns, offering guidance as to where their strength might be best employed.&lt;br /&gt;
&lt;br /&gt;
The friends of Irra Harah - the mortals who aid the eternal and have come to Nesustak to work with the rebels - say that in part this response from the eternal is due to the petition of the [[Archmage of Spring]] who has entreated &#039;&#039;Shacklebreaker&#039;&#039; for aid in Nesustak. The aid is for the most part subtle, but it is aid nonetheless. Many who would have died survive their encounters with the vallorn, and those who might have been overwhelmed are brought succour when it is most needful.&lt;br /&gt;
&lt;br /&gt;
However... this very ward that protects so many proves to be a two-edged sword. The vallorn is drawn to [[Spring magic]], and the Wooden Fastness is a powerful expression of that realm&#039;s arts. At first the ward is only beneficial, helping the defenders hold back the vallorn. Unfortunately, the further the vallornspawn press, the deeper its tendrils penetrate, the wilder they become. The mechanism is unclear but they &#039;&#039;glut&#039;&#039; themselves somehow on the magic flowing around them. The vallorn itself seems to batten onto the magic, feeding on it, drawing strength from it. The husks drive forward, pressing further ahead of the tendrils of the vallorn itself. The abominations often seem driven into a frenzy when they come into contact with elements of the ward, attacking with berserk fury. Worse, the power of the ward serves to invigorate and revitalise the vallornspawn; where the ward is most potent they seem to heal almost immediately from all save the most terrible wounds. While they cannot endure [[venom]], the vallornspawn husks seem almost impossible to destroy except by literally rending them limb from limb.&lt;br /&gt;
&lt;br /&gt;
While the ward slows the attackers, while it protects the weak and the strong, it does so by making the vallornspawn more vicious, and blood beings to flow in rivers through the forests of Nesustak. &lt;br /&gt;
&lt;br /&gt;
It is of course at this exact moment that the Druj choose to return to Sarangrave.&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|width=350}}&lt;br /&gt;
==Fang and Feather==&lt;br /&gt;
The Tainted Basilisk are no more, but there are two other armies that still call Sarangrave home. The [[Druj_armies#Poison_Crane|Poison Crane]] are the warriors of the Marshlizard who once dominated [[Sarangrave#Thornfen|Thornfen]] and [[Sarangrave#Kroll|Kroll]]. Likewise, the [[Druj_armies#Hidden_Snake|Hidden Snake]] are drawn from the Banded Snake sept who ruled over Nesustak Forest and the Turan Flats. Their homelands have been conquered by the Empire. Those Druj who ruled the septs have been forced to flee, either north into the [[Salt Flats of Sanath]] or into the wild places of Sarangrave. Either way they are in no position to support their warriors any more. It comes as no surprise then that a couple of weeks after the Spring Equinox, these two armies launch an attack against Sarangrave. It is perhaps more of a surprise that there are no &#039;&#039;other&#039;&#039; Druj armies with them. They do not come alone, however, when they pour across the border from [[Salt_Flats_of_Sanath#Lower_Saarnath|Lower Saarnath]] into Turan Flats. &lt;br /&gt;
&lt;br /&gt;
It is common for Druj armies to bear potent [[enchantment|enchantments]] but usually they draw on the lore of [[Spring magic]]. Sometimes, though, it can be easy to forget that the wicked magicians of the Druj are versed in other realms as well. It has been a long time since the Empire has seen the warriors of the Mallum fighting alongside the dead but when the two battered armies come into the Sarangrave, thousands of shambling horrors come with them. If they were Imperial armies, the [[Unfettered Mind]] would say they are subject to [[Quickening Cold Meat]] but this is not any dubious gift of [[Wise Rangara]] - it is something altogether worse.&lt;br /&gt;
&lt;br /&gt;
The dead - predominantly but not solely orcs - are absolutely consumed with hunger for living blood and meat. The spirits inside them are not quite the same as those drawn by the Imperial enchantment; they are as cunning as they are savage. While they cannot speak, they display the ability to work together in a way Winter husks rarely evidence. They move quickly, lean and athirst, hunting ahead of the Druj armies in packs that hurl themselves at any who try to fight, and relentlessly chase down anyone who tries to flee like wild dogs. A few seem to be possessed of more potent spirits, that unleash occasional howls of terrifying intensity that can [[Weakness|drive the strength]] from a warrior and make them easy prey for the pack. &lt;br /&gt;
&lt;br /&gt;
They are similar to the traditional spirits called by Imperial magic in one particular way, however. When they are defeated - when their stolen bodies can no longer house the creature of the Winter realm housed within - they move swiftly to find another body and rouse it to wakefulness ready to enact the same horrible dance of hunt, murder, and feasting all over again. As the season draws on, then, there are more former humans among their number than orcs, making them all the more horrible.&lt;br /&gt;
&lt;br /&gt;
As well as Winter spirits, the Hidden Snake is accompanied by a cohort of the creatures known as [[Druj_lore#Tortured_souls|tortured souls]]. Former Imperial heroes and champions, captured by the Druj and transformed through torment and vile ceremonies into relentless warriors of death who harbour an unending hatred for those they see as having abandoned them. The general of the Hidden Snake, [[Druj_champion#Het|Het]] Trakaa, is known to have an obsession with creating these things and it seems he has brought his entire &amp;quot;collection&amp;quot; with him in this last-ditch, desperate attack.&lt;br /&gt;
&lt;br /&gt;
Perhaps they believe that the Empire&#039;s attention is focused elsewhere, fighting the vallorn, and they will have the opportunity to claim the [[Sarangrave#Turan Flats|Turan Flats]]. Perhaps they are just desperate. Either way, the two armies erupt across the border, launching an [[Army_orders#Overwhelming_Assault|overwhelming assault]] against what were once the holdings of the Banded Snakes in Turaan. They must be hoping to claim the region before the Empire realises they are there, and seize another season from the jaws of death.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There were three Druj armies that Tyranised the people of the Sarangrave. As I write this, there are two. Under my command, the Basilisk was Broken by the Heroes of Anvil. Now the Snake and Crane will break on your discipline. We are their end.&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, we have fought to take Sarangrave. Now we fight to hold it. The Druj seek to take what we have claimed and in vigilance we shall deny them in this. We shall be a shield for our comrades fighting the Vallorn. We shall break the Druj with our axes. We deny them this day and for all days to come. Their empire shall fall, their armies shall break. Axe, with me, we Stand!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle of the Flats== &lt;br /&gt;
Fortunately, the Empire is entirely prepared for the attack from the north. The Citadel Guard and the Golden Axe are already in position to meet the onslaught from the Salt Flats, and when the Hidden Snake and the Poison Crane launch their attack they break themselves against a solid wall of Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
If it were possible to feel pity for the Druj, now might be the time. Even with Winter husks fighting with them they are outnumbered nearly three to one by the Urizen and Varushkan troops. There is no subtlety here, no skirmish and retreat, no traps to lure the unsuspecting into, no opportunities to terrorise the weak. There is only a face-to-face fight between two Druj armies that are on the verge of exhausted collapse, and two fresh, well-rested Imperial armies. Druj desperation is no match for the resolve of those that stand against them.&lt;br /&gt;
&lt;br /&gt;
The Snake and the Crane are bent on reaching Turan but they do not come close. The battle of Turan Flats takes place miles from Trakaa&#039;s capital, from the Banded Snake&#039;s old centre of power. Indeed, the Druj have barely crossed the border before the Citadel Guard and the Golden Axe are upon them. At first, the armies fall back a little, giving the impression perhaps that they are overwhelmed and ready to give ground. But they are merely testing the forces that have come against them, wisely waiting to see if this is just the advance guard and if a more potent force follows behind. As soon as it becomes clear that the two armies are by themselves, the trap snaps shut around them.&lt;br /&gt;
&lt;br /&gt;
Thrusting forward towards Turan means that they are far enough from the border for the plentiful forces of the Golden Axe to flank them on either side while the Citadel Guard plant their standards in the soft marsh soil and simply refuse to fall back any further. The fighting is vicious, bloody, savage as only a war against the Druj can be. Stripped of their tricks they have only their martial force to rely on, and even with their unliving auxiliaries it is just... not enough.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Oh, the Empire does not emerge unscathed. Some five hundred Imperial soldiers fall to the Druj, to their howling Winter war-dogs, to the tortured spirits of champions taken by the enemy and twisted into something unspeakable. At the same time, however, the Druj lose nearly twice that many of their own troops - losses they cannot hope to recover from while the Empire holds Sarangrave and their septs are broken and scattered. &lt;br /&gt;
&lt;br /&gt;
The Druj have been driven back, but the encounter is far from decisive. The invaders are left with no option but to fall back to the Salt Flats, perhaps to make one last attempt on reclaiming their lands next season. The Citadel Guard and the Golden Axe give chase, but they are unable to catch the fleeing Druj. The same Imperial magic that serves to help the folk of Nesustak Forest escape the vallorn proves an unexpected ally to the orcs of the Mallum. The bulk of their two armies easily escape their pursuers back toward the border with Sanath.&lt;br /&gt;
&lt;br /&gt;
==An End to Waiting==&lt;br /&gt;
While the Citadel Guard and the Golden Axe battle the Druj in Turan Flats, the rest of the Imperial forces fight alongside the Nesustak rebels against a seemingly endless tide of vallornspawn empowered and invigorated by that same Spring magic meant to protect the people of the forest. It is a paradox, almost. Those sites where the enchantment is focused are the best place to hold the vallorn, but the savagery of the spawn means it is also where the most blood is spilled.&lt;br /&gt;
&lt;br /&gt;
As the vallorn draws power from Spring magic, the defenders are thrown into disarray and it seems clear the vallornspawn are going to overwhelm them. First one step back, then another. The trees of eastern Nesustak begin to twist, as the tendrils of the vallorn begin to take root, begin to plant the seeds that will begin the final infestation of the forest. A desperate council of war is held; perhaps it is time to accept the inevitable, to save what can be saved and to abandon the rest. The sorrow that hangs over that discussion is palpable; the heralds of Irra Harah prepare to help those rebels and Imperials prepared to flee the woodlands to make their escape if they think the day is lost.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the Black Thorns refuse point blank to accept defeat. &amp;quot;&#039;&#039;Let us show the Empire why we are the first line of defence against this foe&#039;&#039;&amp;quot;, said the General, and those words resonate like never before. Whatever the other Imperial forces may do, the Black Thorns will not retreat before the vallorn. In the face of such commitment, the Granite Pillar and the Boyar&#039;s Hasta will not abandon their allies. The rebels of the Nesustak Forest will not abandon their homes, while there is any chance of holding even a portion of the woodlands.&lt;br /&gt;
&lt;br /&gt;
From there, the push back begins in earnest. The price is grim indeed; the vallornspawn attack in a frenzy but the Imperial forces will not allow them to claim any more land here. They lost Eastring to the malice of the Tainted Basilisk; the Navarr will not allow the Nesustak Forest to share that fate. The vallornspawn are not just held, but they are forced back, back toward the river over which they swarmed, back to the ruins of Béantal Dol. It is slow going at first, and gets harder the closer the vallornspawn get to being driven out of the woodlands. By the time the fighting reaches the banks of the river, the magic of the Wooden Fastness has been so drained the enchantment is beginning to fall apart. Yet it holds long enough to provide a measure of succor to those fighting the vallornspawn, moments of respite in the terrible fighting that create a space to recover from the violence, to rest, to sleep safely.&lt;br /&gt;
&lt;br /&gt;
In the end, as the Summer Solstice approaches, the last of the vallornspawn are cut down. Vates and magisters and cabalists, versed in the lore of Spring and Winter, work quickly to uproot the seeds of the vallorn before they can take root. Without the relentless attacks of the vallorn, it is relatively easy to work the rituals to deal with the contagion left in their wake. While the vallorn still exists the Nesustak Forest will be in danger - but ultimately no more so than [[Hercynia#Northpines|Northpines]] or the [[Hercynia#Glen of Shadows|Glen of Shadows]]. Even the vegetative bridge that stretches across the river, that thick matt of plant matter that allowed abominations to pour into the western woods, begins to decay and fall apart as the vallorn of Béantal Dol slips back into uneasy restfulness. An old story; the vallorn rises and the resolve of humans and orcs drives it back. Inspirational, perhaps.&lt;br /&gt;
&lt;br /&gt;
==An Old Story==&lt;br /&gt;
In the north, in the Turan Flats, another old story is unfolding. The Poison Crane and the Hidden Snake have escaped the wrath of the Golden Axe and the Citadel Guard, seeking to flee back over the border into the Salt Flats of Sanath, guided by Autumn magic. Yet, at the last moment, something goes wrong. Perhaps those who remember the Druj retreat from Holberg all those years ago might have guessed what is coming but it seems the armies of the Mallum have short memories.&lt;br /&gt;
&lt;br /&gt;
When they try to leave Turan Flats, the Hidden Snake and the Poison Crane are met with a tempest of arrows. Druj arrows. Warriors from the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] are arrayed along the border, and will not let the defeated armies cross out of Sarangrave. Those who try are remoreselessly cut down. A few might make it across, but without the protection of the Autumn magic that has protected them thus far they will not escape the patrols for long.&lt;br /&gt;
&lt;br /&gt;
Left with no choice, the armies turn on the very edge of Turan Flats and prepare to make their final stand. One way or another, this is the end for the Hidden Snake and the Poison Crane; the end for the Banded Snake and Marshlizard; the end for Het Trakaa and his terrible crimes. Some will escape, no doubt, to join the Druj in hiding throughout the Mallum. The Autumn enchantment will see to that, but their numbers are only a fraction of those warriors who fled the fall of the Tower of the Skink. How dangerous can they be, these last few thousand Druj?&lt;br /&gt;
&lt;br /&gt;
But that is not the only danger here, and this is not just the cruelty of the Druj made manifest. The Citadel Guard have made a close enough study of the magic wrapped around the two armies; it portends something bad that is to come. The bonds of Winter magic that coil around the Hidden Snake and Poison Crane hold hundreds and hundreds of Winter spirits in thrall to the commanders of the army. When those two armies fail - and fail they will - those spirits will be unleashed into the Sarangrave to begin an [[Quickening_Cold_Meat#Description|unliving rampage]].&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn has been beaten back from Nesustak Forest&lt;br /&gt;
* &#039;&#039;&#039;It has returned to (relative) quiesence by the start of the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies that invaded Sarangrave have been defeated but escaped Imperial pursuit&lt;br /&gt;
* &#039;&#039;&#039;They have been prevented from leaving the territory by Druj forces in Sarangrave&lt;br /&gt;
The vallorn of Bendol has been beaten back from Nesustak Forest. The [[Forge the Wooden Fastness]] enchantment both served to protect the region, and imperil its defenders. Its strength both served to increase the defence of the Imperial armies, and inflict casualties on the vallorn (inasmuch as that is irrelevant with an empowered vallorn but it still happened). Unfortunately, in line with warnings given about the danger of Spring magic and the vallorn, the vallornspawn who encountered the enchantment were ultimately empowered by it. They did not gain strength to conquer the region - which would have been counterproductive - but instead the number of casualties they inflicted on the defenders was significantly increased. For now though, the immediate threat of the vallorn is over. It is no longer contained by the warding stones of Terunael - their power has been expended protecting the rest of the territory - and it is still a very powerful example of a vallorn. But it is quiescent, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
The Druj armies that invaded Turan Flats were defeated by the Urizen and Varushkan armies. They are still in the territory, however, trapped between the Salt Flats of Sanath (who will not allow them to enter) and the Empire&#039;s soldiers. Their strength is greatly depleted, and they are on the verge of collapse. Following the Summer Solstice, whatever else happens these two armies will disband. They are hanging on by a thread, partially due to the impact of the Autumn magic enchantment laid on the territory.&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=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has finished claiming the region of Thornfen&#039;&#039;&#039;&lt;br /&gt;
Finally, the Axou forces of Ipotavo have finished claiming the region of Thornfen, with the [[388YE_Spring_Equinox_Senate_sessions#Acknowledge_Axou_claim_to_Thornfen|approval of the Senate]]. The region is now part of Axos. The fortification itself has been assimilated, but has no garrison. At the moment, the Axou forces in Sarangrave are allied to the Empire and Imperial armies can move through the region freely. If that were to change, any Imperial army trying to move through Thornfen would be forced to stop and deal with any Axou forces stationed there.&lt;br /&gt;
&lt;br /&gt;
True to their intent, the Axou consolidation of Thornfen has seen the existing population there exiled to [[Sarangrave#Kroll|Kroll]] and [[Sarangrave#Whisperwood|Whisperwood]]. Only those former slaves of the Mallum who can demonstrate a clear connection to the citadels of Axos have been permitted to remain in Thornfen. Further details of the situation in Thornfen will be presented in the &#039;&#039;&#039;[[Diplomatic]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
===Escape Path===&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection used in Sarangrave represents an effect that would no longer be allowed with Autumn magic&lt;br /&gt;
This season the Sarangrave was under the effect of Autumn magic that helped reduce casualties suffered by armies, as well as helping people find the best route to safety. This is an old [[arcane projection]], that wouldn&#039;t be passed today. Helping people find safety, such as with [[Hand of the Dhomiro]] is an entirely appropriate use of [[Autumn magic]], but the ability to reduce all casualties on a territory level isn&#039;t something we&#039;d allow today. There are of course plenty of arcane projections from previous years in the game, and there is no problem with making use of them, but the older an arcane projection is the more likely it represents some peculiar aberration of magic.&lt;br /&gt;
&lt;br /&gt;
The in-character explanation is that the arcane projection represents the result of a conjunction at the time it was created. The ongoing magical chaos caused by the stars supported the ritual, but the effect of the ritual could not be duplicated going forward.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=141736</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=141736"/>
		<updated>2026-07-14T11:31:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]] a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Ikander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039;. on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&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, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little an a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&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 Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears has a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&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;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=141734</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=141734"/>
		<updated>2026-07-14T11:30:08Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Spring]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]] a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Ikander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039;. on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion  bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&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, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little an a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying squence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&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 Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Impierail Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focues is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they hust haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plas of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that  bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039;  have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears has a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&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;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&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=141704</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=141704"/>
		<updated>2026-07-14T10:19:22Z</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 summarises and explains the changes so that players can identify and understand the changes easily. &lt;br /&gt;
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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;
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==Grandmaster and Candidacy==&lt;br /&gt;
We have changed the rules for electing a [[grandmaster]] so that the election takes place as the first formal vote of [[Conclave]], if the position is vacant. We have allocated half an hour before Conclave begins for the orders to use the Hall of Worlds to carry out hustings for the positions. If a grandmaster dies at an event, then the title will be reappointed at the following Conclave session provided the [[Prefect of the Conclave]] is given sufficient notice to be able to publish the details for the Conclave agenda. We have made clear that the [[declaration|writs]] that are issued to a grandmaster are their legal possession and may be given to any member of the order, so they are still valid and can be used after the grandmaster&#039;s death. We&#039;ve also amended the rules for challenging a grandmaster to bring them into line with the new rules for replacing one if they die or step down.&lt;br /&gt;
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We have also amended the declaration of [[candidacy]] so that it now takes place at the start of Conclave, in the hope that magicians can take advantage of the period of hustings before Conclave begins to interrogate the candidates if they wish to do so.&lt;br /&gt;
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===Reasoning===&lt;br /&gt;
The Grandmaster of the Rod and Shield died at the previous event, causing considerable problems for the order. At the time we ruled that the election would need to take place at the following event, inline with other Imperial positions that become vacant. That gives us time to prepare for the election and crucially gives as many players as possible a chance to discover that the election is happening so they can take part if they want to.&lt;br /&gt;
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Having taken the time to review that decision after the event, it is clear it is the wrong one. Firstly, it is not consistent with the rules for challenging a grandmaster, which do allow for an emergency election. Arguably the Rod and Shield would have had to challenge their slain grandmaster under the old rules, which makes little or no sense. Whenever any title is vacated, it creates in-character problems for the Empire and its citizens, but the grandmaster has a unique role to play in enabling other characters to take part in the debate, which is why challenge exists. We want players to play a full role in Conclave, so it makes sense to have the election happen quickly, even though that involves a trade-off that means more players will be unaware that the election is taking place.&lt;br /&gt;
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The new rules should allow a slain grandmaster to be replaced in short order, if needed. We&#039;ve put it as the first order of business of Conclave, and while that will lengthen Conclave slightly, the elections should be relatively swift and it means that anyone who has turned up to Conclave but was unaware an election was due can still part if they are a member of the order. It also creates the IC situation in which Conclave can see and validate who is being elected as a grandmaster.&lt;br /&gt;
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We&#039;ve moved candidacy forward in the running order as an experiment to see if that allows players to use the hustings period to engage in useful politics around Conclave elections. We hope it will give more opportunities for players to interact and discuss any possible candidacy.&lt;br /&gt;
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===IC Justification===&lt;br /&gt;
The Constitutional Court have reviewed the existing rules for electing grandmasters, following a challenge submitted to the Court by a member of the Rod and Shield, and judged them to be unconstitutional. The Imperial Constitution requires Conclave to be &amp;quot;guided by fraternities of magicians&amp;quot; and the previous arrangements left the Rod and Shield unable to carry out their constitutional responsibility to provide that guidance. As a result they have issued new instructions to the office of the Overseer of Imperial Elections to conduct elections in a more timely fashion in the future.&lt;br /&gt;
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==Trade Envoys==&lt;br /&gt;
We&#039;ve removed the six [[trade envoy]] titles from the game.&lt;br /&gt;
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===Reasoning===&lt;br /&gt;
These titles have not been appointed in many years. They represent an insurmountable challenge for us since it requires a huge amount of work to create the plot for the foreign nations each event. We will never have the resources we would need to provide the level of response that would be needed if there were twice as many official Imperial titles whose responsibility it was to converse with all the foreign nations each event. We simply cannot support these titles and the ambassadors at the same time in Empire, without unfairly neglecting other parts of the game. If we allowed players to appoint these titles, it would be to the detriment of the rest of Empire. As such we&#039;ve taken the decision to remove them from the game.&lt;br /&gt;
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===IC Explanation===&lt;br /&gt;
During the appraisal of the Court of the Far Horizons, the Constitutional Court have assessed these titles to see if there is any way they could be appointed by the new sodality. As part of that review they have identified that there are significant constitutional problems with these titles due to the overlap between these titles and the ambassadors. As they are irreparably unconstitutional, they have been struck from the rolls.&lt;br /&gt;
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==Imperial Sodalities==&lt;br /&gt;
We have updated the wiki page for sodalities, moving the content to a set of pages that splits the information up. The single page has been replaced by a set of four pages, which present updated information in a more consistent format.&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;Affected Title&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Sodality&#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;[[Blackroot Broker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Exarch of Virtue&#039;s Rest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Greenwatcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Last Battle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knight of the Greenwood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Apothecary of the Story Garden]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|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;[[Master Apothecary]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|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;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|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;[[Vizier of the Incarnadine Satchel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|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;[[Wise Arborist]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|Apothecaries Guild]]&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;
* [[Imperial sodality]]&lt;br /&gt;
** [[Powers of a sodality]]&lt;br /&gt;
** [[Appointment by sodality]] &lt;br /&gt;
** [[Member of a sodality]]&lt;br /&gt;
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We have made some small but very significant tweaks to the rules on how a sodality can employ any legal powers that are granted to them by the Imperial Senate. The key change is that legal powers, like building a [[commission]] or similar, are followed by a [[Senate announcement]] by the Speaker of the sodality or their proxy. As a Senate announcement, they can be vetoed by the Throne or General Assembly. We have updated the pages for existing sodalities to make clear which powers are affected by the new rules.&lt;br /&gt;
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In addition, there is a set of Imperial titles that &#039;&#039;ought&#039;&#039; by rights to be appointed by the most appropriate sodality. The Constitutional Court don&#039;t intend to reverse their previous ruling that these titles do not have to be changed, but they have made a public note that it would not be possible to make any legal changes to one of these titles (as the result of an [[opportunity]] or otherwise) without either addressing the issue of who appoints that title at the same time, or amending the responsibilities of the position so that it was clearly outside the remit of the sodality.&lt;br /&gt;
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Finally, the Constitutional Court have noted that they failed to identify that the [[Imperial_Apothecaries_Guild#Guild_Leader|speaker for the Imperial Apothecaries Guild]] cannot have the title of &#039;&#039;Guild Leader&#039;&#039;. A speaker is responsible for promoting the sodality&#039;s interests - to represent the sodality to the wider Empire - but constitutionally they cannot be its leader. The Court will not enforce any changes at this time, but as with the other titles identified, it will not be possible to make any legal changes to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]] without also changing the name of the title to put it on a sound constitutional footing.&lt;br /&gt;
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===Reasoning===&lt;br /&gt;
The new rule requiring a sodality to announce any legal powers in the Senate formalises the ways that could be stopped, imposing the same checks and balances on the sodality that exist for a Senate motion. We believe that it is appropriate for the game - it is good to have many different ways in which the different parts of the Empire can interact, but we hope that their presence will make players feel more confident to grant legal powers to sodalities, as that will help enhance the game. While it is a little more onerous for the sodality, we hope it will help to reify the importance of the &amp;quot;Speaker&amp;quot; for the sodality. &lt;br /&gt;
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There are several titles that should be appointed by the Vallornguard and the Apothecaries Guild, respectively. Part of our job as game runners is to reinforce the natural boundaries of the game - the Vallornguard should be in charge of appointing titles that are to do with fighting the vallorn. The Apothecaries Guild should be in charge of titles that are about creating potions and spreading information about them. We have no interest in forcing players to change these titles at this late stage; that ship has sailed, but we want to make it clear that they should not be used as a model for future titles and made it clear that any legal changes to the title would &amp;quot;require the constitutional changes to be settled first&amp;quot;. We&#039;ve used similar approaches in the past where we&#039;ve identified that a title is not actually constitutional, but it&#039;s better for the game that it gets cleared up at a point that feels natural in-character rather than being forced through by Profound Decisions (acting as the Constitutional Court).&lt;br /&gt;
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===IC Justification===&lt;br /&gt;
As part of the [[Arranging grace|appraisal of the Cat&#039;s Graces]] [[387YE_Winter_Solstice_Senate_sessions#Appraise_the_Cat&#039;s_Graces|requested by the Throne]], two members of the [[Scrutiny#Constitutional_Court|Constitutional Court]], &#039;&#039;Magistrate Abraham&#039;&#039; and the Imperial Archivist, &#039;&#039;Leontes the Scribe&#039;&#039;, have been assessing the constitutional impact of that sodality. In doing so, by necessity, they needed to also consider the constitutional issues surrounding the other extant Imperial sodalities, the [[Vallornguard]], the [[Magpies]], the [[Sun Chamber]] and the [[Imperial Apothecaries Guild]].&lt;br /&gt;
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In light of this, they have updated the [[Imperial sodality|guidance issued by the civil service]], notably, the use of resolutions to enact any [[powers of a sodality|legal powers granted to a sodality]], and the limitations on that. They have also reviewed the rulings provided for previous sodalities to identify any mistakes that the Court has made previously.&lt;br /&gt;
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==Vallorn Miasma==&lt;br /&gt;
We&#039;ve created a new page for [[Vallorn miasma]] and updated the original information from the [[vallorn]] page with additional information on how the vallorn affects armies on campaign.&lt;br /&gt;
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===Reasoning===&lt;br /&gt;
Over the winter, we&#039;ve moved to nail down everything we could about the dangers of fighting the vallorn, with a [[#Vallorn|lengthy update]] on the reasons for that. Unfortunately, we missed the effect that the vallorn miasma had on armies that are on campaign. So, following feedback, we have finalised and published the definitive rules for how the miasma affects armies and garrisons.&lt;br /&gt;
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===IC Justification===&lt;br /&gt;
The [[Pilgrim&#039;s Defiance]] attack into [[Therunin#East Ashes|East Ashes]] saw the army fight against vallorn for the first time. This, along with the continued sterling efforts of the scholars studying at the Great Library of Hacynian, has allowed the civil service to quantify the dangers faced when a force of vallorn is attempting to attack into a region, and when an army is attacking into a vallorn-controlled region.&lt;br /&gt;
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==Opportunities==&lt;br /&gt;
We have updated the rules for [[opportunity|opportunities]] to make clear that the benefits they offer are not available for ever. We will usually state how long the opportunity is available for - if we don&#039;t provide that information then you can email {{plot}} to check, but the default amount of time is a year from the event where it first becomes available. That means that if you don&#039;t take up the opportunity before the same event comes round next year, then it will no longer be available.&lt;br /&gt;
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In all cases, the availability exists while nothing substantial changes. If the situation changes and other developments overtake it, then an opportunity may cease to be available earlier than promised. For example, if there is an opportunity to build a sinecure with the help of a sept of orcs - but the Empire declares them to be barbarians and attacks them - then the opportunity will no longer be available. It is always possible to email plot@profounddecisions.co.uk to check if an outstanding opportunity is available, but it is only necessary to do so if something significant has changed regarding the particulars.&lt;br /&gt;
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Where possible, we will work through the wiki to update old opportunities to indicate where they are no longer available.&lt;br /&gt;
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===Reasoning===&lt;br /&gt;
As the game continues to develop an ever longer history with opportunities going back years, it becomes harder for us to maintain the game consistently. We regularly update parts of the game to keep improving Empire every year, and that can cause problems with old opportunities that no longer make sense under the new rules. Crucially, as events change it often makes no sense for an opportunity to still be available. The Empire can&#039;t benefit from a deal offered by a Jotun jarl, if the character is long since dead. A player can&#039;t tell that from reading the wiki, but it&#039;s a vast amount of work to go back and update every old opportunity each time anything happens in the game.&lt;br /&gt;
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The new system means that most opportunities will be available for a year by default. In the past we&#039;ve often provided less time than this. Some opportunities may still do that - but the majority will now be available for one year unless events change. That will give players more time to try and take advantage of an opportunity and a clearer sense of how long something will be around for. Of course events can move fast in the Empire, setting, there is never a guarantee that an opportunity won&#039;t be invalidated in under a year if the events supporting it have changed, but we hope that will be clearer when dealing with current events. &lt;br /&gt;
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===IC Justification===&lt;br /&gt;
The Imperial civil service are working to provide updated guidance on opportunities that were available in the past, reassessing them and letting citizens know when something is no longer possible.&lt;br /&gt;
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==Fortifications==&lt;br /&gt;
We&#039;ve finished our review on fortifications. Specifically on the status of existing fortifications that have been damaged, the Legion Engineer, and two region qualities that affect citadels summoned in Proceris, Crucible, and Siroc Bayou.&lt;br /&gt;
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===Garrisons and Bastions===&lt;br /&gt;
There are four fortifications relevant to the campaign that are not at full strength. In each case, we have applied the damage sustained by the fortification to the garrison and reduced the integrity of the bastion by a further fifth of those casualties.&lt;br /&gt;
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* [[Mournwold#Farstrider&#039;s_Watch|Farstrider&#039;s Watch]] in Greensward, Mournwold, had suffered 2319 casualties. The garrison is at 681 strength, and the bastion&#039;s integrity is 2536.&lt;br /&gt;
* [[Feroz#Mora&#039;s_Rock|Mora&#039;s Rock]] in Morajasse, Feroz, had suffered 635 casualties. The garrison is now at 5365 strength, and the bastion&#039;s integrity is 5873.&lt;br /&gt;
* [[Sarangrave#Tower_of_the_Skink|Tower of the Skink]] in Thornfen, Sarangrave, had suffered 464 casualties. The garrison is now at 11536 strength, and the bastion&#039;s integrity is 11908.&lt;br /&gt;
* [[Skallahn#Walls_of_Kierheim|Walls of Kierheim]] in Bjarkey, Skallahn, had suffered 3233 casualties. The garrison is now at 2767 strength, and the bastion&#039;s integrity is 5353.&lt;br /&gt;
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Two other fortifications that were previously damaged were resupplied to full strength at the end of the season, before the rules changes were applied:&lt;br /&gt;
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* [[Sarvos#The_Great_Chain|The Great Chain]] in Cigno, Sarvos&lt;br /&gt;
* [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacons of Iskrid]] in Leen Iskrid, Salt Flats of Sanath&lt;br /&gt;
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===Legion Engineer===&lt;br /&gt;
The [[Legion Engineer]] has gained the power to instruct the [[Tamazi]] to support when they announce the construction of a new fortification. Both options increase the cost of a fortification by 20 wains of mithril and 60 crowns each.&lt;br /&gt;
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They can instruct the Tamazi to implement designs from Axos, with walls thick enough to conceal passages and hidden chambers within them. Some of these passages would conceal traps, others would protect hidden sally ports used to bedevil any enemy foolish enough to attempt a siege. All casualties inflicted by the garrison during an attack on the region containing the bastion would be increased by a fifth.&lt;br /&gt;
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Alternatively, they can instruct the Tamazi to work mithril runes into the walls. The bastion would be protected from certain kinds of malign magic. The bastion would take half the normal damage from magical attacks such as [[Thunderous Tread of the Trees]].&lt;br /&gt;
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===Nightwoven and Enigmatic===&lt;br /&gt;
The effects of the [[Region_qualities#Nightwoven|Nightwoven]] and [[Madruga#Enigmatic|Enigmatic]] qualities have been changed in line with the changes to magically summoned &amp;quot;citadels.&amp;quot;&lt;br /&gt;
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* When [[Dripping Echoes of the Fen]] is cast on a Nightwoven or Enigmatic region, it increases the victory points necessary to claim the region by an additional fifteen, up from ten.&lt;br /&gt;
* When [[Forge the Wooden Fastness]] is cast on an Enigmatic region, it increases the strength of the wards by one thousand, up to five thousand.&lt;br /&gt;
* When [[The Basalt Citadel]] is cast on an Enigmatic region, it increases the strength of the battalion by one thousand, up to four thousand.&lt;br /&gt;
{{CaptionedImage|file=Bishop Oberon.jpg|caption=The Imperial Synod is a place of politics, as well as a bastion of faith.|align=left|width=450}}&lt;br /&gt;
==Synod Update==&lt;br /&gt;
We&#039;re in the process of reviewing the Synod game, with a view to reducing the time spent queueing and voting on things that individual priests are not invested in, or are not contentious. Rather than implement a single major overhaul in one go, we&#039;re looking to implement some smaller changes over time, so that we can see what impact a change has. &lt;br /&gt;
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The first set of changes is around the Synod judgement of [[inquisition]]. We&#039;ve changed this judgement so that it can only be submitted in a nation or Virtue assembly - it cannot be submitted to the General Assembly. As before, if the judgement is escalated to a [[sanction]], then the new judgement must also be in the same assembly.&lt;br /&gt;
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We&#039;ve updated the title pages for [[Imperial Inquisitor]], [[Arcane Inquisitor]], [[Basilisk of the Bourse]], [[Auditor of Senatorial Accountability]] and the [[Chaplain Consular]] to make clear that their &amp;quot;free&amp;quot; inquisition is escalated to the Assembly of Nine. This change enables the Assembly of Nine to hold an inquisitorial court if they wish to do so - if the Assembly of Nine wish to hold court at a given time, these titles could present their findings, request a judgement of [[sanction]] from the Assembly of Nine and have them vote on it there and then, if they have quorum and the Tribune is present. The escalation of the &amp;quot;free&amp;quot; inquisition for [[Virtue inquisitor|Virtue inquisitors]] will sit with their respective Virtue Assembly.&lt;br /&gt;
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We&#039;ve also amended [[statement of principle]] so that under normal circumstances it cannot be submitted to the General Assembly. We&#039;ve given each [[cardinal]] the power to elevate a single statement to the General Assembly at the point where it is submitted. We have changed the rules so that if no statement in the General Assembly achieves a greater majority, than the single statement that passes that has the highest margin in favour will take effect. Statements will only create an effect in the world if we&#039;re able to think of one to create.&lt;br /&gt;
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We&#039;ve also updated the guidance for statements of principle to make clear that it cannot be used to issue warnings to people outside Anvil. &lt;br /&gt;
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===Reasoning===&lt;br /&gt;
A judgement of inquisition is rarely contentious - they often pass with no votes against. In many cases they are most relevant to a specific Assembly. Confining them to a virtue or national assembly means less judgements in the General Assembly for all priests to view and vote on. If a priest is convinced something needs to be brought before the General Assembly, they can still do that, but someone will need to use a judgement to submit that sanction. That means that it can still be done, if players think it is worth the cost, but we expect that most sanctions will be dealt with by the other assemblies.&lt;br /&gt;
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Any member of the Synod can use their own judgement to submit a sanction, so in cases where a [[sanction]] is genuinely contentious, then a different member of the Synod can use their own judgement to submit a competing sanction if they disagree with a verdict. &lt;br /&gt;
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There are often a lot of statements of principle submitted every event, many of which have almost no chance of achieving a greater majority. Getting a greater majority is, by design, very difficult. This is important, because it is required for very powerful effects, like [[excommunication]], [[veto]], and [[change of doctrine]]. However the current design is stymying the Synod by making it unnecessarily hard for them to achieve any effect. It also leads players to perceive the system (the difficulty of getting a greater majority) as their barrier to success rather than convincing enough fellow players to support them.&lt;br /&gt;
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The new system ensures that the General Assembly of the Synod will almost always have some impact on the game. However it deliberately pits all the statements of principle each season against each other, making them inherently competitive - as the one that passes with the highest margin is the one guaranteed to have an effect. Our goal is to reduce the number of statements of principle that priests need to vote on, and to ensure that their votes, for or against a statement, are vital.&lt;br /&gt;
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It is much easier for players to get statements of principle passed in a national or virtue Assembly with a greater majority. Most of these do not have a game effect, due to the sheer number of them. It&#039;s not possible to have unlimited numbers of statements of principle have a game effect, we can&#039;t respond to that number of judgements. We may respond to a statement of principle if it looks like the potential consequences could be controversial - we&#039;ve updated the OOC guidance to try and make things as clear as we can, as we know that players are often disappointed when a statement that gets a greater majority doesn&#039;t create a response from the plot team.&lt;br /&gt;
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We updated the guidance for statements of principle to make clear that any warning won&#039;t arrive in time. There have been more and more warnings published though the Synod using this method in recent times and initially we took account of them in the flavour text of winds of war (although they didn&#039;t have an appreciable game effect), but on later reflection, we realised this was a mistake. These judgements simply add to the record number of judgements for priests to vote on without directly adding to the game. We&#039;ve made clear that they won&#039;t work, to discourage them, so that the focus remains on statements of principle that could be important in the game.&lt;br /&gt;
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===IC Explanation===&lt;br /&gt;
The changes are part of a set of administrative changes being implemented by the Tribune at the request of the Constitutional Court following the changes to the way Imperial law is implemented with regards to religious crimes.&lt;br /&gt;
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===Transition===&lt;br /&gt;
There are a handful of judgements of inquisition that were submitted last event. If the priest wishes to escalate one of these judgements, they should be escalated to the same assembly the original inquisition was submitted to.&lt;br /&gt;
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==New Army Qualities==&lt;br /&gt;
When a new [[army]] is raised, we give the [[senator]] who raised the motion a set of [[army qualities|qualities]] to choose from for the new force. These qualities are chosen by us, based on the nation&#039;s cultural themes and any relevant plot around the new army. Up to now, we have often created brand new qualities to offer - many of which are better than the standard qualities that many armies started the campaign with.&lt;br /&gt;
&lt;br /&gt;
From this point on, the choices we offer will be drawn from the standard starting qualities listed on the wiki. It is still possible for an army to acquire a new quality - but more esoteric qualities and more powerful qualities will only be available as a result of an opportunity or in response to an appropriate [[appraisal]] or similar power. Whenever a better option is offered, it will always require a significant amount of mithril to pay for the benefit.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
As the number of Imperial armies in the game increases, it is increasingly difficult to create dozens of new qualities to offer. Worse, existing qualities have become irrelevant because so many armies have gained better qualities over time. Understandably, any time the Empire is offered a choice of a starting quality or something more powerful, they almost invariably choose the better option. Perfectly good qualities like [[Army_qualities#Physick|physick]] or similar are falling out of use, simply due to inflation in the power of the Empire&#039;s armies. The new rule will ensure that existing qualities are still relevant to the game as new armies will need to adopt one.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
As the Imperial military expands, the supply of skilled veteran soldiers has diminished. There are still many potential young recruits looking to join, but it is now harder to recruit experienced veterans into a new army. Henceforth new armies will need to gain years of experience on campaign before they the opportunity presents itself to solidify their experience to provide better strategic choices.&lt;br /&gt;
&lt;br /&gt;
==Gift of the Wily Broker==&lt;br /&gt;
We&#039;ve adjusted the production of a [[business]] [[enchantment|enchanted]] with the [[Gift of the Wily Broker]]. Instead of producing one ingot of each [[Materials#Metals|metal]], and one measure of each [[Materials#Natural_Materials|natural resource]], the ritual now provides eight ingots or measures of random metals and natural resources.&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The ritual as it previously worked was placing a fair amount of additional pressure on our volunteer packing crew. Collecting one of each ingot and measure of each resource increases the amount of time taken to put individual packs together by a surprisingly significant amount. As such, we&#039;ve kept the amount of resources the same, just changed how they are calculated.&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Market forces have meant that the deals being offered at businesses enchanted with this magic have changed.&lt;br /&gt;
&lt;br /&gt;
==Tribute to the Thrice-Cursed Court==&lt;br /&gt;
We have reduced the amount of [[Vis#Heart&#039;s Blood|Heart&#039;s Blood]] returned by this ritual. The ritual will now return the total cost of the item divided by 12 (multiplied by the remaining seasons minus one), instead of dividing by 8.&lt;br /&gt;
&lt;br /&gt;
Any character who created [[magic items]] this downtime purely for the intention of sending them to the Court, who no longer wishes to do so, can email {{plot}} and change their chosen option to a different item or to no items at all if they prefer.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The returns on this ritual were too high. They were based on a very early model for the value of [[vis]]. That model was changed a very long time ago when we changed a similar ritual, [[Before the Throne of Estavus]].&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Recently, the Empire has experienced far-reaching magical effects that appear to be caused by movements in the heavens (some astronomancers claim that the movement of the stars is cause by the tides of magic, not the other way round). As ever magic remains unpredictable - in this case the ritual appears to have fallen victim to a conjunction of [[the Three Sisters]] and [[the Mountain]].&lt;br /&gt;
==Resources==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Common Resource&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fleet]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military unit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Congregation]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military unit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Navarr]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Herb garden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Business]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Farm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mana site]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mine]] or [[Forest]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military unit]]&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;
We have updated the rules so that a character who is [[Resource#Changing_Resources|changing resources]] can avoid the two crown charge if they take the most common [[Resource#Personal_Resource|resource]] for their nation and the new resource is in the same [[territory]].&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Each nation has a single type of resource that advantages players in that nation by giving them enhanced political power - for example [[farm|farms]] in [[the Marches]]. The game encourages players to take that resource unless they have a good reason to choose something different - we want players to maximise their character&#039;s political power and influence. Charging players two crowns to swap to the resource we want to encourage them to take is contrary to that element of the game design.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The consecration of the Capodomus Cathedral saw Ambition spread across the Empire as citizens [[Golden_light#Every_Forest_Falls|were encouraged]] to acquire new resources that granted political power through [[Tally of the Votes]]. This widespread acceptance, accompanied by improvements in Imperial civil service record keeping means that it is now cheaper for citizens to take a new resource in the same territory, if they take the resource which is most common for their nation.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
We have updated the rules for war to remove the bonus to attacking armies that allowed them to gain territory 50% faster than normal when there are no defenders present (the &amp;quot;Attacking Unopposed&amp;quot; bonus). All armies will claim territory at the normal rate, even if there are no armies or fortifications present to resist their advance.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The bonus was implemented early on to compensate for some edge effects at the start of the campaign. In practice it has almost never benefitted the Empire, only cost them in rare circumstances where the barbarians are attacking an undefended territory. The bonus had a strongly distorting effect, making it possible for the barbarians to &amp;quot;rush&amp;quot; a territory if the Empire were taken by surprise, which was undesirable. It also made rituals that conjured a fortress over-powered if they were able to remove this bonus.&lt;br /&gt;
&lt;br /&gt;
We have removed the bonus as part of the review of the war rules during this winter&#039;s update to fortifications to make the rules simpler and more even in nature.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Improved Imperial and barbarian logistics now mean that local forces are able to impede the advance of enemy armies, even without the support of an army or fortification in the territory.&lt;br /&gt;
&lt;br /&gt;
==Senate Appointments==&lt;br /&gt;
We have updated the official civil service procedures for titles [[Appointment_by_the_Senate|appointed by the Senate]] which have regular scheduled elections each year. From this event onwards, at the event where the title becomes due for reelection, the incumbent will remain in position until a new appointment is made or the end of the summit, whichever comes sooner.&lt;br /&gt;
&lt;br /&gt;
This change brings Senate appointments of [[general|generals]] into line with the same approach used for [[ambassador|ambassadors]]. &lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Allowing the general to be reappointed at any time during the event allows much more time for electioneering. It was clear that players felt that they had to have their general in place for the start of the muster, so that every general could take part fully in the meeting. That meant there was precious little time for candidates to make their case to senators from the start of the event to the start of the muster.&lt;br /&gt;
&lt;br /&gt;
Changing the appointment of generals to match the same approach as ambassadors - namely the incumbent remains in post until a new general is appointed or the end of the event whichever comes sooner - should give players the option to use the entire event to choose who will occupy these important positions if they choose. It means that a single senator can hold up a general appointment for the whole event if they choose, without damaging their nation&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
While generals are the main titles affected that people will be care about, we&#039;ve applied this rule to all national positions appointed by the Senate to keep things as consistent as possible.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The civil service have updated their official election guidelines to make things easier for citizens to determine who should hold these titles.&lt;br /&gt;
&lt;br /&gt;
==Vallorn==&lt;br /&gt;
We have overhauled the page on the [[vallorn]] to provide much more information about the vallorn and the threat posed by it.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Up to now, we&#039;ve been treating each incident involving the vallorn as a separate unique piece of plot. When the vallorn has threatened adjacent regions, or when it has been vulnerable for any reason, we have written specific rules for that plot [[opportunity]]. These rules have been different each time - based on how we&#039;ve set up each piece of plot. This is the normal way that we write plot for Empire involving novel threats that aren&#039;t part of the ongoing military campaign. In most cases, this approach doesn&#039;t cause problems because each plot involves different protagonists each time, so the circumstances are unique.&lt;br /&gt;
&lt;br /&gt;
This approach has caused significant problems with the vallorn. Because it is a recurring problem for the Empire, players have been trying to identify the underlying mechanisms that determine how it operates, how it attacks and how it can be repulsed and beaten. Because we&#039;ve treated each incident involving the vallorn as a unique plot, it&#039;s been impossible to identify consistent rules for how to beat the vallorn. It&#039;s also become harder for the plot team to keep the writing consistent when each incident is treated separately rather than as a mechanical threat following codified rules - the way the [[Druj]] and other barbarians operate. &lt;br /&gt;
&lt;br /&gt;
To fix this problem, we&#039;ve brought together all the existing content for the vallorn, codified it into a single coherent set of rules and published it on the vallorn page. We&#039;ve tried to ensure that everything that is predictable about the vallorn is on that page, but if we later identify anything that we&#039;ve missed, then we&#039;ll add it to that page. We&#039;ve aimed to make this thematically consistent with everything that has gone to date, but where there are differences in how the vallorn has acted previously, those should be regarded as anomalies unique to the previous situation.&lt;br /&gt;
&lt;br /&gt;
The new rules should allow players to be confident they know about how the vallorn will fight in the Empire&#039;s ongoing military campaigns. It doesn&#039;t mean the vallorn is completely predictable - we will continue to run plot with it, just as we do now with the barbarian threats. However any deviation from the published rules will always be outlined in the winds on the run up to an event. This will make it easier for us to create plot involving the vallorn and make winds of fortune more concise and easier to write because we won&#039;t need to lay out the situation each time - we only need to describe anything that is unique to a given plot.&lt;br /&gt;
&lt;br /&gt;
We apologise to everyone who was caught out by this - particularly those Navarr players who have been unable to provide the kind of accurate information on the vallorn that their characters should have had access to. We want Navarr characters and others who have studied the vallorn to be able to speak authoritatively about this particular nemesis. The new page is intended to make it dramatically easier for that to happen.&lt;br /&gt;
&lt;br /&gt;
===IC Justification===&lt;br /&gt;
The updated knowledge represents continuing discoveries made by the scholars studying the Great Library of Hacynian, coupled with insights and experience from relevant characters in the field like the [[Advisor on the Vallorn]]. Now that the knowledge has been tested and confirmed by the Empire&#039;s best prognosticators, it has been more widely disseminated by the civil service.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=ThatWay.jpg|caption=Sturdy castles and vigilant soldiers protect the Imperial heartlands.|align=left|width=350}}&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 where the forts were, 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;
The Imperial budgets will be adjusted so that the change in total upkeep of all the Empire&#039;s existing fortifications does not affect the money available to players at events. These rules will only affect new fortifications that are built.&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;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - now an opportunity to build a powerful fortification in Calvos.&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;
&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=Phantasms_and_foam&amp;diff=141697</id>
		<title>Phantasms and foam</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phantasms_and_foam&amp;diff=141697"/>
		<updated>2026-07-14T10:10:16Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Participation : Red Wind Corsairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Spring]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Freeborn Shields.jpg|caption=Prize freedom and responsibility, and disdain arrogance.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Dream of Sleep==&lt;br /&gt;
The [[Red Wind Corsairs]] have [[Deep_blue_sea#As_The_Gull_Flies|slipped through the grasp]] of the [[Grendel]], and put to port in [[Madruga]]. Now, they sally forth for a new battle against an unfamiliar opponent. Marching south along the coast road, each village they pass through turns out to cheer, and to offer cheap food and drink to the Freeborn soldiers. The Freeborn are not unfamiliar with marshes, and are &#039;&#039;very&#039;&#039; familiar with fighting in waterlogged environments and make preparations as they march. They carry with them a supply of coracles, of precious lumber for crafting rafts, and a surprising number of dry socks.&lt;br /&gt;
&lt;br /&gt;
Alongside the soldiers of the Brass Coast is some two thousand force of additional soldiers. The majority are led by Freeborn captains but Dawn, the Marches, and Urizen are also represented. Each brings their own particular experience to the mix: Dawn is no stranger to wild and dangerous places; the Marchers know marshland well; and even the most mundane Urizen soldier is likely to have some insight into the magical resonances that flow through the bayou.&lt;br /&gt;
&lt;br /&gt;
Magical resonances that are not limited to the Bayou, at least not this season. As the Corsairs begin to move, [[Night magic]] begins to trickle into Madruga, through the gaps between dreams. It oozes from [[Madruga#Calvos|Calvos]] to [[Madruga#Quzar|Quzar]] like thick, sweet treacle. It pools around the soldiers&#039; campfires, at the thresholds of the paradors, in the echoes of music played by the shepherds and cowherds on the inland plains. It blooms in the half-reverie of those at sea when the motion of the waves lulls them to illicit slumber. Vivid dreams of dark, fantastical forests, full of eerie plants and flowers, constantly shifting in size, shape, and colour. Unsettling dreams of strange beasts moving through the trees, watching the dreamer, shadowing their movements. Visionary dreams of some imagined past, indistinguishable from memories of things that happened and daydreams of things that might have. Each night, strange dreams, beneath a sky speckled with [[Astronomancy#Constellations|distant stars]].&lt;br /&gt;
&lt;br /&gt;
Yet, stranger things than dreams happen in Madruga all the time these days it seems. A topic for conversation over breakfast - and is there anything less interesting than hearing another speak of their dreams? The Brass Coast is a land of wonders, after all, and nowhere is this more true than Madruga in the wake of the [[Where the river rises|river&#039;s rising]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Spring by Michalina.jpg|caption=This is the place. This has always been the place.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Silt and Dust==&lt;br /&gt;
Before it was transformed, [[Madruga#Siroc_Bayou|Siroc Bayou]], and [[Madruga#Crucible|Crucible]] to the west, were once fertile grassland blanketed with farms. The land is just as rich as it was, but is now sodden with the magic-infused waters of the Scorrero. A great dripping expanse of trees, streams, ponds, pools, reeds, and everywhere flowers. Flowers in breathtaking variety, a riot of shade and shape that can be just a little overwhelming as it sweeps a patchwork quilt of colours in all directions.&lt;br /&gt;
&lt;br /&gt;
The fecundity of Spring ripples in the waters everywhere, and life thrums through the marshlands. The natural creatures of the river - the birds, the fish, the little burrowing mammals, the insects - have prospered in the remade land. Yet Spring magic always brings a little chaos and ruin with it, wherever it rises, and the magic that helped give birth to this place was  cruel in its own way. There are beasts here that have never been seen elsewhere. Ten-legged freshwater crabs that grow a little bigger each season and show no sign of stopping, their shells marbled with vibrant blues and golds and purples. Winged birds that flit and stutter through the air like living still lives caught in a lightning flash, their weirdly mobile beaks perfectly adapted for sipping nectar from the marsh flowers. Mobile mats of root and flower that drift seemingly aimlessly in the slower waters along the Bay of Oran, feeding on the fish too slow or foolish to avoid their lazy grasping tendrils. Enormous herons, taller than any Freeborn, with barbed beaks that hunt the giant frogs and the gliding newts that throng along the water-banks.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Where there is life there is also death, but here in the south it is hidden beneath a great morass of rainbow colours. There has been war here, in past both recent and distant; humans and orcs have fought along the Scorrero for centuries. The waters of the wild river themselves have killed almost as many of those who worked the old ilium nets as the Grendel did - or at least that&#039;s what the stories say. For every body recovered from the waters, two more sank to the bottom and were smothered in silt. Now, something has given them a wake-up call it seems. The scouts talk of unnatural individuals, and small groups of skeletal battered remains stalking through the marshes, draped in flowers, moss, and mud that makes it impossible to tell if they were human or orc before time and water smoothed away such differences and made them irrelevant. They are not hostile, unless someone seeks to interfere with them or their odd activities. One Freeborn, a child of pre-Rahab Feroz, suggests that they are, against all the odds, tending to the marshes. &#039;&#039;Gardening&#039;&#039;, as she puts it.&lt;br /&gt;
&lt;br /&gt;
Yet it is the transfiguring nature of Night that overlies both life and death here. Change, and wonder, and strangeness in the air. The land itself shifts over time, rivers and streams finding new courses with deliberate slowness. Attempts to map the Siroc Bayou, beyond locating major landmarks, proves tricky. Worse, once the Red Wind Corsairs are actually surrounded by the marsh - once it stretches from horizon to horizon - things become ever odder. The passage of time seems to become just a little unpredictable. The sun may seem to hang in the sky for an hour, unmoving, or it might judder quickly along its route, moving in the span of five minutes a distance that would normally take an hour. The moon is worse; within the marshes it seems always to be full and silver, and just a little larger than might be anticipated.&lt;br /&gt;
&lt;br /&gt;
Where time is odd, distance and direction are even odder. It is as if the Siroc Bayou contains much more space than it ought to, that the marshes are larger within their borders than they have any right to be. The only constant is the river flowing to the south, but even then there are reports of strangeness. As one travels further into Siroc Bayou, the Scorrero seems to get wider. At one point, several weeks in, the Freeborn soldiers on the riverbanks find the fast-flowing river seems to be nearly three miles across, the shores of [[Feroz]] impossibly distant. There is discussion about where they may find themselves if they made rafts and poled across to the other side. Nobody would risk swimming in these waters, not here, not now.&lt;br /&gt;
&lt;br /&gt;
In hindsight, the decision to [[Clarity of the Master Strategist|enchant the army]] with powerful [[Day magic]] seems almost prescient. The enchantment helps patrols and expeditionary bands remain confident that they can find one another in the mysterious mashes. It helps the captains and commanders make sense of the alien quality of the Bayou, maintain their resolve and clarity in the face of strangeness. It helps scouts see through the subtle deceptions and camouflage this place seems to throw up almost instinctively against the Imperial advance.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Velasco i Guerra, General of the Fire of the South&amp;quot;&amp;gt;Home calls. We have burnt brightly and fulfilled our loyalty to the Marchers. Now we head to Madruga to rekindle. We shall march to Lightsea and make use of the delights of Quzar. Keep an eye to the sea and your weapons to hand.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Regardless of all the strangeness, though, the Bayou does not appear to be overly dangerous. Unlike the marshes and swamps of Sarangrave, this place doesn&#039;t seem to be actively trying to kill the intruding Freeborn. Some soldiers wonder if this is due to the nature of the Brass Coast - that they are more open to wonder and strangeness than their fellow Imperials - but that idea is roundly mocked especially by the soldiers of other nations accompanying the army. As the weeks turn to months, the Red Wind Corsairs establish supply caches, campgrounds, and even a few watchtowers across the eastern Siroc Bayou. Step by step, it becomes just a little more known, a little more nailed down. A little more Imperial, a little more part of Madruga and the Brass Coast than it was.&lt;br /&gt;
&lt;br /&gt;
Or rather, the marshes do not seem to be trying to kill the trespassers &#039;&#039;at first&#039;&#039;. But more of that in a moment.&lt;br /&gt;
&lt;br /&gt;
==Take Your Prize==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Suran.PNG|caption=The Suranni call on their Maiden of Battle to bless their final attack on the Children of Wrecks.|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Destruction of the Shining Pillar.jpg|caption=The destruction of the Shining Pillar was heartbreaking for many Freeborn.|title=Art by Juniper Orton|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the same time as the Corsairs move south, the Fire of the South undertake the long marsh home from Bregasland. Even as their fellows press into &#039;&#039;terra incognita&#039;&#039;, they take up defensive positions around Quzar. Perhaps there is an irony to exchanging a billet near a Marcher marsh for one near a Freeborn marsh. They are no less welcomed than the Red Wind Corsairs, but they cannot help but bring with them a tinge of worry. They are here to look east, across the waters of the monster-haunted Quzar channel toward the islands of Free Landing. They are here to stand vigilant watch against the approach of the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
As the Corsairs explore the bayou, the Suranni forces in Feroz move. The Wings of Kobol - the [[navy]] that lead the [[Red_skies#Swords_of_the_South|assault against Cazar Straits]] - sweeps north across the Bay of Oran, toward Free Landing. They are not alone - a second force of warships sails with them. Between them they carry an uncertain number of Suranni soldiers, grim-faced heavily armoured soldiers of the south. Their intent is simple; smash the last of the Children of Wrecks and claim the islands where the Brass Coast began for the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
The Suranni are joined by a little over a thousand strength of Freeborn ship captains, [[Gossamer_threads#Spears_of_Retribution|invited to join]] the battle against the Children of Wrecks by the Dukes of the south. It is a chance to gain a little vengeance against those who have assailed the eastern Brass Coast time and again, but perhaps more importantly it is a chance to recover treasures from the islands before they fall under the dominion of the Dukes. The islands here were the first home of the Freeborn and the town of Atalaya marks the spot where the Brass Coast proper began, and has become something of a museum and archive of the history of the nation founded by [[Riqueza]], [[Erigo]], and [[Guerra]] all those centuries ago.&lt;br /&gt;
&lt;br /&gt;
The watchers along the coast cannot of course guess what is going on in Free Landing, but there are certain signs. The weather deteriorates quickly once the Iron Confederacy engages. There are columns of smoke on the horizon, lightning flashes, rumbling in the deeps. Perhaps two months after the Spring Equinox, a near catastrophic tempest erupts across the islands, howling winds and torrential rains pounding Lightsea and Calvos Sound. Then, several hours late, the weather gets even &#039;&#039;worse&#039;&#039; but only for a few moments, after which an eerie silence falls. Then, perhaps an hour later, massive waves smash against the coast of Madruga, bringing with them the flotsam and jetsam of battle, the bodies of many dead pirates and servants of Siakha, and the strong suggestion that the fighting is over.&lt;br /&gt;
&lt;br /&gt;
A few weeks later, the Freeborn corsair vessels that sailed with the Suranni arrive in Quzar - already mostly recovered from the weather and the waves thanks to skills earned with bitter experience. They carry with them in their holds a great many treasures of the Brass Coast thought lost forever - relics and archives - and the news that the Iron Confederacy has been victorious. The Children of Wrecks are broken, the Maw of Siakha has been closed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Spiderweb.jpg|caption=Things are connected.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==All Rivers are One River==&lt;br /&gt;
When that mighty tempest erupts across Free Landing, and the massive waves pound the Brass Coast, the Red Wind Corsairs are deep in Siroc Bayou. They are making reasonable headway in their task, despite the sudden downturn in the weather. Yet that same night, with nine stars of [[the Web]] bright in the sky over the marshes, something shifts in the waters. The sentries at the main encampment established by the Freeborn soldiers report the approach of an armed force. Initially it is assumed to be a returning patrol, or perhaps some soldiers from the Fire of the South come to support their comrades in their conquest of the marsh. Then it becomes clear they are orcs, perhaps a lost Grendel cohort caught in the flooding of the Siroc.&lt;br /&gt;
&lt;br /&gt;
The truth is significantly stranger, but no less dangerous. These orcs wear unfamiliar armour, and march beneath an unfamiliar banner - an orange flame on a black field. With them are two dozen warriors in archaic armour of a very old Highborn style, but wearing surcotes of ruby, and gold, and topaz. The starlight glints from the sharp weapons of human and orc alike, but more worryingly it also glints in their eyes which are like pools of starlight. The humans begin to sing a song of conquest and battle, and the orcs begin their own hymn of war, and together they fall upon the encampment. Battle is joined, violence blossoming like a red rose in an area the Corsairs thought secured.&lt;br /&gt;
&lt;br /&gt;
Almost immediately the idea that this is some natural force, perhaps of bandits or... or something... is dispelled. When defeated, these attackers leave no remains behind. Body, weapon, armour, everything just disappears as soon as it is unobserved. They do not even leave bloodstains. Even the wounds their weapons inflict are not quite right. In the moment, blood sprays and bone breaks as normal but a moment later there is no sign of actual injury - but the pain remains. A cleft limb remains useless, it just shows no sign of the harm that broke the bone. Those who fall before these phantasmal injuries still die, but their bodies are left untouched by any sign of injury. The dead look as if they have simply fallen asleep.&lt;br /&gt;
&lt;br /&gt;
The Corsairs fight off the attackers, but are left bewildered and unsure what has happened. With the morning sun the only sign that these assailants were ever there are the small number of fallen Freeborn, and mud trashed up by the boots of the Corsairs themselves. Nothing else remains.&lt;br /&gt;
&lt;br /&gt;
Over the next week, as the Solstice gets closer, there are more reports of similar incidents. Phantom soldiers who seem to come from nowhere, and go to nowhere when defeated. Horrible beasts that are as unreal as they are terrifying. Even reports of nightmare shapes drawn from the worst dreams of the soldiers they fight. At first there is concern they may be ghosts, but this is quickly dispelled. These don&#039;t seem to be the spirits of fallen warriors, but rather phantasms. Things of raw Night magic, created in the image of memories roused up from the marshes. Phantoms of the orcs the Freeborn drove out, and of the first Freeborn themselves before they were truly born free. Phantoms of Grendel, and the armies that have fought the Brass Coast for centuries. Phantoms of people nobody recognises, either because they fought here so long ago they have been utterly forgotten, or because they are taken from some childish reverie or daydream since discarded. Given a simulacrum of existence by the marshes themselves, and sent to protect its secrets from the invaders.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear if this is a result of the burst of Spring magic released when the Maw of Siakha was shut, or some magical chaos spun by the [[Astronomancy|stars]], or a &amp;quot;natural&amp;quot; quality of the deep Bayou, or some enigmatic combination of all three. But as the season ends, the advance of the Red Wind Corsairs has slowed to a crawl.&lt;br /&gt;
&lt;br /&gt;
==Stand Tall at the High Tide==&lt;br /&gt;
As the Solstice approaches, the weather has cleared. From sour and violent, the sky has become a beaming blue expanse with nary a cloud in sight, and only the gentlest of breezes to break the heat of Summer. Oh, there has been flooding, and the high winds and higher waves have left their mark, but in all honesty, though, the Freeborn of Quzar and Calvos have begun to become used to having sea invading their homes. They have built defences, and learned how to drive unwelcome saltwater back out before it becomes too comfortable.&lt;br /&gt;
&lt;br /&gt;
The Red Wind Corsairs remain in the marshes, battling with strange geography and stranger phantasms. Yet they have made progress, and another push next season will surely bring the bayou under the notional control of the Empire - assuming the situation remains the same and these figments of the past and out of dream do not escalate to some more significant threat.&lt;br /&gt;
&lt;br /&gt;
There are of course reports of fleeing pirates and privateers along the eastern coast of Madruga, but any that dare to make landfall here are dealt with by the Fire of the South. A few make it further afield, but they receive a similarly fatal welcome from the garrison of Mora&#039;s Rock, or from the guardians of Sarvos. The only Children of Wrecks to escape the utter disaster in Free Landing are those who fled out into the Bay of Catazar, and there is no respite for them there. Imperial, Grendel, and Sarcophan vessels alike will hunt them wherever they try to run, wherever they try to hide.&lt;br /&gt;
&lt;br /&gt;
The tale of the Children of Wrecks has been one of needless suffering and thoughtless destruction wherever they went, but now their short story is over, and there is nobody in all the world who will weep to see them gone.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Madruga===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs have made some headway in conquering the Siroc Bayou&lt;br /&gt;
* &#039;&#039;&#039;Suranni forces have conquered Free Landing with Freeborn assistance&lt;br /&gt;
* &#039;&#039;&#039;While some of their leaders are unaccounted for the Children of Wrecks are no more&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment of Night magic lies over the territory&lt;br /&gt;
The Red Wind Corsairs are about three-fifths of the way towards claiming the Siroc Bayou for the Empire. The main obstacle slowing their advance is the &#039;&#039;[[Madruga#Wild|wild]]&#039;&#039; quality possessed by the Bayou and the neighbouring Crucible. This means that it takes fifteen victory points to completely claim the region rather than the usual ten.&lt;br /&gt;
&lt;br /&gt;
The Iron Confederacy has conquered Free Landing, and broken the Children of Wrecks. The Maw of Siakha has closed, and the Suranni are now in control of the entire region. In the process Freeborn corsairs have helped to liberate the remaining historical relics of the Founding, and ferried them to safety in Quzar. Likewise, the Suranni have been true to their word and allowed any Imperial citizens imprisoned by the Children of Wrecks to be escorted to safety on the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
The Children of Wrecks as a whole no longer threaten the Bay of Catazar. With their navy sunk by the Red Wind Corsairs, and the Iron Confederacy having crushed them on the islands of Madruga and Feroz the few survivors have scattered. &lt;br /&gt;
&lt;br /&gt;
Madruga has been enchanted this season with a potent aura of [[Night magic]]. This magic bring strange dreams, and increases the likelihood of encounters with the [[Realms#Night|realm]]. Whether it has impacted the appearance of the phantoms in Siroc Bayou is left to the speculation of magicians, but further information about this enchantment and what it portends will be found in the &#039;&#039;&#039;[[Winds of magic]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Participation : Red Wind Corsairs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs engaged in a &#039;&#039;Daring Raid&#039;&#039; in Siroc Bayou and have recovered some treasures&lt;br /&gt;
* &#039;&#039;&#039;Military units that supported the Red Wind Corsairs this season will receive a small bounty of marsh flowers&lt;br /&gt;
The Red Wind Corsairs undertook a [[Army_qualities#Daring|daring raid]] in Siroc Bayou. While they have not captured any enemy captains, they have nonetheless made a good accounting of the treasures of the marshes. This will include an amount of [[ilium]], with the remainder split between [[herb|herbs]] and the mysterious and unpredictable [[marsh flowers]] that grow all over the marshes.&lt;br /&gt;
&lt;br /&gt;
Any character whose [[military unit]] supported the Red Wind Corsairs this season will also receive a marsh flower in their pack at the event. &lt;br /&gt;
&lt;br /&gt;
Players will need to provide their own phys-reps for the flowers; small paper blooms in exotic colours are ideal.&lt;br /&gt;
&lt;br /&gt;
===Participation : Wings of Kobol===&lt;br /&gt;
* &#039;&#039;&#039;Freeborn characters who supported the Wings of Kobol have a more detailed understanding of what happened in Free Landing&lt;br /&gt;
* &#039;&#039;&#039;They will receive an OOC report in their pack at the event which details the events they participated in&lt;br /&gt;
A number of Freeborn corsairs participated in the attack on Atalaya alongside the Iron Confederacy, and were responsible for securing the historical legacy of Atalaya. Beyond the fact that they have successfully recovered relics and documents from the historic town where the Brass Coast began, and that the Iron Confederacy has been victorious in their attack on the islands, nothing else is public knowledge. It will be up to them what they make public, although following the Summer Solstice information about the campaign here will surely spread (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the report to the main wiki after the Summer event).&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Deep blue sea]] - 388YE Spring wind of war covering events on the Bay of Catazar&lt;br /&gt;
* [[Red skies]] - 387YE Winter wind of war covering events on the Bay of Catazar&lt;br /&gt;
* [[Made anew]] - 386YE Winter wind of fortune concerning the changes to Madruga in the wake of the river rising&lt;br /&gt;
* [[Where the river rises]] - 386YE Autumn wind of fortune detailing the rising of the Scorrero&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_cry_of_gulls&amp;diff=141693</id>
		<title>The cry of gulls</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_cry_of_gulls&amp;diff=141693"/>
		<updated>2026-07-14T10:09:24Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:386YE Spring]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Wheeling gulls.jpg|caption=Over the blood-dimmed sea, over the breaking rocks, over the war-wracked villages and towns of the Brass Coast, the gulls wheel.|align=left|width=600}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=fLpuyMq8ZWc}}&lt;br /&gt;
==In Madruga==&lt;br /&gt;
Last season, the Grendel marked the end of the two-year peace treaty by sending overwhelming force against Madruga. They shattered the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]], overran the defences of the prosperous heart of the Brass Coast, and engaged in a day of rampant looting. Then they withdrew and allowed their Nemorian allies to fire the City of Sails. It is a fortunate mercy that there were agents of the [[Irra Harah|Prince with a Thousand Foes]] in the city, working to ensure that as many people as possible escaped the murderous vengeance of the Asaveans. The city itself was by no means as lucky. The fire burned a wide swathe of destruction through the centre of what was once the most gloriously colourful city in the Empire. Few structures escaped unscathed - even some of the stone buildings are cracked from the heat - or from spitefully aimed catapult-shot from the Asavean warships. &lt;br /&gt;
&lt;br /&gt;
Their terrible deed done, the orcs of the Broken Shore and their western allies rampaged across the coast of Madruga. They conquered Free Landing - so far the ancient town of Atalaya survives the malice of the Asaveans but how safe its future may be is unclear. They conquered Lightsea - the bustling port of Quzar transformed into a Grendel staging post. They raided along the coast of Calvos Sound, but Calvos itself evaded their grasp.&lt;br /&gt;
&lt;br /&gt;
They even [[A_beacon_of_smoke#Intercede_at_the_Lyceum_(Battle)|assailed the Lyceum]], that centre of Imperial magical study that sprawls across an island in the bay near Siroc. Here, also, they were turned back. During the Winter Solstice Imperial heroes managed to use the [[Sentinel Gate]] to reach the island. Magical wards were [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|raised]] - at least, those wards that would shroud the island in impenetrable fog and darkness, making it impossible for the Grendel to complete their raid, protecting the library, the staff, the students, and the visiting professors of the [[Commonwealth]]. As long as the wards last - until the start of the Winter Solstice 386YE - the island is safe. Safe, but isolated. The same wards that keep Grendel raiders at bay prevent Imperial rescuers reaching its shores. But the price of losing access to the Lyceum for a time is nothing compared to the risk of the bulk of Imperial lore - and the proprietary research of nearly four centuries of Imperial magicians - falling into the hands of the Grendel magicians.&lt;br /&gt;
==The Darkened Beacon==&lt;br /&gt;
While they were defeated at the Lyceum, the Grendel there were not the only raiders guided by a grim purpose. Also during the Winter Solstice, the Grendel and their allies destroyed the [[Madruga#Free_Landing|Shining Pillar]]. That massive white-and-gold tower was one of the most prominent landmarks in the Empire, and adopted by many Freeborn sailors as a symbol of the Brass Coast as a whole. Tired mariners on ships travelling to the far corner of the known world knew that when they could see the beacon of the Shining Pillar, they were almost home. It was a symbol of safety, of hearth and family, of Pride and Prosperity. Now the white granite tower is no more, the mithril mirrors broken, the [[A_beacon_of_smoke#Objective:_Rescue_the_Beacon_Watch|Beacon Watch]] slaughtered, and the malign intent of the Asavean [[A_beacon_of_smoke#Objective:_Kill_the_Priest_of_Wrecks|priest of wrecks]] and the orc &#039;&#039;High Priestess Shivaarn&#039;&#039; enacted. Or so it was believed in the weeks following the Solstice. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Asier i Elia i Guerra, Mandate, Freeborn Assembly, Upheld with a Greater Majority (152-0)&amp;quot;&amp;gt;The Virtuous build up their fellows. We are strongest when we recognise that we are all of one Empire. We send Ahraz i Guerra with 50 doses of liao to encourage the Freeborn to break the chain around the necks of the Bay and protect our allies from the ravages of the Grendel pirates.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Any Imperial ship captain in the western Bay of Catazar can confirm that the Shining Pillar is gone. The bravest report that servants of the [[Siakha|Tempest Maw]] hunt the seas around Atalaya and Quzar in worrying numbers. It seems that the Mistress of Wrecks [[A_beacon_of_smoke#Objective:_Deny_the_Carcharodons|found enough Victims]] to sate her &#039;&#039;carcharodons&#039;&#039; after all. Something new has risen in place of the Shining Pillar, a maelstrom of chaos and destruction that births monsters to ravage the Brass Coast - and perhaps even farther afield.&lt;br /&gt;
&lt;br /&gt;
The corsairs and Freeborn ship captains grieve, but they have a duty to perform. The Freeborn assembly has urged them to put aside thoughts of vengeance for the grievous injury done them by the Asaveans and the Grendel, for the destruction of Madruga, Shantarim, Osseini, and instead [[385YE Winter Solstice Synod judgements#Judgement_179|strive to protect trading vessels]] passing through the Bay&#039;s waters to [[the League]], [[Highguard]], and [[Urizen]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;My Freeborn, a tough decisions weighs upon my soul. Our territories burn. Our cries echo for Siroc. We are not defeated. We are not broken. The Burning Falcon will return to its place of rebirth and the Grendel will know our fury. Our Empire, siblings in Virtue, Blood and War are with us as we have been for them. Our promise to the Grendel begins here. We will rebuild and shatter their dreams and desires. They will be consumed by the flame of the coast. Triumphant Charge!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vincente i Zayden i Guerra, General of the Fire of the South&amp;quot;&amp;gt;Freeborn, we head to Madruga. Our homes, our blood, our very being is under attack. We march with our cousins from the Marches to unleash our fury upon the Grendel. Firstly we shall keep to the coast and sweep down to protect the construction of the Spider&#039;s Dream bridge. Then with an overwhelming assault with the bound knights of Tharim at our backs will ensure no Grendel shall these shores unscathed&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Bobert U. T. Thatcher, General of the Bounders&amp;quot;&amp;gt;The bounders will aid the Freeborn just as they aided us last summit. We go to Madruga to overstate the Grendel Forces there with an overwhelming Assault. For the Empire, for the bounders, for Bobert.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tancred of Meade, General of the Drakes&amp;quot;&amp;gt;Drakes, our cousins to the south need our help. We march to Madruga. We will strike with an overwhelming assault. Help free the Free Folk from the Grendel yoke. Shoulder your bills and tighten your brigs. We have work to do!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;Folk heroes of the reeds! The Cold Sun fell to our courage and bills. We have long proven our loyalty to Bregasland, but now we answer another call with an overwhelming assault. The Freeborn have bled for us, to liberate our land now the bonds of Loyalty call us to Madruga. A debt will be paid to them; one of blood steel and friendship. We do not bow, we do not break.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Counting Games==&lt;br /&gt;
The [[Spider%27s_Tollkeep#The_Spider&#039;s_Dream|Spider&#039;s Dream]] is still damaged from the [[Shallows_and_miseries#Meanwhile_in_Madruga|treacherous raid of Stephen of Sarcombe]] last year. Any army wishing to pass between Madruga and either [[Tassato]] or [[Sarvos]] must navigate the ruined bridge and the dangerous river-crossing as best they can, risking delays and worse. It will be just as difficult to move back across into [[the League]], should armies fighting in the territory need to retreat north rather than into [[Kahraman]] to the west.&lt;br /&gt;
&lt;br /&gt;
Yet considerations of risk do not give the Imperial generals cause. Shortly after the Winter Solstice, with the Freeborn people still uncertain what their future holds, with the Grendel continuing to raid and pillage and march their armies north into Calvos Sound, the armies of the Empire reach Madruga. The [[Fire of the South]] cross the Spider&#039;s Dream and even as the first warriors&#039; feet touch the southern banks they are forming up to march south. From [[Bregasland]] come the [[Bounders]], the [[Drakes]], and the [[Strong Reeds]] of the [[the Marches|Marchers]]. They sweep down through [[Mournwold]], through Jotun-threatened [[Kahraman]] and join the Fire of the South in [[Madruga#Torres|Torres]]. As the four armies prepare to go south, to where the Grendel armies are advancing, they are joined by a fifth. The [[Burning Falcon]] have taken the shortest route possible from [[Segura]], dodging the orc armies in [[Kahraman#Jade Range|Jade Range]] and erupting into Calvos Sound even as the main Imperial force hurls itself against the Grendel.&lt;br /&gt;
&lt;br /&gt;
The two forces could not easily be enacting more diametrically opposed strategies here. Certainly suspecting the Empire would not allow their terrible deeds to go unanswered, the bulk of the Grendel armies still in Madruga - the Storm Sharks, the Iron Gulls, the Naguerra - [[Army orders#Cautious advance|press cautiously]] into Calvos Sound from Lightsea. They are clearly expecting resistance, and they receive it in abundance as the five Imperial armies seek to overwhelm them, drive them back, and push into them back into [[Feroz]]. Or into the sea. &lt;br /&gt;
&lt;br /&gt;
Finally there are the Black Eels, and they seem less concerned with conquering the Brass Coast, with bringing Calvos Sound - and thus the whole of Madruga - within Grendel concerned. For those who fight under the banner of the sinuous sable sea-serpent, the main concern appears to be seizing as much wealth from the Freeborn as possible - at land or sea they care not - and bearing it away with them. If it is valuable, and not nailed down, the Black Eels will steal it - and if it &#039;&#039;is&#039;&#039; nailed down, and looks like it would fetch a good price, they will come back with crowbars. If there is a saving grace it is that their single-minded focus on pillage means they retreat from any significant Imperial military presence - but that offers little comfort to the Freeborn families trying to defend their homes or flee east or north with some fraction of their Prosperity still intact.&lt;br /&gt;
&lt;br /&gt;
As always with the orcs of Attar, their armies receive crucial support from the sea. Three navies, more than a hundred ships with sails of blue, green, and yellow, seek to [[Navy_orders#Shore_Offensive|secure coastal towns]], and reinforce the armies with their marines. Their main target appears to be the town of Calvos, the only remaining jewel of the Brass Coast shores that they have not plundered. A prize that, should they claim it, will in some way mark the absolute defeat of the Freeborn people.&lt;br /&gt;
&lt;br /&gt;
Both sides have magical support - the Drakes fight with [[Clarity of the Master Strategist|supernatural clarity]] and so do some of the Grendel. Both sides have their allies; mercenaries and independent captains fighting alongside the armies and the navies. The bulk of the Imperial captains fight with the [[Burning Falcon]], and a [[enchantment|network]] of [[Autumn magic]] grants them a [[Bound by Common Cause|supernatural ability to work together]] with the Freeborn army.&lt;br /&gt;
&lt;br /&gt;
The Freeborn force includes what at first appears to be a small force of Asaveans, to the surprise of many. They arrive as the Burning Falcon reach Torres, perhaps ninety young folk in unfamiliar armour with peculiar weapons. They angrily deny any suggestion they have common cause with the humans fighting alongside the Grendel; they are &#039;&#039;Marracossans&#039;&#039; and let none forget it. Representatives of the little enclave at [[Madruga#Trajadoz|Trajadoz]], they come to offer their support to the Freeborn armies.&lt;br /&gt;
&lt;br /&gt;
They are weak warriors; unused to discipline and lacking the endurance of a trained soldier. They more than make up for that with their knowledge of [[crafting skills#Artisan|crafting]], with a remarkable facility for repairing weapons and armour or bringing unexpected [[magic items]] to bear in the clinch. Half of them do not even speak Imperial, but they want to fight - partly inspired by a serious gift given them by Imperial citizens to help defend their new home, mostly by the knowledge that if the Grendel take Torres the orcs will not protect them from the Nemorians.&lt;br /&gt;
&lt;br /&gt;
The ashen knights of [[Tharim|the Bound King]] who fight with the Fire of the South mock these youthful enthusiasts to their faces and encourage their Freeborn allies to turn them away. The servants of Tharim have plenty of other things to occupy their attention in the fight against the Grendel, however, and soon lose interest. They slaughter orcs and mercenaries alike with equal glee, offering their deaths to their dark monarch, and urging those who fight alongside them to indulge their darkest passions, to take vengeance against the orcs who have dealt them so many blows over the years, to unleash their fury against the hateful Asaveans, against all those who would take their homes from them.&lt;br /&gt;
&lt;br /&gt;
For their part, the Grendel field plenty of mercenaries, both orc and human, especially among the Iron Gulls. And of course there are the three great Asavean warships - &#039;&#039;Balo&#039;s Grace&#039;&#039;, &#039;&#039;Leaping Bull&#039;&#039;, and &#039;&#039;Wind Tamer&#039;&#039; - and their attendant vessels. The great leviathans of the sea support the Tempest as they move to Calvos Sound - but then, unexpectedly, they peel away. Imperial scouts report that the ships are sailing south and east, and that while a few Grendel vessels pursued them they soon turned back. Are they on a different mission, another terrible errand of destruction? What is there left for them to destroy?&lt;br /&gt;
&lt;br /&gt;
Notable by their absence are the servants of [[Siakha]]. While they may have been gathered at the Shining Pillar, while they may be eager for slaughter and mayhem, it appears they have no stomach for the back-and-forth of strategic battle.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Uilean Cungaele, Storm Lord of the Tempest&amp;quot;&amp;gt;Calvos is a jewel on a ring of Brass. It will be ours, but as each jewel has its worth so we will weigh the cost carefully. The Empire has been sleeping, but now it awakens, and we must be vigilant - not only against Imperial reprisals. We must keep a weather eye on our allies, and ensure that their thirst for Retribution is not slaked at the cost of our Prosperity!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Mahri Lawrey, Storm Lord of the Golden Winds&amp;quot;&amp;gt;The Freeborn are rich, but do not forget that they are also as cunning and furious as the winds of Shayeel. We will take Calvos Sound, and we will conquer Torres, but remember that whoever we fight beside we are not ruiners, but conquerors. The wise fisher knows that they cannot fill their nets in empty seas.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Take it. Take it &#039;&#039;all&#039;&#039;.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Calvos==&lt;br /&gt;
The first big battle of the campaign to regain Madruga takes place at Calvos. The Grendel armada and the bulk of their forces attack along the coast to take the prosperous town. It&#039;s notable that even as the first Grendel ships disgorge their cargo of marines onto the Calvos docks, they give the [[Zemress#The_Seminary_of_Zemress|Seminary of Zemress]] a wide berth. No siege weapons are employed against the docks near the &#039;&#039;Kraken&#039;s Bane&#039;&#039; and the [[Hand_of_Guerra#House_of_Guerra|House of Guerra]], and there is no suggestion the orcs are here to burn. They are here to &#039;&#039;conquer&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Imperial forces have pushed themselves to reach Calvos ahead of the Grendel, and they barely make it in time. Fighting erupts across the town, and quickly spreads to the vineyards and the orangeries. The Black Eels arrive late, and rather than engage the Imperial forces they seek to tear apart the warehouses, the wineries, and the storehouses. Their fellow orcs look with envious eyes as their allies line their own pockets with plunder and fight only when engaged directly by the Empire.&lt;br /&gt;
&lt;br /&gt;
The Fire of the South and the Burning Falcon blaze with anger as they fight the Grendel. Many of the soldiers in those two armies came from Calvos, or somewhere like it. Some are almost consumed by their fury (egged on by the knights of Tharim), and the Grendel cannot hope to stand against it. No less terrible is the wrath of the Marchers, three armies united by the will to drive the orcs from Freeborn soil, inspired by their own recent victories over the [[Jotun|orcs of the west]] and over the &#039;&#039;scions&#039;&#039; of [[Things_that_burn#The_Ending_Tide|Cold Sun]]. They liberate Bregasland, and now they will liberate Madruga or die trying.&lt;br /&gt;
&lt;br /&gt;
When the Grendel finally break, when their soldiers and marines retreat, south along the coast or east into the Bay, silence falls over Calvos broken only by the cries of the wounded and the dying, by the weeping of the survivors, by the eager skirling calls of the gulls. Thousands of soldiers fallen in battle, orc and human alike, scattered in the streets and floating in the waters of the docks. The town still stands, though. What has been broken can be mended. The people are still free of the Grendel yoke. Yet the victory is sour. So many dead.&lt;br /&gt;
&lt;br /&gt;
That night, drawn by the bloodshed, the servants of the Maelstrom are spotted for the first time. A few hundred heralds, shark-like carcharodons and stranger beasts, emerge from the waters without warning. They are crazed, driven by an uncontrollable bloodlust, attacking without care or caution. They are quickly dealt with but those who face their attack are left shaken. Even those who have faced heralds of the Queen of Wrecks before say that these creatures, these terrible bloodthirsty monsters, are different than any they have seen before.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Marcher soldiers.jpg|caption=The soldiers of the Marches, come to aid their Freeborn neighbours.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Lightsea and Quzar==&lt;br /&gt;
There is little time to mourn, and less time to worry about the servants of Siakha. A token garrison is left in Calvos to protect it as its people begin to rebuild, to burn the bodies of the fallen as the funeral rites of the Freeborn dictate, to see the dead Marchers planted beneath the orange trees or returned to their homeland. The Imperial armies are on the move again, returning to their original goal. The end of the Grendel hold of Madruga.&lt;br /&gt;
&lt;br /&gt;
Lightsea is densely settled (for the Brass Coast), and in happier times well-known across the Empire for the friendliness of its [[The_Brass_Coast_economic_interests#Paradors|paradors]]. Under the Grendel it is a land of chaos and death, towns conquered and looted, all resistance crushed beneath the boot of the orcs of Attar. Their attack on Calvos Sound defeated, the Grendel forces fight to keep their grip on Lightsea. Armies clash across the grasslands, and while the Empire is not victorious in every battle, they slowly but surely win the war. The orcs are pushed south and east again, a disciplined retreat but one that is clearly part of a strategy of preserving orc lives rather than making the liberators pay for every inch of land. They fall back toward their base at Quzar. As they get closer to the sea, they fight more furiously. They receive reinforcement from the armada, morale strengthened by supplies of healing potions and more mundane materials, and by the aid of the Grendel marines.&lt;br /&gt;
&lt;br /&gt;
The second great battle of the campaign takes place a month or so before the Spring Equinox, and it is perhaps inevitable that it take place in Quzar. The bustling port town of white towers and stained glass is renowned for its beauty... but now it is a garrison town, a militarised camp of the Grendel forces charged with conquering the rest of Madruga. They have already begun to transform the place; barricades and palisades are being erected, the poor folk of the town pressed to the labour of defacing their own homes in the name of strengthening it against the threat of Imperial counter-attack. &lt;br /&gt;
&lt;br /&gt;
While they have fallen back before the Imperial armies, here the Grendel make a stand. They will not surrender Quzar without a fight, and the fighting is terrible indeed. The Grendel are dug-in here, like ticks, and for a time it looks as if the Imperial soldiers will have to choose between defeating their foe and leaving any part of Quzar intact. It&#039;s notable that the Asavean allies - the three great warships - are back and while they are clearly not allowed to bombard the town itself they are free to launch withering missiles against Imperial forces outside the town to the north and south.&lt;br /&gt;
&lt;br /&gt;
Some of the most vicious fighting takes place around the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], where a cadre of Grendel battle-magicians have occupied the markets and lodgings and gathered the plundered wealth of the [[hakima]] of Lightsea. There are reports that [[A_beacon_of_smoke#Objective:_Ransom_Sky_Mage_Faireoir|Sky Mage Faireoir]], one of the Grendel master-wizards responsible for orchestrating the assault on the Lyceum is leading this group, and they provide invaluable magical support to the Grendel soldiers fighting to keep the town under orc control. &lt;br /&gt;
&lt;br /&gt;
It isn&#039;t enough - not in the face of Freeborn fury and the irresistible force of the Burning Falcon - but at the last Faireoir and his fellows unleash a terrible weapon. The sky above the Parador of Salt and Sand seems to crack open in several places, allowing the [[Revelatory Light of the Empyrean Spheres|light of the Empyrean Spheres]] to flood through, paralysing the warriors fighting in the plaza. Only the fact that the light is indiscriminate - that it blasts and burns the minds of Grendel as eagerly as it does Imperials - prevents a terrible slaughter. By the time the light fades, Faireoir and his allies have escaped the Plaza, taking with them an unknown number of treasures seized from the hakima who once gathered there.&lt;br /&gt;
&lt;br /&gt;
The fighting continues through most of the day, and by noon it is obvious the Grendel cannot hold the town. Their strategy is too careful, too conservative, too concerned with holding on to what they have conquered. Against the overwhelming fervour of the Empire, they are forced to fall back once again. South, again, toward [[Madruga#Siroc Plains|Siroc Plains]], toward the ruined City of Sails, toward the border with [[Feroz]].&lt;br /&gt;
&lt;br /&gt;
Some attempt to escape by sea... and those soldiers who pursued the retreating orc warriors to the docks are witness to a horror sufficient to turn the stomachs of the most hardened warrior. The last three Grendel ships - three yellow-sailed ships of the Golden Winds - overrun with servants of Siakha. Carcharodons, both on the decks and in the water, and also less familiar creatures, those entities described by the prognosticators as being &amp;quot;living storms bound within a shroud of skin&amp;quot;, whose touch hurls the sailors and soldiers trying to flee the fall of Quzar into the blood-dimmed waters for their fellows to feast. Not just heralds, either but also a number of blood-soaked pirates with a terrible misshapen vessels of their own - tearing into the fleeing Grendel and those Imperial soldiers who stray onto the docks with equal abandon.&lt;br /&gt;
&lt;br /&gt;
Something, to put it mildly, is not right.&lt;br /&gt;
&lt;br /&gt;
The heralds are no match for the armies, and nor are the pirates that fight alongside them. Most refuse to flee, however, and must be killed - and killed hard - before they will stop trying to slaughter the people of Quzar. Another garrison left behind to protect Quzar- are the Imperial armies being stretched too thin? - more funerals, more weeping. Questions, without answers, and again not enough time to worry. The pressure cannot be allowed to ease, the Grendel must be kept running lest they regroup and launch a counter-attack. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Shark mouths.jpg|caption=The carcharodons of [[Siakha]] are remorseless killers, always eager for soft flesh and hot blood.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Spring is Coming==&lt;br /&gt;
But the Grendel do not try and regroup, at least not to launch a counterattack. Their flight quickly becomes a retreat, as they pull back toward Siroc Plains. The Empire follows. More fighting, more clashes, more bodies. The final tally for this season of war will come in a little over two and a half thousand Marchers who will not see their homes again, perhaps fifteen hundred Freeborn who spilled their heart&#039;s blood to free Madruga. The Grendel have paid almost as severe a price - their more cautious strategy could do only so much in the face of the strength arrayed against them.&lt;br /&gt;
&lt;br /&gt;
As the Spring Equinox draws near, the Freeborn and the Marchers have made minor inroads into Siroc Plains but the Grendel are still firmly in control. Not so the territory of Madruga - the Empire controls Torres, Calvos Sound, and Lightsea. The Grendel hold Siroc Plains and Free Landing. &lt;br /&gt;
&lt;br /&gt;
Or rather... it is &#039;&#039;assumed&#039;&#039; that they hold Free Landing. A handful of Grendel prisoners are interrogated, and they tell a confused story of treachery and murder. Of the fall of the Shining Pillar and a terrible miscalculation. Of Asavean priests fed screaming to sharks. Of murder and bloodshed, and the waters of Free Landing turning against the Grendel armada. Of the Mistress of the [[Bay_of_Catazar#Temple_of_Tempest_Jade|Temple of Tempest Jade]] calling her followers to battle against &#039;&#039;everyone&#039;&#039; who dwells along the shores of the Bay of Catazar in the name of her terrible goddess.&lt;br /&gt;
&lt;br /&gt;
Partial confirmation of these fears comes a mere ten days before the Spring Equinox. A lone pirate ship, hull bound in chains holding the bloated and gull-pecked bodies of both human and orc soldiers, approaches the docks of Quzar. It weighs anchor, and a scarred, heavily-armed orc warrior comes down onto the docks. She doesn&#039;t draw her sabre, she just waits, insolently. The garrison stand ready to repel the raiders, but when it is clear they are not attacking, two captains - a Marcher and a Freeborn - come carefully down to the quayside, to find out what she wants. &lt;br /&gt;
&lt;br /&gt;
The air thrums with tension, as before a storm. The pirates aboard their dreadful ship throng the railings, silently. Whoever this orc woman is, she is no diplomat. She spits into the sea, a gob of snot and blood and spittle, and a moment later the waters boil. Two massive carcharodons shark-heralds rise out of the water and clamber onto the docks behind her, towering over the orc. They bring with them the stench of blood and terror, causing one of the Imperial officers to take a step back, but the orc ignores them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have been sent to speak with you,&amp;quot; she says. Her voice ripples with contempt. &amp;quot;The High Priestess Shivaarn has a message for your rulers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She cocks her head slightly, waiting to see if the Imperials recognise the name. The Freeborn officer certainly does - the crazed Grendel priestess of the Temple of Tempest Jade is known on the Brass Coast. A servant of the mad [[eternal]] Siakha, and the architect of the Shining Pillar&#039;s downfall. Satisfied the orc continues.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Bay of Catazar belongs to us. It has been sanctified with blood and the High Priestess claims it as her domain. Not for the Salt Lords, or for the people of Attar or the Broken Shore, but for our mistress. For the Queen of Reefs, the Devouring Maelstrom, the Thunder-that-Roars, the Blade of Seas. For the goddess of storm and slaughter. It is hers - it is &#039;&#039;ours&#039;&#039; as it always should have been. From shore to shore it is ours, and whether you are Empire or Grendel, you cling to its borders only as our prey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The carcharodons pull their lips back from their monstrous teeth and give voice to an awful booming bellow. It is echoed by a terrible cheer from the pirate ship. There is no opportunity for further discourse, and it seems as if the bloodthirsty pirates intend to launch a doomed attack against the entire garrison at Quzar. But at the last moment, their emissary turns on her heel and strides back up the gangplank and the ship loosens its sail and returns the way it came. &lt;br /&gt;
&lt;br /&gt;
The heralds remain for a moment longer, looming alone on the docks, and then dive into the water and are gone.&lt;br /&gt;
&lt;br /&gt;
==Game Information: Madruga==&lt;br /&gt;
Mystic messages aside, the campaign in Madruga has resulted in victory, but at terrible cost. The Marcher and Freeborn armies have driven the Grendel out of Lightsea, and prevented them taking Calvos Sound. The orcs of the Broken Shore control Siroc Plains. It is not clear who controls Free Landing - but whatever the garbled stories of Grendel prisoners might say it is not in Imperial hands. The Blightheart - what was once the Great Grasses - remains under control of... whatever the heck controls the Blightheart.&lt;br /&gt;
&lt;br /&gt;
The Parador of Salt and Sand in Quzar is liberated, and the [[Hakima of Salt and Sand]] is once again free to gather their fellows in Lightsea, to find out how much damage the Grendel have done.&lt;br /&gt;
&lt;br /&gt;
The Brass Coast armies are still in decline, as detailed in [[A_beacon_of_smoke#Losses:_Military|A beacon of smoke]]. They need one more prosperous coastal region to prevent this.&lt;br /&gt;
==Game Information: No Seriously What&#039;s Going On?==&lt;br /&gt;
Further information about what is happening in the Bay of Catazar will be given in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
==Participation: Fire of the South==&lt;br /&gt;
A character who controlled a military unit that [[Military_unit#Support_Army|supported]] the [[Fire of the South]], and only the Fire of the South, this season may choose to have accepted a boon from the Knights of the Bound King. The boon works as an [[enchantment]] - meaning it will be removed if you receive a different enchantment. Otherwise it will last until the end of the Spring Equinox. While it persists it will allow you to make two uses of [[Heroic_skills#Unstoppable|unstoppable]] each day as if you knew the skill without spending any hero points. &lt;br /&gt;
&lt;br /&gt;
The boon also brings with it a &#039;&#039;roleplaying effect&#039;&#039;: you find it difficult to show mercy to your opponents; it feels good to execute fallen enemies on the battlefield, and easy to find excuses to do so. If someone flees or surrenders you find it difficult not to continue to press your attack until they are all dead. In social situations you are likely to lash out at anyone who you think is threatening you or your friends, and will feel the urge to draw weapons, defeat then, and then execute them.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Fire of the South you will need to email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to have the boon assigned to your character.&lt;br /&gt;
&lt;br /&gt;
==Siakha&#039;s Maw (Battle)==&lt;br /&gt;
Free Landing has been wrestled from the clutches of the Grendel, that much is certain, but that outcome is far from desirable for the Empire. The Freeborn islands are now firmly under the control of Siakha&#039;s cultists, led by &#039;&#039;High Priestess Shivaarn&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Salt Lords have renounced Siakha and those who follow her. Hundreds and hundreds of orcs - Grendel soldiers, pirates, and reavers - along with human mercenaries from across Attar, have now banded together as the &#039;&#039;Mother of Wrecks&#039;&#039; calls her followers to &#039;&#039;Siakha&#039;s Maw&#039;&#039; in Free Landing. This disparate force presents a significant and ongoing threat to Madruga that is made more troubling by the roiling waters and swirling maelstrom that surround the former location of the Shining Pillar. The monstrous heralds of Siakha that now patrol the coastal islands already make a direct assault a difficult proposition, and it seems that Shivaarn plans to make any attempted crossing even harder yet by unleashing dozens of kraken eggs into the waters as a further deterrent.&lt;br /&gt;
&lt;br /&gt;
Much of the latest information on Shivaarn has come from a troubling source. A Grendel going under the epithet the &#039;&#039;Sea-Wraith&#039;&#039; has been passing intelligence to Imperial forces. The Sea-Wraith professes to have a shared interest in seeing the Siakha cultists stopped, and claims to be supplying this information because they believe the Empire can act upon it using the Sentinel Gate. This individual is making some fairly extraordinary claims, but the prognosticators have looked into every scrap of information they have received and it all checks out... so far.&lt;br /&gt;
&lt;br /&gt;
===Objective: Prevent the Cult Releasing Their Kraken===&lt;br /&gt;
* &#039;&#039;&#039;Stop cultists from moving their kraken eggs to the coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Destroying  at least 13 eggs would stop the threat to the crossing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If 12 or more eggs survive it will prevent army movements between Free Landing and the rest of Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eggs are considered to be animals and it is not possible to bring them through the Sentinel Gate&#039;&#039;&#039;&lt;br /&gt;
The Cult of Siakha plans to isolate Free Landing from Madruga by making the coastal straits impassable to inshore craft. Information shared by Sea-Wraith reveals that the cult plans to release a number of [[Mundane_beasts#Kraken|kraken&#039;s eggs]] into the straits between Freelanding and Lightsea. Not native to the Bay of Catazar, kraken can grow to be fearsome ocean predators capable of killing whales and sinking ships. It is understood that kraken young normally grow slowly in the cold ocean, but can rapidly reach maturity in warmer, shallow seas where food is plentiful. If the kraken were released, Imperial, (or Grendel), armies attempting to storm Free Landing would be set upon by the voracious juveniles, a problem that would only compound as the kraken grew in size and became capable of snatching soldiers right off the deck of a boat.&lt;br /&gt;
&lt;br /&gt;
Without access to a navy, it would not be possible to move an army across the narrow waters to the region&#039;s many islands. Small fishing boats, costal traders, and ferries - all of which commonly travelled to Free Landing under the watchful light of the Shining Pillar - would be easily picked off and sunk by the predatory beasts. Young kraken would be no match for the kind of fighting vessels that make up a navy, but that wouldn&#039;t help the Empire. &lt;br /&gt;
&lt;br /&gt;
The Empire must destroy 13 - more than half - of Shivaarn&#039;s eggs being moved across the island during the conjunction. The kraken spawn are large rubbery sacs containing small gestating kraken. Easily destroyed, the eggs will be under guard and moved by skilled handlers drawn from former Kraken&#039;s Jaw moridun forces. Sources indicate that the cult will be wary in how they transport the creatures, using distractions to avoid detection, and avoiding gathering them all together in a single place. Imperial heroes will need to scour the entire area to seek out any hidden egg caches or track down orcs attempting to conceal one. A battlefield is a large place, so any attempt to locate the eggs will need to be thorough and it will be essential to communicate how many have been destroyed, lest a withdrawal is made before the objective is complete.&lt;br /&gt;
&lt;br /&gt;
===Objective: Prevent the Spring Rituals===&lt;br /&gt;
* &#039;&#039;&#039;Stop the cultists from casting Thunderous Deluge and Foam and Spittle of the Furious Sea by any means&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shivaarn&#039;s ritualists can only cast one ritual at each of the two regio&#039;&#039;&#039;&lt;br /&gt;
It would appear that [[Siakha|the Empress of Sharks]] has also offered [[Hurricane_party#Unleash_the_Maelstrom|her destructive boons]] to Shivaarn and her cultists. Unsurprisingly, the priests have leapt at the chance to spread chaos and destruction and thereby win the Maelstrom&#039;s favour. However they lack the magical strength to create such powerful ritual effects, so Siakha has provided them with a pair of boons that will allow them to boost the power of their ritual, but which will consume the power of the regio for a season once used. That will give the priests enough strength to cast the ritual - but it means they need two regio to perform them both.&lt;br /&gt;
&lt;br /&gt;
To solve that problem, the cult have come here to use &#039;&#039;the twins&#039;&#039; - a pair of weak Spring regio, located a short distance apart. Having two regio in close proximity will allow the Siakha worshippers to perform both rituals, provided they can access them.  The cult will have to deploy their ritualists carefully as a single regio will no longer function once they complete one of their rituals there so they will need to relocate to the other. &lt;br /&gt;
&lt;br /&gt;
In order to stop the cultists, Imperial forces have several options open to them:&lt;br /&gt;
&lt;br /&gt;
* Kill enough ritualists from the Spring coven to make casting impossible&lt;br /&gt;
* Hold one or both regios against the cult until they run out of time&lt;br /&gt;
* Locate the cult&#039;s quartermaster and relieve them of the mana, paraphernalia, and the precious ilium needed to cast the rituals&lt;br /&gt;
* Find a way to make it impossible to use one or both regio&lt;br /&gt;
&lt;br /&gt;
The cultists have a spring coven converging on the maw, desperate to perform their deity&#039;s bloody rites. The biggest weakness faced by the cult is that they have little skill, instead relying on potions, and foci to make up their shortfall. If the Empire can capture the orc tasked with overseeing the cult&#039;s ritual resources they could claim the treasure and stop the rituals. There is certain to be at least two rings of ilium, either with their quartermaster or the ritualists.&lt;br /&gt;
&lt;br /&gt;
===Objective: Free Mohrain Luain===&lt;br /&gt;
* &#039;&#039;&#039;Mohrain Luain, a scion of a wealthy merchant family has been captured by the Cultists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Return them to Anvil to obtain a reward of 15 thrones&#039;&#039;&#039;&lt;br /&gt;
It seems that the payment to the Red Ibis last season has already born surprise fruit. A missive sent by the scoundrel arrives in Anvil shortly before the equinox, with an unusual request for aid...&lt;br /&gt;
&lt;br /&gt;
The Luain family are a rich merchant dynasty in Dubhtraig that has old ties to the Salt Lords, providing equipment, clothing, supplies, and foodstuffs to the Grendel&#039;s armies and navies when on campaign. Their lucrative contracts have led to the family living pampered lives, isolated from the gruelling wars they enable. The youngest child of the Luain&#039;s has, in an act of rebellion and boredom of a life behind a merchant&#039;s desk joined the fighting in Madruga, leading a unit of Stone Born. Inept, ignorant, and excited in trying to prove themselves, the young Mohrain was quickly captured during the upheaval on Free Landing and is now being held by cultists of the &#039;&#039;Mother of Wrecks&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The youth&#039;s family are understandably shocked at this turn of events, desperate to see their child safe; so much so that they have contracted the Red Ibis to assist. Red Ibis has in turn approached the Empire to see if they are willing to help. Simply, rescue Mohrain and return them to Dubhtraig, then payment will be sent as recompense. If Mohrain can be freed from the cultists, then it should be easy to convince them to accept a casting of [[The Cuckoo&#039;s Egg]], enabling their extraction back to Anvil. &lt;br /&gt;
&lt;br /&gt;
Once they are back in Anvil, they will effectively be a prisoner. The Red Ibis says that Mohrain has a necklace with the family crest on it. A reward of 15 thrones will be sent to any Imperial citizen who offers the necklace - and a rune of [[Lann]] in a casting of [[Ephisis&#039; Scale]]. The civil service can then arrange the prisoner&#039;s safe return to his family.&lt;br /&gt;
&lt;br /&gt;
===Objective: Protect Sea-Wraith&#039;s Informant===&lt;br /&gt;
* &#039;&#039;&#039;Ensure Sea-Wraith&#039;s informant survives the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire ensure that Sea-Wraith&#039;s informant survives, he will arrange a chance for the Empire to assassinate Governor Rahab&#039;&#039;&#039;&lt;br /&gt;
The civil service have carefully checked all of the information provided by the Grendel who calls themselves &amp;quot;Sea-Wraith&amp;quot; and have been able to confirm all the details... bar this one. There is no reason to think the Grendel is lying, and every reason to think they are telling the truth (the Grendel place great store by [[Grendel_religion#Fidelity|Fidelity]]). But the sheer [[Grendel_religion#Audacity|Audacity]] of the offer and the depths of the betrayal involved, mean that the prognosticators are advising the Military Council to treat this offer with caution.&lt;br /&gt;
&lt;br /&gt;
Sea-Wraith claims to have an informant in Shivaarn&#039;s ranks. &#039;&#039;Sea Mage Tuairisc&#039;&#039; is a powerful [[The_League_magical_traditions#Realms|Sea ritualist]] operating in a unit of Storm Born. They remain loyal to the Salt Lords and are operating under-cover at great risk to themselves to pass information back to Sea-Wraith and the Council. The magician is carefully playing along with the cult&#039;s scheming and ritual preparations and his unit is unaware of his true loyalties. He can be easily recognised by his ritual regalia, a headpiece shaped from a shark&#039;s jaw bones.&lt;br /&gt;
&lt;br /&gt;
Sea-Wraith expresses the hope that the Empire will kill as many of the Siakha cultists as possible, but they are adamant that Tuairisc must survive the battle. If the Empire don&#039;t take the battle, then the spy should be fine, but if they do attack the cultists, then Sea-Wraith has asked the Military Council to do everything possible to ensure that the Sea Mage escapes unharmed and is not revealed to the enemy.&lt;br /&gt;
&lt;br /&gt;
In return, Sea-Wraith claims they will &#039;&#039;give the Empire Rahab&#039;&#039;. To be precise, they claim to be able to arrange a way for the Empire to attack and kill Rahab. The Grendel has provided no information on how this might be achieved, but presumably it would involve supplying the Empire with information on the governor&#039;s whereabouts. It is likely that if the Empire knows the location of Rahab then a conjunction of the Sentinel Gate might allow an opportunity to reach him.&lt;br /&gt;
&lt;br /&gt;
Sea-Wraith is very explicit - the will only betray Rahab to the Empire if the Empire attempts to stop the Siakha cultists and only if Tuairisc survives with his cover intact.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Blood in the Air===&lt;br /&gt;
* &#039;&#039;&#039;Guerra&#039;s Bluff is under the effect of a powerful Spring magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All characters experience a feeling of rising bloodlust&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character who does not resist the aura has a single use of CLEAVE with an appropriate melee weapon whilst in the location&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The land around &#039;&#039;Siakha&#039;s Maw&#039;&#039; is under the influence of a powerful Spring aura that affects everyone who travels to this location. Unless you have a way to resist the power you will experience the following roleplaying effect: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A coppery tang fills your nose and the mouth; you can feel a growing urge to succumb to savagery pulsing through your veins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character may resist this effect if they: &lt;br /&gt;
&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Draw on the spiritual strength of an anointing&lt;br /&gt;
* Draw on their [[merrow]] lineage and assume a calm demeanour&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&lt;br /&gt;
Whilst in the location any character can make a &#039;&#039;&#039;single&#039;&#039;&#039; [[Heroic_skills#Cleaving_Strike|CLEAVE]] call with any melee weapon other than a pike once during the battle. You do not need to expend a hero point or have the [[Heroic_skills#Cleaving_Strike|Cleaving Strike]] skill to use this ability. This ability is lost if the character resists the roleplaying effect at any point, or upon their return to Anvil.&lt;br /&gt;
&lt;br /&gt;
==Coursing (Feroz)==&lt;br /&gt;
* &#039;&#039;&#039;A suspicious Faraden agent has been travelling through the Brass Coast towards Feroz for unknown reasons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperials should intercept this individual and investigate before they reach the safety of Grendel lines&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Champion of Wisdom&#039;&#039; is responsible for preventing this possible threat to the Empire and discovering the truth&lt;br /&gt;
For the past week Freeborn militia in [[Segura]] have been tracking a suspicious individual dressed in Faraden garb. Having entered Yellow Chase, presumably from across the hills in Faraden, they were clearly avoiding attention and fled when encountered by citizens. While eluding the eyes of the Imperial authority they seem to be heading southeast towards the border of Feroz.&lt;br /&gt;
&lt;br /&gt;
While nobody has managed to talk to this person or ascertain why they are acting the way they are, it seems likely that they are trying to reach the Grendel. Whatever their purpose,  it is unlikely to be good for the Empire. It therefore falls to the [[Champion of Wisdom]], &#039;&#039;&#039;Valens Leos&#039;&#039;&#039;, to ensure that any potential threat does not come to pass and uncover any relevant information. As this individual may have crossed the border into Feroz proper by the time of the conjunction it is likely that Grendel patrols will be operating in the area; needless to say, it is imperative to ensure that this individual does not get the opportunity to meet with the Grendel.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phantasms_and_foam&amp;diff=141692</id>
		<title>Phantasms and foam</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phantasms_and_foam&amp;diff=141692"/>
		<updated>2026-07-14T10:08:59Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Spring]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Freeborn Shields.jpg|caption=Prize freedom and responsibility, and disdain arrogance.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Dream of Sleep==&lt;br /&gt;
The [[Red Wind Corsairs]] have [[Deep_blue_sea#As_The_Gull_Flies|slipped through the grasp]] of the [[Grendel]], and put to port in [[Madruga]]. Now, they sally forth for a new battle against an unfamiliar opponent. Marching south along the coast road, each village they pass through turns out to cheer, and to offer cheap food and drink to the Freeborn soldiers. The Freeborn are not unfamiliar with marshes, and are &#039;&#039;very&#039;&#039; familiar with fighting in waterlogged environments and make preparations as they march. They carry with them a supply of coracles, of precious lumber for crafting rafts, and a surprising number of dry socks.&lt;br /&gt;
&lt;br /&gt;
Alongside the soldiers of the Brass Coast is some two thousand force of additional soldiers. The majority are led by Freeborn captains but Dawn, the Marches, and Urizen are also represented. Each brings their own particular experience to the mix: Dawn is no stranger to wild and dangerous places; the Marchers know marshland well; and even the most mundane Urizen soldier is likely to have some insight into the magical resonances that flow through the bayou.&lt;br /&gt;
&lt;br /&gt;
Magical resonances that are not limited to the Bayou, at least not this season. As the Corsairs begin to move, [[Night magic]] begins to trickle into Madruga, through the gaps between dreams. It oozes from [[Madruga#Calvos|Calvos]] to [[Madruga#Quzar|Quzar]] like thick, sweet treacle. It pools around the soldiers&#039; campfires, at the thresholds of the paradors, in the echoes of music played by the shepherds and cowherds on the inland plains. It blooms in the half-reverie of those at sea when the motion of the waves lulls them to illicit slumber. Vivid dreams of dark, fantastical forests, full of eerie plants and flowers, constantly shifting in size, shape, and colour. Unsettling dreams of strange beasts moving through the trees, watching the dreamer, shadowing their movements. Visionary dreams of some imagined past, indistinguishable from memories of things that happened and daydreams of things that might have. Each night, strange dreams, beneath a sky speckled with [[Astronomancy#Constellations|distant stars]].&lt;br /&gt;
&lt;br /&gt;
Yet, stranger things than dreams happen in Madruga all the time these days it seems. A topic for conversation over breakfast - and is there anything less interesting than hearing another speak of their dreams? The Brass Coast is a land of wonders, after all, and nowhere is this more true than Madruga in the wake of the [[Where the river rises|river&#039;s rising]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Spring by Michalina.jpg|caption=This is the place. This has always been the place.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Silt and Dust==&lt;br /&gt;
Before it was transformed, [[Madruga#Siroc_Bayou|Siroc Bayou]], and [[Madruga#Crucible|Crucible]] to the west, were once fertile grassland blanketed with farms. The land is just as rich as it was, but is now sodden with the magic-infused waters of the Scorrero. A great dripping expanse of trees, streams, ponds, pools, reeds, and everywhere flowers. Flowers in breathtaking variety, a riot of shade and shape that can be just a little overwhelming as it sweeps a patchwork quilt of colours in all directions.&lt;br /&gt;
&lt;br /&gt;
The fecundity of Spring ripples in the waters everywhere, and life thrums through the marshlands. The natural creatures of the river - the birds, the fish, the little burrowing mammals, the insects - have prospered in the remade land. Yet Spring magic always brings a little chaos and ruin with it, wherever it rises, and the magic that helped give birth to this place was  cruel in its own way. There are beasts here that have never been seen elsewhere. Ten-legged freshwater crabs that grow a little bigger each season and show no sign of stopping, their shells marbled with vibrant blues and golds and purples. Winged birds that flit and stutter through the air like living still lives caught in a lightning flash, their weirdly mobile beaks perfectly adapted for sipping nectar from the marsh flowers. Mobile mats of root and flower that drift seemingly aimlessly in the slower waters along the Bay of Oran, feeding on the fish too slow or foolish to avoid their lazy grasping tendrils. Enormous herons, taller than any Freeborn, with barbed beaks that hunt the giant frogs and the gliding newts that throng along the water-banks.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Where there is life there is also death, but here in the south it is hidden beneath a great morass of rainbow colours. There has been war here, in past both recent and distant; humans and orcs have fought along the Scorrero for centuries. The waters of the wild river themselves have killed almost as many of those who worked the old ilium nets as the Grendel did - or at least that&#039;s what the stories say. For every body recovered from the waters, two more sank to the bottom and were smothered in silt. Now, something has given them a wake-up call it seems. The scouts talk of unnatural individuals, and small groups of skeletal battered remains stalking through the marshes, draped in flowers, moss, and mud that makes it impossible to tell if they were human or orc before time and water smoothed away such differences and made them irrelevant. They are not hostile, unless someone seeks to interfere with them or their odd activities. One Freeborn, a child of pre-Rahab Feroz, suggests that they are, against all the odds, tending to the marshes. &#039;&#039;Gardening&#039;&#039;, as she puts it.&lt;br /&gt;
&lt;br /&gt;
Yet it is the transfiguring nature of Night that overlies both life and death here. Change, and wonder, and strangeness in the air. The land itself shifts over time, rivers and streams finding new courses with deliberate slowness. Attempts to map the Siroc Bayou, beyond locating major landmarks, proves tricky. Worse, once the Red Wind Corsairs are actually surrounded by the marsh - once it stretches from horizon to horizon - things become ever odder. The passage of time seems to becomes just a little unpredictable. The sun may seem to hang in the sky for an hour, unmoving, or it might judder quickly along its route, moving in the span of five minutes a distance that would normally take an hour. The moon is worse; within the marshes it seems always to be full and silver, and just a little larger than might be anticipated.&lt;br /&gt;
&lt;br /&gt;
Where time is odd, distance and direction are even odder. It is as if the Siroc Bayou contains much more space than it ought to, that the marshes are larger within their borders than they have any right to be. The only constant is the river flowing to the south, but even then there are reports of strangeness. As one travels further into Siroc Bayou, the Scorrero seems to get wider. At one point, several weeks in, the Freeborn soldiers on the riverbanks find the fast-flowing river seems to be nearly three miles across, the shores of [[Feroz]] impossibly distant. There is discussion about where they may find themselves if they made rafts and poled across to the other side. Nobody would risk swimming in these waters, not here, not now.&lt;br /&gt;
&lt;br /&gt;
In hindsight, the decision to [[Clarity of the Master Strategist|enchant the army]] with powerful [[Day magic]] seems almost prescient. The enchantment helps patrols and expeditionary bands remain confident that they can find one another in the mysterious mashes. It helps the captains and commanders make sense of the alien quality of the Bayou, maintain their resolve and clarity in the face of strangeness. It helps scouts see through the subtle deceptions and camouflage this place seems to throw up almost instinctively against the Imperial advance.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Velasco i Guerra, General of the Fire of the South&amp;quot;&amp;gt;Home calls. We have burnt brightly and fulfilled our loyalty to the Marchers. Now we head to Madruga to rekindle. We shall march to Lightsea and make use of the delights of Quzar. Keep an eye to the sea and your weapons to hand.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Regardless of all the strangeness, though, the Bayou does not appear to be overly dangerous. Unlike the marshes and swamps of Sarangrave, this place doesn&#039;t seem to be actively trying to kill the intruding Freeborn. Some soldiers wonder if this is due to the nature of the Brass Coast - that they are more open to wonder and strangeness than their fellow Imperials - but that idea is roundly mocked especially by the soldiers of other nations accompanying the army. As the weeks turn to months, the Red Wind Corsairs establish supply caches, campgrounds, and even a few watchtowers across the eastern Siroc Bayou. Step by step, it becomes just a little more known, a little more nailed down. A little more Imperial, a little more part of Madruga and the Brass Coast than it was.&lt;br /&gt;
&lt;br /&gt;
Or rather, the marshes do not seem to be trying to kill the trespassers &#039;&#039;at first&#039;&#039;. But more of that in a moment.&lt;br /&gt;
&lt;br /&gt;
==Take Your Prize==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Suran.PNG|caption=The Suranni call on their Maiden of Battle to bless their final attack on the Children of Wrecks.|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Destruction of the Shining Pillar.jpg|caption=The destruction of the Shining Pillar was heartbreaking for many Freeborn.|title=Art by Juniper Orton|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the same time as the Corsairs move south, the Fire of the South undertake the long marsh home from Bregasland. Even as their fellows press into &#039;&#039;terra incognita&#039;&#039;, they take up defensive positions around Quzar. Perhaps there is an irony to exchanging a billet near a Marcher marsh for one near a Freeborn marsh. They are no less welcomed than the Red Wind Corsairs, but they cannot help but bring with them a tinge of worry. They are here to look east, across the waters of the monster-haunted Quzar channel toward the islands of Free Landing. They are here to stand vigilant watch against the approach of the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
As the Corsairs explore the bayou, the Suranni forces in Feroz move. The Wings of Kobol - the [[navy]] that lead the [[Red_skies#Swords_of_the_South|assault against Cazar Straits]] - sweeps north across the Bay of Oran, toward Free Landing. They are not alone - a second force of warships sails with them. Between them they carry an uncertain number of Suranni soldiers, grim-faced heavily armoured soldiers of the south. Their intent is simple; smash the last of the Children of Wrecks and claim the islands where the Brass Coast began for the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
The Suranni are joined by a little over a thousand strength of Freeborn ship captains, [[Gossamer_threads#Spears_of_Retribution|invited to join]] the battle against the Children of Wrecks by the Dukes of the south. It is a chance to gain a little vengeance against those who have assailed the eastern Brass Coast time and again, but perhaps more importantly it is a chance to recover treasures from the islands before they fall under the dominion of the Dukes. The islands here were the first home of the Freeborn and the town of Atalaya marks the spot where the Brass Coast proper began, and has become something of a museum and archive of the history of the nation founded by [[Riqueza]], [[Erigo]], and [[Guerra]] all those centuries ago.&lt;br /&gt;
&lt;br /&gt;
The watchers along the coast cannot of course guess what is going on in Free Landing, but there are certain signs. The weather deteriorates quickly once the Iron Confederacy engages. There are columns of smoke on the horizon, lightning flashes, rumbling in the deeps. Perhaps two months after the Spring Equinox, a near catastrophic tempest erupts across the islands, howling winds and torrential rains pounding Lightsea and Calvos Sound. Then, several hours late, the weather gets even &#039;&#039;worse&#039;&#039; but only for a few moments, after which an eerie silence falls. Then, perhaps an hour later, massive waves smash against the coast of Madruga, bringing with them the flotsam and jetsam of battle, the bodies of many dead pirates and servants of Siakha, and the strong suggestion that the fighting is over.&lt;br /&gt;
&lt;br /&gt;
A few weeks later, the Freeborn corsair vessels that sailed with the Suranni arrive in Quzar - already mostly recovered from the weather and the waves thanks to skills earned with bitter experience. They carry with them in their holds a great many treasures of the Brass Coast thought lost forever - relics and archives - and the news that the Iron Confederacy has been victorious. The Children of Wrecks are broken, the Maw of Siakha has been closed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Spiderweb.jpg|caption=Things are connected.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==All Rivers are One River==&lt;br /&gt;
When that mighty tempest erupts across Free Landing, and the massive waves pound the Brass Coast, the Red Wind Corsairs are deep in Siroc Bayou. They are making reasonable headway in their task, despite the sudden downturn in the weather. Yet that same night, with nine stars of [[the Web]] bright in the sky over the marshes, something shifts in the waters. The sentries at the main encampment established by the Freeborn soldiers report the approach of an armed force. Initially it is assumed to be a returning patrol, or perhaps some soldiers from the Fire of the South come to support their comrades in their conquest of the marsh. Then it becomes clear they are orcs, perhaps a lost Grendel cohort caught in the flooding of the Siroc.&lt;br /&gt;
&lt;br /&gt;
The truth is significantly stranger, but no less dangerous. These orcs wear unfamiliar armour, and march beneath an unfamiliar banner - an orange flame on a black field. With them are two dozen warriors in archaic armour of a very old Highborn style, but wearing surcotes of ruby, and gold, and topaz. The starlight glints from the sharp weapons of human and orc alike, but more worryingly it also glints in their eyes which are like pools of starlight. The humans begin to sing a song of conquest and battle, and the orcs begin their own hymn of war, and together they fall upon the encampment. Battle is joined, violence blossoming like a red rose in an area the Corsairs thought secured.&lt;br /&gt;
&lt;br /&gt;
Almost immediately the idea that this is some natural force, perhaps of bandits or... or something... is dispelled. When defeated, these attackers leave no remains behind. Body, weapon, armour, everything just disappears as soon as it is unobserved. They do not even leave bloodstains. Even the wounds their weapons inflict are not quite right. In the moment, blood sprays and bone breaks as normal but a moment later there is no sign of actual injury - but the pain remains. A cleft limb remains useless, it just shows no sign of the harm that broke the bone. Those who fall before these phantasmal injuries still die, but their bodies are left untouched by any sign of injury. The dead look as if they have simply fallen asleep.&lt;br /&gt;
&lt;br /&gt;
The Corsairs fight off the attackers, but are left bewildered and unsure what has happened. With the morning sun the only sign that these assailants were ever there are the small number of fallen Freeborn, and mud trashed up by the boots of the Corsairs themselves. Nothing else remains.&lt;br /&gt;
&lt;br /&gt;
Over the next week, as the Solstice gets closer, there are more reports of similar incidents. Phantom soldiers who seem to come from nowhere, and go to nowhere when defeated. Horrible beasts that are as unreal as they are terrifying. Even reports of nightmare shapes drawn from the worst dreams of the soldiers they fight. At first there is concern they may be ghosts, but this is quickly dispelled. These don&#039;t seem to be the spirits of fallen warriors, but rather phantasms. Things of raw Night magic, created in the image of memories roused up from the marshes. Phantoms of the orcs the Freeborn drove out, and of the first Freeborn themselves before they were truly born free. Phantoms of Grendel, and the armies that have fought the Brass Coast for centuries. Phantoms of people nobody recognises, either because they fought here so long ago they have been utterly forgotten, or because they are taken from some childish reverie or daydream since discarded. Given a simulacrum of existence by the marshes themselves, and sent to protect its secrets from the invaders.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear if this is a result of the burst of Spring magic released when the Maw of Siakha was shut, or some magical chaos spun by the [[Astronomancy|stars]], or a &amp;quot;natural&amp;quot; quality of the deep Bayou, or some enigmatic combination of all three. But as the season ends, the advance of the Red Wind Corsairs has slowed to a crawl.&lt;br /&gt;
&lt;br /&gt;
==Stand Tall at the High Tide==&lt;br /&gt;
As the Solstice approaches, the weather has cleared. From sour and violent, the sky has become a beaming blue expanse with nary a cloud in sight, and only the gentlest of breezes to break the heat of Summer. Oh, there has been flooding, and the high winds and higher waves have left their mark, but in all honesty, though, the Freeborn of Quzar and Calvos have begun to become used to having sea invading their homes. They have built defences, and learned how to drive unwelcome saltwater back out before it becomes too comfortable.&lt;br /&gt;
&lt;br /&gt;
The Red Wind Corsairs remain in the marshes, battling with strange geography and stranger phantasms. Yet they have made progress, and another push next season will surely bring the bayou under the notional control of the Empire - assuming the situation remains the same and these figments of the past and out of dream do not escalate to some more significant threat.&lt;br /&gt;
&lt;br /&gt;
There are of course reports of fleeing pirates and privateers along the eastern coast of Madruga, but any that dare to make landfall here are dealt with by the Fire of the South. A few make it further afield, but they receive a similarly fatal welcome from the garrison of Mora&#039;s Rock, or from the guardians of Sarvos. The only Children of Wrecks to escape the utter disaster in Free Landing are those who fled out into the Bay of Catazar, and there is no respite for them there. Imperial, Grendel, and Sarcophan vessels alike will hunt them wherever they try to run, wherever they try to hide.&lt;br /&gt;
&lt;br /&gt;
The tale of the Children of Wrecks has been one of needless suffering and thoughtless destruction wherever they went, but now their short story is over, and there is nobody in all the world who will weep to see them gone.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Madruga===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs have made some headway in conquering the Siroc Bayou&lt;br /&gt;
* &#039;&#039;&#039;Suranni forces have conquered Free Landing with Freeborn assistance&lt;br /&gt;
* &#039;&#039;&#039;While some of their leaders are unaccounted for the Children of Wrecks are no more&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment of Night magic lies over the territory&lt;br /&gt;
The Red Wind Corsairs are about three-fifths of the way towards claiming the Siroc Bayou for the Empire. The main obstacle slowing their advance is the &#039;&#039;[[Madruga#Wild|wild]]&#039;&#039; quality possessed by the Bayou and the neighbouring Crucible. This means that it takes fifteen victory points to completely claim the region rather than the usual ten.&lt;br /&gt;
&lt;br /&gt;
The Iron Confederacy has conquered Free Landing, and broken the Children of Wrecks. The Maw of Siakha has closed, and the Suranni are now in control of the entire region. In the process Freeborn corsairs have helped to liberate the remaining historical relics of the Founding, and ferried them to safety in Quzar. Likewise, the Suranni have been true to their word and allowed any Imperial citizens imprisoned by the Children of Wrecks to be escorted to safety on the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
The Children of Wrecks as a whole no longer threaten the Bay of Catazar. With their navy sunk by the Red Wind Corsairs, and the Iron Confederacy having crushed them on the islands of Madruga and Feroz the few survivors have scattered. &lt;br /&gt;
&lt;br /&gt;
Madruga has been enchanted this season with a potent aura of [[Night magic]]. This magic bring strange dreams, and increases the likelihood of encounters with the [[Realms#Night|realm]]. Whether it has impacted the appearance of the phantoms in Siroc Bayou is left to the speculation of magicians, but further information about this enchantment and what it portends will be found in the &#039;&#039;&#039;[[Winds of magic]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Participation : Red Wind Corsairs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs engaged in a &#039;&#039;Daring Raid&#039;&#039; in Siroc Bayou and have recovered some treasures&lt;br /&gt;
* &#039;&#039;&#039;Military units that supported the Red Wind Corsairs this season will receive a small bounty of marsh flowers&lt;br /&gt;
The Red Wind Corsairs undertook a [[Daring Raid]] in Siroc Bayou. While they have not captured any enemy captains, they have nonetheless made a good accounting of the treasures of the marshes. This will include an amount of [[ilium]], with the remainder split between [[herb|herbs]] and the mysterious and unpredictable [[marsh flowers]] that grow all over the marshes.&lt;br /&gt;
&lt;br /&gt;
Any character whose [[military unit]] supported the Red Wind Corsairs this season will also receive a marsh flower in their pack at the event. &lt;br /&gt;
&lt;br /&gt;
Players will need to provide their own phys-reps for the flowers; small paper blooms in exotic colours are ideal.&lt;br /&gt;
===Participation : Wings of Kobol===&lt;br /&gt;
* &#039;&#039;&#039;Freeborn characters who supported the Wings of Kobol have a more detailed understanding of what happened in Free Landing&lt;br /&gt;
* &#039;&#039;&#039;They will receive an OOC report in their pack at the event which details the events they participated in&lt;br /&gt;
A number of Freeborn corsairs participated in the attack on Atalaya alongside the Iron Confederacy, and were responsible for securing the historical legacy of Atalaya. Beyond the fact that they have successfully recovered relics and documents from the historic town where the Brass Coast began, and that the Iron Confederacy has been victorious in their attack on the islands, nothing else is public knowledge. It will be up to them what they make public, although following the Summer Solstice information about the campaign here will surely spread (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the report to the main wiki after the Summer event).&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Deep blue sea]] - 388YE Spring wind of war covering events on the Bay of Catazar&lt;br /&gt;
* [[Red skies]] - 387YE Winter wind of war covering events on the Bay of Catazar&lt;br /&gt;
* [[Made anew]] - 386YE Winter wind of fortune concerning the changes to Madruga in the wake of the river rising&lt;br /&gt;
* [[Where the river rises]] - 386YE Autumn wind of fortune detailing the rising of the Scorrero&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phantasms_and_foam&amp;diff=141691</id>
		<title>Phantasms and foam</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phantasms_and_foam&amp;diff=141691"/>
		<updated>2026-07-14T10:08:35Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Spring]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Freeborn Shields.jpg|caption=Prize freedom and responsibility, and disdain arrogance.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Dream of Sleep==&lt;br /&gt;
The [[Red Wind Corsairs]] have [[Deep_blue_sea#As_The_Gull_Flies|slipped through the grasp]] of the [[Grendel]], and put to port in [[Madruga]]. Now, they sally forth for a new battle against an unfamiliar opponent. Marching south along the coast road, each village they pass through turns out to cheer, and to offer cheap food and drink to the Freeborn soldiers. The Freeborn are not unfamiliar with marshes, and are &#039;&#039;very&#039;&#039; familiar with fighting in waterlogged environments and make preparations as they march. They carry with them a supply of coracles, of precious lumber for crafting rafts, and a surprising number of dry socks.&lt;br /&gt;
&lt;br /&gt;
Alongside the soldiers of the Brass Coast is some two thousand force of additional soldiers. The majority are led by Freeborn captains but Dawn, the Marches, and Urizen are also represented. Each brings their own particular experience to the mix: Dawn is no stranger to wild and dangerous places; the Marchers know marshland well; and even the most mundane Urizen soldier is likely to have some insight into the magical resonances that flow through the bayou.&lt;br /&gt;
&lt;br /&gt;
Magical resonances that are not limited to the Bayou, at least not this season. As the Corsairs begin to move, [[Night magic]] begins to trickle into Madruga, through the gaps between dreams. It oozes from [[Madruga#Calvos|Calvos]] to [[Madruga#Quzar|Quzar]] like thick, sweet treacle. It pools around the soldiers&#039; campfires, at the thresholds of the paradors, in the echoes of music played by the shepherds and cowherds on the inland plains. It blooms in the half-reverie of those at sea when the motion of the waves lulls them to illicit slumber. Vivid dreams of dark, fantastical forests, full of eerie plants and flowers, constantly shifting in size, shape, and colour. Unsettling dreams of strange beasts moving through the trees, watching the dreamer, shadowing their movements. Visionary dreams of some imagined past, indistinguishable from memories of things that happened and daydreams of things that might have. Each night, strange dreams, beneath a sky speckled with [[Astronomancy#Constellations|distant stars]].&lt;br /&gt;
&lt;br /&gt;
Yet, stranger things than dreams happen in Madruga all the time these days it seems. A topic for conversation over breakfast - and is there anything less interesting than hearing another speak of their dreams? The Brass Coast is a land of wonders, after all, and nowhere is this more true than Madruga in the wake of the [[Where the river rises|river&#039;s rising]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Spring by Michalina.jpg|caption=This is the place. This has always been the place.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Silt and Dust==&lt;br /&gt;
Before it was transformed, [[Madruga#Siroc_Bayou|Siroc Bayou]], and [[Madruga#Crucible|Crucible]] to the west, were once fertile grassland blanketed with farms. The land is just as rich as it was, but is now sodden with the magic-infused waters of the Scorrero. A great dripping expanse of trees, streams, ponds, pools, reeds, and everywhere flowers. Flowers in breathtaking variety, a riot of shade and shape that can be just a little overwhelming as it sweeps a patchwork quilt of colours in all directions.&lt;br /&gt;
&lt;br /&gt;
The fecundity of Spring ripples in the waters everywhere, and life thrums through the marshlands. The natural creatures of the river - the birds, the fish, the little burrowing mammals, the insects - have prospered in the remade land. Yet Spring magic always brings a little chaos and ruin with it, wherever it rises, and the magic that helped give birth to this place was  cruel in its own way. There are beasts here that have never been seen elsewhere. Ten-legged freshwater crabs that grow a little bigger each season and show no sign of stopping, their shells marbled with vibrant blues and golds and purples. Winged birds that flit and stutter through the air like living still lives caught in a lightning flash, their weirdly mobile beaks perfectly adapted for sipping nectar from the marsh flowers. Mobile mats of root and flower that drift seemingly aimlessly in the slower waters along the Bay of Oran, feeding on the fish too slow or foolish to avoid their lazy grasping tendrils. Enormous herons, taller than any Freeborn, with barbed beaks that hunt the giant frogs and the gliding newts that throng along the water-banks.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Where there is life there is also death, but here in the south it is hidden beneath a great morass of rainbow colours. There has been war here, in past both recent and distant; humans and orcs have fought along the Scorrero for centuries. The waters of the wild river themselves have killed almost as many of those who worked the old ilium nets as the Grendel did - or at least that&#039;s what the stories say. For every body recovered from the waters, two more sank to the bottom and were smothered in silt. Now, something has given them a wake-up call it seems. The scouts talk of unnatural individuals, and small groups of skeletal battered remains stalking through the marshes, draped in flowers, moss, and mud that makes it impossible to tell if they were human or orc before time and water smoothed away such differences and made them irrelevant. They are not hostile, unless someone seeks to interfere with them or their odd activities. One Freeborn, a child of pre-Rahab Feroz, suggests that they are, against all the odds, tending to the marshes. &#039;&#039;Gardening&#039;&#039;, as she puts it.&lt;br /&gt;
&lt;br /&gt;
Yet it is the transfiguring nature of Night that overlies both life and death here. Change, and wonder, and strangeness in the air. The land itself shifts over time, rivers and streams finding new courses with deliberate slowness. Attempts to map the Siroc Bayou, beyond locating major landmarks, proves tricky. Worse, once the Red Wind Corsairs are actually surrounded by the marsh - once it stretches from horizon to horizon - things become ever odder. The passage of time seems to becomes just a little unpredictable. The sun may seem to hang in the sky for an hour, unmoving, or it might judder quickly along its route, moving in the span of five minutes a distance that would normally take an hour. The moon is worse; within the marshes it seems always to be full and silver, and just a little larger than might be anticipated.&lt;br /&gt;
&lt;br /&gt;
Where time is odd, distance and direction are even odder. It is as if the Siroc Bayou contains much more space than it ought to, that the marshes are larger within their borders than they have any right to be. The only constant is the river flowing to the south, but even then there are reports of strangeness. As one travels further into Siroc Bayou, the Scorrero seems to get wider. At one point, several weeks in, the Freeborn soldiers on the riverbanks find the fast-flowing river seems to be nearly three miles across, the shores of [[Feroz]] impossibly distant. There is discussion about where they may find themselves if they made rafts and poled across to the other side. Nobody would risk swimming in these waters, not here, not now.&lt;br /&gt;
&lt;br /&gt;
In hindsight, the decision to [[Clarity of the Master Strategist|enchant the army]] with powerful [[Day magic]] seems almost prescient. The enchantment helps patrols and expeditionary bands remain confident that they can find one another in the mysterious mashes. It helps the captains and commanders make sense of the alien quality of the Bayou, maintain their resolve and clarity in the face of strangeness. It helps scouts see through the subtle deceptions and camouflage this place seems to throw up almost instinctively against the Imperial advance.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Velasco i Guerra, General of the Fire of the South&amp;quot;&amp;gt;Home calls. We have burnt brightly and fulfilled our loyalty to the Marchers. Now we head to Madruga to rekindle. We shall march to Lightsea and make use of the delights of Quzar. Keep an eye to the sea and your weapons to hand.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Regardless of all the strangeness, though, the Bayou does not appear to be overly dangerous. Unlike the marshes and swamps of Sarangrave, this place doesn&#039;t seem to be actively trying to kill the intruding Freeborn. Some soldiers wonder if this is due to the nature of the Brass Coast - that they are more open to wonder and strangeness than their fellow Imperials - but that idea is roundly mocked especially by the soldiers of other nations accompanying the army. As the weeks turn to months, the Red Wind Corsairs establish supply caches, campgrounds, and even a few watchtowers across the eastern Siroc Bayou. Step by step, it becomes just a little more known, a little more nailed down. A little more Imperial, a little more part of Madruga and the Brass Coast than it was.&lt;br /&gt;
&lt;br /&gt;
Or rather, the marshes do not seem to be trying to kill the trespassers &#039;&#039;at first&#039;&#039;. But more of that in a moment.&lt;br /&gt;
&lt;br /&gt;
==Take Your Prize==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Suran.PNG|caption=The Suranni call on their Maiden of Battle to bless their final attack on the Children of Wrecks.|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Destruction of the Shining Pillar.jpg|caption=The destruction of the Shining Pillar was heartbreaking for many Freeborn.|title=Art by Juniper Orton|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the same time as the Corsairs move south, the Fire of the South undertake the long marsh home from Bregasland. Even as their fellows press into &#039;&#039;terra incognita&#039;&#039;, they take up defensive positions around Quzar. Perhaps there is an irony to exchanging a billet near a Marcher marsh for one near a Freeborn marsh. They are no less welcomed than the Red Wind Corsairs, but they cannot help but bring with them a tinge of worry. They are here to look east, across the waters of the monster-haunted Quzar channel toward the islands of Free Landing. They are here to stand vigilant watch against the approach of the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
As the Corsairs explore the bayou, the Suranni forces in Feroz move. The Wings of Kobol - the [[navy]] that lead the [[Red_skies#Swords_of_the_South|assault against Cazar Straits]] - sweeps north across the Bay of Oran, toward Free Landing. They are not alone - a second force of warships sails with them. Between them they carry an uncertain number of Suranni soldiers, grim-faced heavily armoured soldiers of the south. Their intent is simple; smash the last of the Children of Wrecks and claim the islands where the Brass Coast began for the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
The Suranni are joined by a little over a thousand strength of Freeborn ship captains, [[Gossamer_threads#Spears_of_Retribution|invited to join]] the battle against the Children of Wrecks by the Dukes of the south. It is a chance to gain a little vengeance against those who have assailed the eastern Brass Coast time and again, but perhaps more importantly it is a chance to recover treasures from the islands before they fall under the dominion of the Dukes. The islands here were the first home of the Freeborn and the town of Atalaya marks the spot where the Brass Coast proper began, and has become something of a museum and archive of the history of the nation founded by [[Riqueza]], [[Erigo]], and [[Guerra]] all those centuries ago.&lt;br /&gt;
&lt;br /&gt;
The watchers along the coast cannot of course guess what is going on in Free Landing, but there are certain signs. The weather deteriorates quickly once the Iron Confederacy engages. There are columns of smoke on the horizon, lightning flashes, rumbling in the deeps. Perhaps two months after the Spring Equinox, a near catastrophic tempest erupts across the islands, howling winds and torrential rains pounding Lightsea and Calvos Sound. Then, several hours late, the weather gets even &#039;&#039;worse&#039;&#039; but only for a few moments, after which an eerie silence falls. Then, perhaps an hour later, massive waves smash against the coast of Madruga, bringing with them the flotsam and jetsam of battle, the bodies of many dead pirates and servants of Siakha, and the strong suggestion that the fighting is over.&lt;br /&gt;
&lt;br /&gt;
A few weeks later, the Freeborn corsair vessels that sailed with the Suranni arrive in Quzar - already mostly recovered from the weather and the waves thanks to skills earned with bitter experience. They carry with them in their holds a great many treasures of the Brass Coast thought lost forever - relics and archives - and the news that the Iron Confederacy has been victorious. The Children of Wrecks are broken, the Maw of Siakha has been closed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Spiderweb.jpg|caption=Things are connected.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==All Rivers are One River==&lt;br /&gt;
When that mighty tempest erupts across Free Landing, and the massive waves pound the Brass Coast, the Red Wind Corsairs are deep in Siroc Bayou. They are making reasonable headway in their task, despite the sudden downturn in the weather. Yet that same night, with nine stars of [[the Web]] bright in the sky over the marshes, something shifts in the waters. The sentries at the main encampment established by the Freeborn soldiers report the approach of an armed force. Initially it is assumed to be a returning patrol, or perhaps some soldiers from the Fire of the South come to support their comrades in their conquest of the marsh. Then it becomes clear they are orcs, perhaps a lost Grendel cohort caught in the flooding of the Siroc.&lt;br /&gt;
&lt;br /&gt;
The truth is significantly stranger, but no less dangerous. These orcs wear unfamiliar armour, and march beneath an unfamiliar banner - an orange flame on a black field. With them are two dozen warriors in archaic armour of a very old Highborn style, but wearing surcotes of ruby, and gold, and topaz. The starlight glints from the sharp weapons of human and orc alike, but more worryingly it also glints in their eyes which are like pools of starlight. The humans begin to sing a song of conquest and battle, and the orcs begin their own hymn of war, and together they fall upon the encampment. Battle is joined, violence blossoming like a red rose in an area the Corsairs thought secured.&lt;br /&gt;
&lt;br /&gt;
Almost immediately the idea that this is some natural force, perhaps of bandits or... or something... is dispelled. When defeated, these attackers leave no remains behind. Body, weapon, armour, everything just disappears as soon as it is unobserved. They do not even leave bloodstains. Even the wounds their weapons inflict are not quite right. In the moment, blood sprays and bone breaks as normal but a moment later there is no sign of actual injury - but the pain remains. A cleft limb remains useless, it just shows no sign of the harm that broke the bone. Those who fall before these phantasmal injuries still die, but their bodies are left untouched by any sign of injury. The dead look as if they have simply fallen asleep.&lt;br /&gt;
&lt;br /&gt;
The Corsairs fight off the attackers, but are left bewildered and unsure what has happened. With the morning sun the only sign that these assailants were ever there are the small number of fallen Freeborn, and mud trashed up by the boots of the Corsairs themselves. Nothing else remains.&lt;br /&gt;
&lt;br /&gt;
Over the next week, as the Solstice gets closer, there are more reports of similar incidents. Phantom soldiers who seem to come from nowhere, and go to nowhere when defeated. Horrible beasts that are as unreal as they are terrifying. Even reports of nightmare shapes drawn from the worst dreams of the soldiers they fight. At first there is concern they may be ghosts, but this is quickly dispelled. These don&#039;t seem to be the spirits of fallen warriors, but rather phantasms. Things of raw Night magic, created in the image of memories roused up from the marshes. Phantoms of the orcs the Freeborn drove out, and of the first Freeborn themselves before they were truly born free. Phantoms of Grendel, and the armies that have fought the Brass Coast for centuries. Phantoms of people nobody recognises, either because they fought here so long ago they have been utterly forgotten, or because they are taken from some childish reverie or daydream since discarded. Given a simulacrum of existence by the marshes themselves, and sent to protect its secrets from the invaders.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear if this is a result of the burst of Spring magic released when the Maw of Siakha was shut, or some magical chaos spun by the [[Astronomancy|stars]], or a &amp;quot;natural&amp;quot; quality of the deep Bayou, or some enigmatic combination of all three. But as the season ends, the advance of the Red Wind Corsairs has slowed to a crawl.&lt;br /&gt;
&lt;br /&gt;
==Stand Tall at the High Tide==&lt;br /&gt;
As the Solstice approaches, the weather has cleared. From sour and violent, the sky has become a beaming blue expanse with nary a cloud in sight, and only the gentlest of breezes to break the heat of Summer. Oh, there has been flooding, and the high winds and higher waves have left their mark, but in all honesty, though, the Freeborn of Quzar and Calvos have begun to become used to having sea invading their homes. They have built defences, and learned how to drive unwelcome saltwater back out before it becomes too comfortable.&lt;br /&gt;
&lt;br /&gt;
The Red Wind Corsairs remain in the marshes, battling with strange geography and stranger phantasms. Yet they have made progress, and another push next season will surely bring the bayou under the notional control of the Empire - assuming the situation remains the same and these figments of the past and out of dream do not escalate to some more significant threat.&lt;br /&gt;
&lt;br /&gt;
There are of course reports of fleeing pirates and privateers along the eastern coast of Madruga, but any that dare to make landfall here are dealt with by the Fire of the South. A few make it further afield, but they receive a similarly fatal welcome from the garrison of Mora&#039;s Rock, or from the guardians of Sarvos. The only Children of Wrecks to escape the utter disaster in Free Landing are those who fled out into the Bay of Catazar, and there is no respite for them there. Imperial, Grendel, and Sarcophan vessels alike will hunt them wherever they try to run, wherever they try to hide.&lt;br /&gt;
&lt;br /&gt;
The tale of the Children of Wrecks has been one of needless suffering and thoughtless destruction wherever they went, but now their short story is over, and there is nobody in all the world who will weep to see them gone.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Madruga===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs have made some headway in conquering the Siroc Bayou&lt;br /&gt;
* &#039;&#039;&#039;Suranni forces have conquered Free Landing with Freeborn assistance&lt;br /&gt;
* &#039;&#039;&#039;While some of their leaders are unaccounted for the Children of Wrecks are no more&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment of Night magic lies over the territory&lt;br /&gt;
The Red Wind Corsairs are about three-fifths of the way towards claiming the Siroc Bayou for the Empire. The main obstacle slowing their advance is the &#039;&#039;[[Madruga#Wild|wild]]&#039;&#039; quality possessed by the Bayou and the neighbouring Crucible. This means that it takes fifteen victory points to completely claim the region rather than the usual ten.&lt;br /&gt;
&lt;br /&gt;
The Iron Confederacy has conquered Free Landing, and broken the Children of Wrecks. The Maw of Siakha has closed, and the Suranni are now in control of the entire region. In the process Freeborn corsairs have helped to liberate the remaining historical relics of the Founding, and ferried them to safety in Qazar. Likewise, the Suranni have been true to their word and allowed any Imperial citizens imprisoned by the Children of Wrecks to be escorted to safety on the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
The Children of Wrecks as a whole no longer threaten the Bay of Catazar. With their navy sunk by the Red Wind Corsairs, and the Iron Confederacy having crushed them on the islands of Madruga and Feroz the few survivors have scattered. &lt;br /&gt;
&lt;br /&gt;
Madruga has been enchanted this season with a potent aura of [[Night magic]]. This magic bring strange dreams, and increases the likelihood of encounters with the [[Realms#Night|realm]]. Whether it has impacted the appearance of the phantoms in Siroc Bayou is left to the speculation of magicians, but further information about this enchantment and what it portends will be found in the &#039;&#039;&#039;[[Winds of magic]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Participation : Red Wind Corsairs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs engaged in a &#039;&#039;Daring Raid&#039;&#039; in Siroc Bayou and have recovered some treasures&lt;br /&gt;
* &#039;&#039;&#039;Military units that supported the Red Wind Corsairs this season will receive a small bounty of marsh flowers&lt;br /&gt;
The Red Wind Corsairs undertook a [[Daring Raid]] in Siroc Bayou. While they have not captured any enemy captains, they have nonetheless made a good accounting of the treasures of the marshes. This will include an amount of [[ilium]], with the remainder split between [[herb|herbs]] and the mysterious and unpredictable [[marsh flowers]] that grow all over the marshes.&lt;br /&gt;
&lt;br /&gt;
Any character whose [[military unit]] supported the Red Wind Corsairs this season will also receive a marsh flower in their pack at the event. &lt;br /&gt;
&lt;br /&gt;
Players will need to provide their own phys-reps for the flowers; small paper blooms in exotic colours are ideal.&lt;br /&gt;
===Participation : Wings of Kobol===&lt;br /&gt;
* &#039;&#039;&#039;Freeborn characters who supported the Wings of Kobol have a more detailed understanding of what happened in Free Landing&lt;br /&gt;
* &#039;&#039;&#039;They will receive an OOC report in their pack at the event which details the events they participated in&lt;br /&gt;
A number of Freeborn corsairs participated in the attack on Atalaya alongside the Iron Confederacy, and were responsible for securing the historical legacy of Atalaya. Beyond the fact that they have successfully recovered relics and documents from the historic town where the Brass Coast began, and that the Iron Confederacy has been victorious in their attack on the islands, nothing else is public knowledge. It will be up to them what they make public, although following the Summer Solstice information about the campaign here will surely spread (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the report to the main wiki after the Summer event).&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Deep blue sea]] - 388YE Spring wind of war covering events on the Bay of Catazar&lt;br /&gt;
* [[Red skies]] - 387YE Winter wind of war covering events on the Bay of Catazar&lt;br /&gt;
* [[Made anew]] - 386YE Winter wind of fortune concerning the changes to Madruga in the wake of the river rising&lt;br /&gt;
* [[Where the river rises]] - 386YE Autumn wind of fortune detailing the rising of the Scorrero&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=141618</id>
		<title>In the Court of Far Horizons</title>
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		<updated>2026-07-13T08:35:14Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039;, a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like &lt;br /&gt;
[[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such, the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than remove all tariffs, the nearest thing being implementing [[Tariffs#Free_Trade|free trade]]. The Court advise that the Senate might prefer to endorse wording that said trade should never be hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade, then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]], for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise, it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases, this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#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;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Municipal Docks|Quaymaster of 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;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles - and one title associated with a commission under progress - whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefiting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#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;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Lisabetta Docks|Prince of the Imperatrix Docks]]&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;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are four titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of three Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases, the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. There is an additional title, the [[Construct Lisabetta Docks|Prince of the Imperatrix Docks]], whose commission is in progress, which is also involved with maritime trade. It would be possible for the Court of the Far Horizons to appoint these four titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#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;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&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;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#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;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&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 proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and most [[ambassador|ambassadors]], if the Senate were so inclined. The exception is the [[Ambassador to Otkodov]], as the Empire has no way of engaging in maritime trade with the Thule. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#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;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&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 amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=left|width=500}}&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court, and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However, they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders from the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden.&lt;br /&gt;
&lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such, the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the four potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient, of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message, they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=141605</id>
		<title>Rules FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=141605"/>
		<updated>2026-07-12T19:55:42Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]] [[Category:FAQ]]&lt;br /&gt;
==Overview==&lt;br /&gt;
{{FAQ}}&lt;br /&gt;
==Downtime==&lt;br /&gt;
===Can I tell you what my character is doing?===&lt;br /&gt;
We don&#039;t accept free text downtime submission to tell us what your character is doing in Empire. The prime reason for this is that with the huge number of players (well over 3200 at our last event) we would be utterly drowned in requests if we made any attempt to accept or validate such requests. Long experience has shown us that there is no possible way that we can handle that many requests; as a result we say &amp;quot;no&amp;quot; to all requests so that it is fair for everyone.&lt;br /&gt;
&lt;br /&gt;
The second reason is that we are committed to producing a game in which all the key decisions in the campaign take place live at the event. We want to ensure that Empire is relentlessly focussed on the live roleplaying happening at the events. All our plots are written in such a way that any mechanism to influence them is accessible at the event. In such a way everyone playing the game knows that the way to advance their character&#039;s agenda must do so while they are playing their character at an event.&lt;br /&gt;
&lt;br /&gt;
The only official way to have your character active between events is to use the online web system - which will allow you to pick from a limited range of options tailored to your character&#039;s skills and resources. All these actions are processed automatically, so we can scale these to any number of players.&lt;br /&gt;
&lt;br /&gt;
Although you can&#039;t submit your character actions between events to Profound Decisions you can still roleplay that your character has been busy. Your character can&#039;t create a substantial impact on the campaign in downtime (that&#039;s what events are for) so you shouldn&#039;t roleplay that your character succeeded in taking actions that would have such an impact. But you can roleplay that your character has been searching for lost lore, sailing the high seas, fighting orcs in the Empire&#039;s wars - whatever suits your character best!&lt;br /&gt;
&lt;br /&gt;
===Can I submit a free-text downtime?===&lt;br /&gt;
No. The downtime system for Empire is very deliberately designed to be tightly defined in terms of using your characters assets and time to give them some valuable goods to take to the next event. This is the only thing that the downtime system can be used to do - to ensure that the focus remains clearly on the events themselves. There is no provision for submitting individual free text downtimes - the time for doing unique and interesting stuff is at the event.&lt;br /&gt;
&lt;br /&gt;
===Can I send resources or coins by post?===&lt;br /&gt;
You can hand in coins or resources to your account for use in downtime at the end of every event. Please only hand in items which you are capable of using in the next downtime: it is not a banking service for you to keep stuff safe. GOD closes at 17:00 hrs on the Sunday of the event and all hand ins must be in the hand in crate by then. If you forget then you can [[Contact_Profound_Decisions#Address|post them to our head office address]]. Please make sure you include your name, character name and CID as well as a list of what resources you are posting. Please appreciate that it always takes a few days for parcels to reach us.&lt;br /&gt;
&lt;br /&gt;
===When do I get the benefit of my upgrade?===&lt;br /&gt;
If you upgrade or diversify a resource then you receive the new production straight away. The system does not show the changes in production (yet), but you will receive the updated production when your downtime is processed.&lt;br /&gt;
&lt;br /&gt;
===Can I make a two month item at the end of downtime?===&lt;br /&gt;
Yes, if you select an item that takes two months as the last item you make in downtime then you will automatically complete this item as your first selection for your next downtime (this cannot be changed).&lt;br /&gt;
&lt;br /&gt;
===What should I do if my ritual isn&#039;t listed in my downtime?===&lt;br /&gt;
If you had a ritual performed at the previous event that is not listed in your downtime then please [mailto:admin@profounddecisions.co.uk email us] with as much details about the ritual as you can remember e.g. when the ritual was completed, who performed it, who was present, etc.&lt;br /&gt;
Most rituals do not provide additional downtime choices - they only change the production you get for your resource, so you should submit your downtime as normal. We will have your downtime shown correctly by the event.&lt;br /&gt;
&lt;br /&gt;
===What happens if I don&#039;t make an event?===&lt;br /&gt;
When you attend an event your resource will produce materials in the following downtime. If you don&#039;t attend the &#039;&#039;&#039;next&#039;&#039;&#039; event then any money or resources gained are added to your character inventory - you receive them at the next event you do attend.&lt;br /&gt;
&lt;br /&gt;
You only get resources and downtime following an event that you have attended. When you miss an event then you don&#039;t receive any resources (or the ability to craft items) in the downtime that follows that event.&lt;br /&gt;
&lt;br /&gt;
===Can I die in downtime?===&lt;br /&gt;
Your character cannot be killed by Profound Decisions in downtime, regardless of any action you choose for your resource. If you are choosing to retire your character - and you wish to tie their death to current events then you can choose to have your character die while fighting in one of the military battles detailed in the Winds of War.&lt;br /&gt;
&lt;br /&gt;
===Can I purchase a downtime ticket?===&lt;br /&gt;
No. There is no option to purchase downtime only tickets for Empire.&lt;br /&gt;
&lt;br /&gt;
===Can I recover a body in downtime?===&lt;br /&gt;
No. It is a deliberate part of the game that players must decide whether to take the risk of recovering the body of a fallen comrade while on a quest, battle, or skirmish. It&#039;s unfortunately not possible to resolve that dilemma in downtime if the body was not recovered in uptime, unless the plot team creates a specific opportunity to do so.&lt;br /&gt;
&lt;br /&gt;
==Skills and Characters==&lt;br /&gt;
=== Can I change my skills?===&lt;br /&gt;
After your first event, if you decide the skills you&#039;ve chosen don&#039;t suit your character, you can change them. Before your next event you can e-mail admin@profounddecisions,co.uk, including your Player ID number, and the skills you want to change. After that point, there are rules that allow you to [[Downtime#Retraining|change a single skill]] after every event. For more information see this section of the [[downtime]] rules about [[Downtime#Retraining|retraining]]&lt;br /&gt;
===Why have I only got 1xp after two events?===&lt;br /&gt;
If you attend one or two events in a year - then you get one xp in total after the first event.&lt;br /&gt;
&lt;br /&gt;
If you attend three or four events in a single year - then you get two xp in total - one after the first event and one after the third event.&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
===Can I master a new ritual I just performed?===&lt;br /&gt;
It&#039;s not possible to master a ritual by casting it. A ritualist can attempt to cast any ritual effect at an event - effectively working without having mastered the spell. If the ritual is part of the [[Formulaic ritual#Imperial lore|Imperial Lore]] (it is on the wiki) then it is easier to do that. But successfully casting the ritual does not make the ritual part of the Imperial lore - that takes a major effort and only certain characters can achieve it (the [[Dean of the Lyceum]] of the [[Conclave]] or the [[Urizen]] [[Provost of the Halls of Knowledge]]).&lt;br /&gt;
&lt;br /&gt;
Once a ritual has been added to the Imperial lore (put on the wiki) anyone can spend xp to master it.&lt;br /&gt;
&lt;br /&gt;
It is possible to master a ritual that is not part of Imperial Lore - but doing so requires access to a special item called a [[Formulaic_ritual#Ritual_Texts|ritual text]] that contains the details of how the ritual is performed. It is not possible for a character to simply teach a ritual that is not part of Imperial Lore to another character.&lt;br /&gt;
===Can I use Stay With Me or Get It Together at range?===&lt;br /&gt;
No. Both [[Heroic_skills#Stay_With_Me|Stay With Me]] and [[Heroic_skills#Get_It_Together|Get It Together]] are personal skills and require close, personal roleplaying. You must be close enough to touch the target to use these skills - shouting across the battlefield is not sufficient.&lt;br /&gt;
===Can I use weapon master to wield a quarterstaff?===&lt;br /&gt;
Both the [[Magical_skills#Battle_Mage|battle mage]] and [[Combat_skills#Weapon_Master|weapon master]] skills can be used to wield a staff in combat. However, neither allows the wielder to employ heroic calls using a staff (see below).&lt;br /&gt;
===Does the [[Crafting_skills#Extra_Item|Extra Item]] skill increase in cost?===&lt;br /&gt;
No. The cost for all the extra item/ritual/spell skills is one point. The only skills that increase with cost each time you purchase them are those skills in the [[Skills|skill table]] marked with an asterisk to indicate that they increase in cost each time they are taken.&lt;br /&gt;
===Do I lose my mana if I stop casting a spell before it is complete?===&lt;br /&gt;
No.&lt;br /&gt;
===Can I turn a hallowed item into something else?===&lt;br /&gt;
No. If raw materials are [[hallow|hallowed]] (whether in-game [[materials]] or mundane items), and are turned into something else (for example, carving a hallowed log into a bowl), the resulting item is not hallowed.&lt;br /&gt;
===Can I use the dedicate skill to give myself dreams?===&lt;br /&gt;
No. You cannot use the [[dedication]] skill to create vivid [[Dedication#Dreams|dreams]] by yourself - the character with the skill must be separate to the character experiencing the dream. Using the ability always requires a priest with the dedication skill to use it on a different person as recipient.&lt;br /&gt;
===Can I study this thing I grabbed to learn new skills/technology?===&lt;br /&gt;
It&#039;s not possible to learn how to make unfamiliar [[magic items]], [[potion|potions]], consumables of the like by studying. It&#039;s also not possible to create an [[arcane projection]] to allow you to do so. There are methods in the game to acquire new recipes or items - such as creating a [[Magic_items#Schema|schema]] with a [[runeforge]] - and it may be possible to gain the knowledge to make something as part of a plot, but such [[opportunity|opportunities]] are rare.&lt;br /&gt;
&lt;br /&gt;
==Weapons, Armour, and Fighting==&lt;br /&gt;
===What are the restrictions on bows and crossbows?===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
Characters in Empire cannot use a crossbow that loads more than one bolt at once - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
===What category does a weapon exactly 42 inches long fall into?===&lt;br /&gt;
One-handed weapon (and this extends for 60 inch being 2-handed and 84-inch being polearms).&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can I use a one-handed spear as a polearm?===&lt;br /&gt;
A [[Combat#One-handed_Spear|one-handed spear]] can be used as a two-handed [[Combat#Polearms|polearm]]. You can&#039;t use a two-handed bill or a halberd or the like as a one-handed spear - because it isn&#039;t a spear.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Battle Mage|battle mage]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
===Can you be fed a potion if you are dying?===&lt;br /&gt;
Yes. You cannot drink a [[potion]] yourself if you are [[Combat#Dying|dying]] on zero hits, but you can have one fed to you.&lt;br /&gt;
===Can I use a quarterstaff and make heroic calls?===&lt;br /&gt;
A staff is not a suitable phys-rep for a lethal battlefield weapon capable of delivering a heroic blow nor a suitable physrep for a [[Magic_items#Weapons|magic weapon]] such a magic spear.&lt;br /&gt;
&lt;br /&gt;
A staff can be used with the battle mage skill to cast [[Spellcasting#Offensive_Spells|offensive spells]] and is a suitable physrep for a [[:category:staffs|magical staff]] or [[:Category:Ritual_Staves|ritual staff]].&lt;br /&gt;
===Can I fight while holding two items in one hand?===&lt;br /&gt;
No. You may only have one weapon &#039;&#039;or&#039;&#039; one shield in each hand when you are fighting. You cannot hold more than one item in each hand.&lt;br /&gt;
&lt;br /&gt;
If you are wielding a two-handed weapon, a polearm or a similar item that requires two hands then you &#039;&#039;cannot&#039;&#039; hold a dagger, a buckler or any weapon, shield or similar in the hand while you fight.&lt;br /&gt;
===What do I do if I can&#039;t fall over?===&lt;br /&gt;
All characters who choose to enter combat at Empire are expected to be able to follow the published rules. This includes falling over if their character is reduced to zero hits, or being hit with a [[Combat#STRIKEDOWN|STRIKEDOWN]] effect. The rules for strikedown have been updated to allow any character to take two steps before they fall to the ground if needed for safety reasons.&lt;br /&gt;
&lt;br /&gt;
If you have any mobility or safety restrictions that make it unsafe or impossible to follow the normal rules for combat then you can use the rules for being [[combat_safety#Non-contact|non-contact]] at any point, including at the point where you are hit with a strikedown or [[Combat#Dying|reduced to zero hits]]. This will ensure the highest possible level of safety and because it doesn&#039;t advantage your character it ensures that nobody can question the need to do so. The point at which you feel it is necessary to become non-contact is absolutely your decision; it is not acceptable for any other participant to question this.&lt;br /&gt;
&lt;br /&gt;
===Can I swing two weapons at once in a combined strike?===&lt;br /&gt;
Yes, providing you have the Ambidexterity skill. Note that the recipient of the attack should only take one point of damage however. Such an attack does not violate the one second rule.&lt;br /&gt;
&lt;br /&gt;
===What location is the backside?===&lt;br /&gt;
At times, a CLEAVE or IMPALE will strike a connection point on the body between the torso and a limb. In these situations, we rely on the judgement of the receiving player as to which location was closer to the hit. The important point is that the effect is taken on one of the two locations.&lt;br /&gt;
===Do I need the Marksman skill to practice with a bow or crossbow?===&lt;br /&gt;
You can fire a bow and arrow solely for practice purposes. Taking part in any kind of contest or competition involving archery requires the [[Combat skills#Marksman|Marksman]] skill.&lt;br /&gt;
&lt;br /&gt;
===Can I use two shields if I have the Ambidexterity and Shield skills?===&lt;br /&gt;
No, it is not possible to use two shields at once, regardless of skills. The Ambidexterity skill is specifically for weapons and implements.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Does CLEAVE or IMPALE have to hit armour to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
===Can I hold on to something instead of being repelled?===&lt;br /&gt;
If you are struck with [[Combat#REPEL|REPEL]], you can hold on to a solid, immovable object such as a tree for ten seconds during which time you may talk but may take no other actions including blocking with a shield or parrying. &lt;br /&gt;
===Can I grab, or be grabbed by, a friend to resist a REPEL?===&lt;br /&gt;
No. Only a solid, immovable object will stop you moving. See also our rules on [[combat_safety#Grappling.2C_body_contact_and_shields|grappling]].&lt;br /&gt;
&lt;br /&gt;
===What can I do if I can&#039;t fall over when struck with STRIKEDOWN?===&lt;br /&gt;
This is covered in the previous section [[#What do I do if I can&#039;t fall over?|here]].&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141604</id>
		<title>Weapons &amp; armour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141604"/>
		<updated>2026-07-12T19:52:05Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be a phys-rep of a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use anything larger. Weapon categories are also important for [[Magic_items#Weapons|enchantments]].&lt;br /&gt;
&amp;lt;!--fix--&amp;gt;&lt;br /&gt;
One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.&lt;br /&gt;
&lt;br /&gt;
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions [[weapon checking]] team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.&lt;br /&gt;
&lt;br /&gt;
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat&#039;leths are not allowed. Some phys-reps can be used but are [[Costume#Look_and_Feel|less appropriate]] for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The [[costume]] page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.&lt;br /&gt;
===Daggers===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 24” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any [[heroic skills]] or with enchantments suitable for one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 24” and 42” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.&lt;br /&gt;
&lt;br /&gt;
===Great weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 42” and up to 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon up to 60&amp;quot; long provided they hold it in both hands. &lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=Stern von Holberg of the Orphans preparing to ruin a barbarian&#039;s day.|caption=League defender with polearm|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon between 60&amp;quot; and 84&amp;quot; long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.&lt;br /&gt;
&lt;br /&gt;
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 84” and up to 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a pike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.&lt;br /&gt;
&lt;br /&gt;
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
{{CaptionedImage|file=Kill the foe.jpg|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 60&amp;quot; and up to 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a spear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be a phys-rep of a spear which is between 60&amp;quot; and 84&amp;quot; long. The weapon can be wielded in one hand - but you &#039;&#039;must&#039;&#039; hold the weapon within 6&amp;quot; of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.&lt;br /&gt;
&lt;br /&gt;
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cannot be used with heroic skills&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to deliver an [[Spellcasting#Offensive_Spells|offensive spell]]. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as [[mend]] or [[heal]].&lt;br /&gt;
&lt;br /&gt;
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications: wands, rods, and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Battle_Mage|Battle Mage]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some [[magic items|magical enchantments]] can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 18” long&#039;&#039;&#039;&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[restore limb]] or utility incantations such as [[mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 18” and up to 42” long&#039;&#039;&#039;&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[repel]] or [[empower]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
{{CaptionedImage|file=Staff.jpeg|caption=A Freeborn battle mage shows use of the staff in battle.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 42” and up to 84” long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon in both hands &lt;br /&gt;
* &#039;&#039;&#039;A staff that is at least 60” long must be held in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician&#039;s reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical_skills#Battle_Mage|Battle Mage]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
A staff that is between 60&amp;quot; and 84&amp;quot; in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18&amp;quot; separation between your hands when wielding a staff that is 60&amp;quot; or longer.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Marksman skill to use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands to shoot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.&lt;br /&gt;
&lt;br /&gt;
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
&lt;br /&gt;
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapons==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Thrown skill to use a thrown weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 8&amp;quot; or longer and passed by weapons check as safe for throwing&#039;&#039;&#039;&lt;br /&gt;
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long. &lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{{CaptionedImage|file=Shield Shapes.PNG|align=right|width=400}}&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 16” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A shield must be gripped by a handle held in the hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can use a buckler - a small shield up to 16 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
&lt;br /&gt;
Some special [[calls]] still effect a character even if the blow is blocked by a shield. A character is still [[Calls#REPEL|repelled]], [[Calls#ENTANGLE|entangled]], or [[Calls#STRIKEDOWN|knocked off their feet]] if the blow strikes their shield, although they do not lose any hits.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px; display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 16&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For kite- and heater-shaped shields, we compare your shield to the length of a tower shield. As a rule of thumb, you must be losing at least as much area from the first 40&amp;quot; of the shield (in red) as you gain from the point of the shield in the last 8&amp;quot; (in green). If you&#039;re in any doubt, and for unusual shield shapes, please e-mail a photo of the shield along with its dimensions to [mailto:rules@profounddecisions.co.uk the rules team].&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armour coverage.png|align=right|caption=Armour needs to add up to one alongside torso coverage to grant additional hits|width=200|title=Art provided by Daisy Prout}}&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The phys-rep must be a piece of armour: leather clothing or similar does not count&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells or perform rituals while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Complete coverage of the front of the torso is considered sufficient. Valid locations are the head (with a helm), the arms, the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm then it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing any armour other than mage armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
{{CaptionedImage|file=ArmourWintermark.jpg|caption=Thick leather armour is medium armour.|width=200|align=right}}&lt;br /&gt;
===Helmet===&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear a helmet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If the phys-rep is a robust helmet that contains padding that protects your head then your character gains one additional body hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A helmet never interferes with spellcasting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A helmet provides additional protection by increasing your global hits by one, provided the phys-rep is a robust helmet that includes padding that will help to protect your head in real life. This means a phys-rep of a helmet that is made from metal, leather, foam or similar material that includes padding that might reasonably provide some real protection to your head if you get a stray head hit. It must be a phys-rep of armour, so an arming cap is the bare minimum - a thin cloth cap, a hat, head-band or similar does not count.&lt;br /&gt;
&lt;br /&gt;
A helmet with no padding, or a [https://en.wikipedia.org/wiki/Mail_coif mail coif] does not count. You can add foam padding to a helm or wear a coif over a padded cap to gain the additional benefits. You can [mailto:rules@profounddecisions.co.uk email a picture of your helm to rules@profounddecisions.co.uk] if you need a definitive ruling.&lt;br /&gt;
&lt;br /&gt;
A helmet will &#039;&#039;also&#039;&#039; count as part of your character&#039;s armour, if it increases the amount of cover your armour provides to the necessary limits then you &#039;&#039;also&#039;&#039; gain additional hits from your armour as well as one additional hit from your helmet.&lt;br /&gt;
&lt;br /&gt;
Magicians cannot cast spells or perform rituals while wearing any armour, except for a helmet. A helmet never interferes with your spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk is classed as light armour. If it covers the torso and one other location it provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Leather or armour made to appear as if constructed from leather.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 3mm or more thick.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides a hero point provided you are not wearing any heavy armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any armour that is made to look like leather armour is classed as medium armour. If it covers the torso and one other location it provides the wearer with 3 extra hits. This can be made of any material that is made to look like leather, but the material used must be 3mm or more thick.&lt;br /&gt;
&lt;br /&gt;
If the armour covers the torso and one other location then it also grants you a hero point. You do not get this benefit if you are wearing heavy armour on any location other than the head.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
{{CaptionedImage|file=DawnPlate.jpg|align=right|width=300|caption=Steel armour is classed as heavy armour}}&lt;br /&gt;
* &#039;&#039;&#039;Metal armour or armour that looks like it is metal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any metal armour, or any armour designed to look metal is classed as heavy armour. If the armour covers the torso and at least one other location then it provides the wearer with 4 extra hits. This includes polyurethane, foam, aluminium and other lightweight materials, provided the surface is made to look like metal, as well as brigandine armour (armour that looks like metal covered with fabric).&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Not Armour===&lt;br /&gt;
* &#039;&#039;&#039;Some materials can never be used to make light, medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes cardboard, tinfoil and paper.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wool or other fabric coloured to look like chain is also not acceptable.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If in any doubt about what you&#039;re making your armour from, please email rules@profounddecisions.co.uk.&#039;&#039;&#039;&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tinfoil and paper cannot be counted as armour in Empire. Wool padding in gambesons and similar is fine, but you cannot use knitted wool or other fabric which is coloured to look like chain as armour either. These materials can be used to make mage armour if desired.&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
{{CaptionedImage|file=Mage Armour.jpg|caption=Mage armour by [https://www.facebook.com/Tannerintheworks/?hc_location=ufi Tanner in the Works]|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;You must have the battle mage skill to wear mage armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify, the mage armour must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectoral (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
* Circlet or mask (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area, but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
You must have the [[Magical_skills#Battle_Mage|Battle Mage]] skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real-world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
{{Core Rule Links}}&lt;br /&gt;
* [[Weapon checking]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_moth_for_the_star&amp;diff=141582</id>
		<title>The moth for the star</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_moth_for_the_star&amp;diff=141582"/>
		<updated>2026-07-12T10:25:13Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You cannot have a constellation that can be seen only from the top of one hill in Hahnmark.&amp;quot; Iunius had his arms folded, his face set.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it&#039;s there! And it&#039;s not just this hill.&amp;quot; Lucanus pointed at the heavens. &amp;quot;Just... look? Alright?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m not looking.&amp;quot; Iunius sounded petulant, like a child being confronted with an uncomfortable truth about the state of their bedroom. &amp;quot;It&#039;s clearly some sort of Night magic rubbish and I refuse to pay any attention to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine, yes, it might be night magic rubbish, but the fact remains that this arrangement of stars is constant and that everyone agrees on what it is and what its called, and its clearly having an effect and... honestly Iuni, just &#039;&#039;look&#039;&#039; at it and you&#039;ll see what I mean!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The constellations are immutable, and fixed.&amp;quot; Iunius was quoting again, and it made Lucanus grind his teeth. &amp;quot;They have hung in the night sky since the Creator finished their work, and they will hang there until the end of time...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... or until the Creator returns to gather them up. We&#039;ve all read Aegon, Iuni. But it&#039;s &#039;&#039;there&#039;&#039;. You can &#039;&#039;see&#039;&#039; it. &#039;&#039;Everyone&#039;&#039; can see it. We&#039;re meant to be recording things as they are, not picking and choosing what is and isn&#039;t real when people can see things with their own eyes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Iunius grunted, and sighed, and opened his mouth to complain, but then just stared up at the night sky where Lucanus had pointed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it doesn&#039;t even &#039;&#039;look&#039;&#039; like a crab!&amp;quot; he wailed.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, the Astral Arcanist, has a responsibility to disperse knowledge about the constellations and to guide and advise astronomancers through the Astronomancy Symposium|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[constellation|constellations]] have always existed in the night sky - or so most folk believe. Some claim that they are [[Astronomancy#Overview|the tools employed by the creator]], when they forged all of creation. [[Astronomancy]] is the highest form of magic they say, because it mimics the act of the creator themselves, drawing on the power of the stars to reshape reality. Critics of the theory say that would mean the constellations existed &#039;&#039;before&#039;&#039; creation, which they argue can&#039;t be right. &lt;br /&gt;
&lt;br /&gt;
Nobody has ever found a way to prove if the constellations cause magical effects or are caused by them. [[Astronomancy#As_Above,_So_Below|As above, so below]] is the one law most astronomancers can agree on - for most practical magicians it is enough that it works.&lt;br /&gt;
&lt;br /&gt;
As above, so below. When the stars come into alignment, so too does the Empire...&lt;br /&gt;
&lt;br /&gt;
==The Names in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The names of the stars in the conjunctions continue to disseminate across the Empire not always by mundane means&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Astronomancers argue over what any of this means, many believe a more complex understanding of the nature of the stars may be revealed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Over the last year or so, there has been a steady flow of information through the [[astronomancy|astronomantic]] community. Specifically, awareness of the names and titles of the individual stars that make up each constellation have become common knowledge among practitioners of this particular [[magical tradition]]. In each case, the font of this knowledge appears to be a ritual performed using the [[Regio#Imperial regio|Imperial regio]] that employs [[Day magic]] to specifically learn these names.&lt;br /&gt;
&lt;br /&gt;
After the ritual is complete, the knowledge gleaned slowly filters through the Empire. For some it can be an unsettling experience; awakening one morning to discover one &#039;&#039;knows&#039;&#039; that one of the [[The_Stork#Stars_of_the_Stork|stars that make up the Stork]] is named &#039;&#039;Thuum, The Feather of the Mountain&#039;&#039;. For others the information is learned much more naturally, through reading one of the many pamphlets now circulating thanks initially to the efforts of the [[torchbearer|torchbearers]] and Spider&#039;s Vantage Spire in [[Redoubt]]. These first scholarly writings have spawned a series of copies in [[the League]] that present somewhat more sensationalist view of this creeping information.&lt;br /&gt;
&lt;br /&gt;
Experiments show that it is possible to use the names of these stars in the practice of astronomancy, just as one does the names and shapes of the constellations themselves. Beyond that, however, these identities prompt many to question the nature of the constellations themselves and the cosmic laws they represent. What does it mean for example that the stars that make up [[the Three Sisters]] are [[The_Three_Sisters#Stars_of_the_Three_Sisters|apparently named]] &#039;&#039;Who Weeps&#039;&#039;, &#039;&#039;Who Sees&#039;&#039;, and &#039;&#039;Who Sighs&#039;&#039;. Are these titles meant as identities - one who sees - or as questions - &amp;quot;who sees?&amp;quot; And that&#039;s just one constellation!&lt;br /&gt;
{{CaptionedImage|file=RelativePositionsIllustration.JPG|align=right|width=400}}&lt;br /&gt;
For centuries astronomancers have assumed that the Law each constellation represents was clear and definitive, but the [[Day magic#Revelation|revelations]] accompanying these [[divination]] rituals hint that this may not be entirely the case - that there may be more nuance to the aspects of the constellations. There has been circumstantial evidence to support this theory in the past - some [[Astronomancy#Tulpas|tulpas]] behave strangely when encountered in a way that while not at odds with the accepted &amp;quot;law&amp;quot; of the constellation still seem &amp;quot;out of character&amp;quot; in some way.&lt;br /&gt;
&lt;br /&gt;
Not everyone accepts these new names. Tacita of the Twisted Chambers, an old spire in [[Zenith]], argues that the names that have been &amp;quot;discovered&amp;quot; have absolutely nothing to do with the stars at all. She claims that the names are the result of the ritual used to look at the stars - and that if a different ritual had been employed, then different names would be revealed. Tacita, and indeed most of the Twisted Chambers, it must be pointed out are [[Night]] mages who hold a somewhat disdainful view of the value of Day magic. She and her spiremates were challenged to create a test that would prove the validity of her claims and thus far they have not managed to do so, which leads most people to discount their arguments, at least for now.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox approaches, and the names of the stars that make up [[the Key]], [[the Lock]], and [[the Mountain]] spread across the Empire it becomes clear there are only two constellations left the name of whose stars is not clear. One is [[the Wanderer]] - which is after all a single star and perhaps that means its name is the same as that given to the &amp;quot;constellation&amp;quot; as a whole. The other is [[the Drowned Shepherd]] whose &amp;quot;law&amp;quot; is &#039;&#039;&#039;things end&#039;&#039;&#039; so perhaps it is fitting that it looks like it is going to be the last constellation whose names are learned. Assuming Imperial magicians at [[Anvil]] plan to go ahead with it.&lt;br /&gt;
&lt;br /&gt;
===Climbing the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;Astronomantic magic has become more difficult to practice&#039;&#039;&#039;&lt;br /&gt;
One reason they might not is that there seems to have been a subtle but noticeable consequence of the divinatory examination of [[The_Key_and_The_Lock|the Lock, the Key]], and [[the Mountain]]. Since the Summer Solstice, astronomancers have noted that it has become increasingly difficult to work ritual magic using the astronomantic tradition. The magnitude of the ritual has not changed, but those who have experienced the effect say that the power they use proves &amp;quot;resistant&amp;quot; or &amp;quot;difficult to move&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox any coven or ritual magician who uses the practice of [[astronomancy]] to perform a ritual will find that it is more difficult. It requires a greater effort of will, and sometimes it becomes physically difficult to make gestures or speak words used to [[Rituals#Performing_a_Ritual|perform the ritual]]. Voices grow quiet or falter, moving or gesturing seems to encounter resistance as if the air had thickened or a great weight were pressing down.&lt;br /&gt;
&lt;br /&gt;
At the completion of the ritual, contributors experience a roleplaying effect: &#039;&#039;they are tired and drained, exhausted by the effort needed to work their magic; this condition persists for at least an hour unless removed in some fashion. A [[briar]] character can use their [[Briar#Boundless_Vitality|boundless vitality]] to throw off this effect, causing them to instead a burst of renewal and exhilaration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no obvious explanation for why this is happening. Some astronomancers believe it may be the influence of the Mountain, or the twin resonances of the mystical Lock and Key. Others mutter darkly that it may be the fact that astronomancers now know &amp;quot;too much&amp;quot; about the constellations and that knowledge is the weight that presses on them. Still others wonder if it might be the cumulative effect of so much of the Empire being under the influence of [[Drawing the Penumbral Veil]]. Regardless, the effect shows no signs of fading.&lt;br /&gt;
&lt;br /&gt;
===The Tulpas are Loose===&lt;br /&gt;
* &#039;&#039;&#039;Magicians performing astronomantic rituals are more likely to be &amp;quot;brushed&amp;quot; by a tulpa&lt;br /&gt;
While the actual performance becomes more difficult, it seems to have become much easier for magicians performing astronomantic rituals to be exposed to the influence of the constellation. Astronomancers have always been aware that &#039;&#039;[[Astronomancy#Tulpas|tulpas]]&#039;&#039; who are not physically manifested are able to influence those who work magic using this tradition. Since the Summer Solstice it seems that &amp;quot;brushing by&amp;quot; or &amp;quot;aligning&amp;quot; with a tulpa has become much more common. &lt;br /&gt;
&lt;br /&gt;
Obviously any magician performing an astronomantic ritual may choose to become influenced by the constellation. During the Autumn Equinox however this influence is likely to be much more pronounced. Anyone using an astronomantic ritual is encouraged to review the information about the constellations involved on the wiki; each one has a section on &#039;&#039;alignment&#039;&#039; with those stars. They should use these effects to influence their attitudes and roleplaying for an hour or so after the ritual is complete. For example, any character involved in a ritual that invokes [[the Spider]] to scry may  be left with a sense of great clarity and detachment, but during the Equinox this effect is likely to be almost overwhelming leaving the magician distant, emotionally dispassionate, cold, and prone to observing events critically rather than taking action.&lt;br /&gt;
&lt;br /&gt;
The ritualist does not lose control or consciousness; they remain in control of their own actions. There are also no signs that can be noticed with divination rituals, [[detect magic]], or [[insight]]. This is not a full-fledged possession; the effects are purely internal.&lt;br /&gt;
&lt;br /&gt;
===What Counts as Astronomancy?===&lt;br /&gt;
* &#039;&#039;&#039;Astronomancy is a magical tradition, that you can choose to employ when performing rituals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players casting rituals should decide if their characters have used astronomancy and apply the roleplaying effects if so&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Astronomancy is a [[magical tradition]], a way of performing rituals, so rituals are &#039;&#039;never&#039;&#039; divided into those that are astronomantic and those that are not. It is always up to the ritualists, what technique they use to perform the ritual, so it is a choice doing the ritual whether their characters are using astronomancy or not. In general mentioning a name or two as part of a larger working alongside [[runes]] or [[dramaturgy]] is unlikely to be affected by these effects. A ritual that specifically invokes a constellation as a key part of the roleplaying, would encounter this difficulty and result in the roleplaying effect.&lt;br /&gt;
&lt;br /&gt;
It is left to the players performing a ritual to determine if they employed the astronomantic tradition, based on the roleplaying they chose to use when casting it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Eye of the Heavens&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Occursion in Zenith&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 mithril, 20 white granite, 10 weirwood and 225 thrones, six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 2 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Creates an observatory to enable study of the stars, the conjunctions and astronomancy to rival the proposed school of dramaturgy in Spiral&lt;br /&gt;
* Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the Eyes of the Heavens for two seasons to reduce the labour costs to 180 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;One-off Benefit:&#039;&#039;&#039; 100 crystal mana spread through businesses in the Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends after the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===An Eye on the Heavens===&lt;br /&gt;
* &#039;&#039;&#039;Plans exist to install the Eye of the Heavens on Mount Polus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would create a centre for the study of astronomancy in the Empire&#039;&#039;&#039;&lt;br /&gt;
In [[Spiral#Apulian|Apulian]] work has begun on the [[387YE_Summer_Solstice_Senate_sessions#Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]], thanks to an upwelling of [[The_play_that_came_to_Apulian#Something_Dramatic|upwelling of enthusiasm]] in the city and increasing collaboration between Urizen and [[the League|League]] dramaturgists. The news the project has been commissioned has sparked a resurgence in interest in the &#039;&#039;Eye of the Heavens&#039;&#039; project.&lt;br /&gt;
&lt;br /&gt;
Last season a new proposal was put forward, to construct a single observatory in the [[Sound_and_vision#A_Mountain_Rises_(Zenith)|heights of Mount Polus]]. Rivalling the new school of dramaturgy, it would provide a location for astronomancers from across the Empire to meet, study the heavens, and record their lore. It&#039;s inevitable that once the work were completed, there would be a renaissance in the study of the stars in the wider Empire to match that underway at Anvil. The magicians of all nations working at the Eye of the Heavens would be able to make a study of the constellations, and perhaps cement Imperial understanding of this often enigmatic [[magical tradition]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Claw Ascendant==&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw has become clearer and is exerting odd influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drawing on the Claw to empower the casting of rituals by shedding blood has been interdicted&#039;&#039;&#039;&lt;br /&gt;
The constellation of [[the Claw]] reaches its zenith in Spring; during Autumn and Winter it is close to the western horizon. However, it seems that as the influence of the constellation has grown, its presence in the night sky is focused in the north-western Empire. The stars have been increasing in brightness, and astronomancers agree that whatever peculiar effects it is causing will reach their height around the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
The four stars that make up the constellation of [[the Claw]] remain clear and pronounced despite any amount of obfuscation of the sky. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw makes sensitive people (especially [[naga]] or [[merrow]]) uncomfortable. &lt;br /&gt;
&lt;br /&gt;
When it is invoked in an [[astronomancy|astronomantic]] ritual, any [[Rituals#Contributors|contributors]] to that ritual feel its power particularly strong and immediate. Anyone participating in such a ritual will experience a [[roleplaying effect]]: &#039;&#039;For at least the next hour you feel an urge to assert your dominance over anyone who challenges you. it is satisfying to confront anyone you feel has wronged you, and violence seems easy and satisfying. Lengthy debate, complex arguments, and intensely cerebral conversation are frustrating and you feel the urge to bring them to an end quickly or move away from them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Power of the Claw===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right; margin-left: 10px; max-width: 500px; width: 40%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Affected Rituals&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div class=&#039;mw-collapsed mw-collapsible&#039;&amp;gt;Magicians may gain benefits from the Claw when performing any of the following rituals.&lt;br /&gt;
* [[Blood and Salt]].&lt;br /&gt;
* [[Call Down Lightning&#039;s Wrath]]&lt;br /&gt;
* [[Forest Remains]]&lt;br /&gt;
* [[Hammer of Thunder]]&lt;br /&gt;
* Heaven&#039;s Spear Sunders the Mountain&lt;br /&gt;
* [[Hook of the Hoarfrost Guardian]]&lt;br /&gt;
* Ironwind&#039;s Pride&lt;br /&gt;
* [[Loosen the Shackles]]&lt;br /&gt;
* [[Merciless Wrath of the Reaver]]&lt;br /&gt;
* [[Might of the Myrmidon]]&lt;br /&gt;
* [[Swan&#039;s Cruel Wing]], &lt;br /&gt;
* [[Swift Leaping Hare]], &lt;br /&gt;
* [[Talon of the Gryphon]]&lt;br /&gt;
* [[Unfettered Anarchy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw exerts powerful influence over certain kinds of magic&lt;br /&gt;
* &#039;&#039;&#039;The ability to call on the Claw to cast certain rituals has expanded to make this magic even easier to practice&lt;br /&gt;
* &#039;&#039;&#039;Drawing on power in this way is illegal&lt;br /&gt;
First observed at the Spring Equinox, the Claw seems to be exerting [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|powerful influence]] over certain kinds of magic. Ritual magicians can invoke the Claw to enhance the power of these rituals, but doing so has become increasingly risky. The [[Conclave]] has chosen to [[387YE_Spring_Equinox_Conclave_sessions#Interdiction:_Shedding_Blood_for_Claw_Rituals|outlaw this practice]]. The [[Arbiter of the Rogue Declaration]] &#039;&#039;&#039;Lights Aliss&#039;&#039;&#039; brought a [[declaration]] of [[Interdiction]] that was upheld by the magicians of the Empire. It is now a crime for any magician to call on the power of the Claw and shed blood instead of mana. Anyone who is caught doing so will face the full force of the law. &lt;br /&gt;
&lt;br /&gt;
Breaking the law could be difficult to get away with. Drawing on the power of the Claw requires the spilling of blood to call on these &amp;quot;boons of the Claw&amp;quot; making it hard to hide the fact it is being done and leaving painful wounds that cannot be healed until the ritual performance ends or is abandoned.&lt;br /&gt;
&lt;br /&gt;
The rituals this peculiar [[blood magic]] will enhance seem to be a selection of those particularly associated with violence and conflict:&lt;br /&gt;
* The personal enchantments [[Forest Remains]], [[Call Down Lightning&#039;s Wrath]], [[Might of the Myrmidon]], [[Talon of the Gryphon]], [[Swift Leaping Hare]], [[Swan&#039;s Cruel Wing]], [[Hammer of Thunder]], and [[Hook of the Hoarfrost Guardian]].&lt;br /&gt;
* The curse [[Unfettered Anarchy]]&lt;br /&gt;
* The resource enchantments [[Merciless Wrath of the Reaver]] and [[Blood and Salt]].&lt;br /&gt;
* The army enchantment [[Loosen the Shackles]].&lt;br /&gt;
* And these rituals which are not part of Imperial or Urizen lore &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039;, and &#039;&#039;Ironwind&#039;s Pride&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once each day a [[Rituals#Contributors|contributor]] to one of these rituals can call on the Claw, and spill their own blood to empower that ritual. They can spend up to three hits by cutting themselves, or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. &lt;br /&gt;
&lt;br /&gt;
In addition, any character who loses a body hit in this fashion receives a bonus rank to perform the ritual in question, subject to the [[Realm_Lore#Gaining_additional_ranks|normal rules for effective skill]].&lt;br /&gt;
&lt;br /&gt;
A contributor &#039;&#039;can&#039;&#039; reduce themselves to 0 hits &#039;&#039;at the finale of the ritual&#039;&#039;, but they will collapse and begin to [[Combat#Dying|bleed to death]] as the ritual is completed.&lt;br /&gt;
&lt;br /&gt;
Any given magician can only use this ability once each day, and the &#039;&#039;roleplaying effect&#039;&#039; mentioned above that is created by invoking the Claw is be much more pronounced after doing so.&lt;br /&gt;
&lt;br /&gt;
===The People&#039;s Claw===&lt;br /&gt;
* &#039;&#039;&#039;Magicians can perform the Empower spell using their own blood rather than personal mana&lt;br /&gt;
In previous seasons the power of the Claw has been restricted to enhancing ritual magic but during the Autumn Equinox it can also be used for certain kinds of [[spellcasting]]. Once each day a magician who knows the [[empower]] spell can invoke the Claw as part of their casting and inflict a wound on themselves. This causes a hit of damage and lets them cast the empower spell without spending any personal mana. For at least an hour after they do so they experience [[#The_Claw_Ascendant|the roleplaying effect mentioned above]] - which might prove quite problematic on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==A Drowning Sailor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The grand conjunction of the Great Wyrm and the Mountain has ended&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Wyrm has formed a grand conjunction with the Drowned Shepherd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is currently impossible to create arcane projections that curse an individual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections that create a personal curse will no longer work after the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
The Claw is not the only constellation acting in a peculiar fashion. Since the Winter Solstice last year, Imperial [[astronomancy|astronomancers]] had been aware of a rare &#039;&#039;grand conjunction&#039;&#039; of [[the Great Wyrm]] and [[the Mountain]]. The impact of this conjunction coincided with permanent alterations to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. This conjunction now seems to have come to an end - except for the ongoing [[#Unravelling|unravelling]] of [[arcane projection|arcane projections]].&lt;br /&gt;
&lt;br /&gt;
However, the chaos in the stars is not over. Astronomancers have noted that [[the Drowned Shepherd]] has been [[Stars_and_sigils#The_Drowned_Man|shifting into alignment]] with the Great Wyrm for several months and now another grand conjunction has begin. The Drowned Shepherd is quite a dangerous constellation, often invoked in magic that creates [[curse|curses]] or destruction.&lt;br /&gt;
&lt;br /&gt;
As the Grand Conjunction begins to unfold, it remains impossible to create an [[arcane projection]] that creates a personal [[curse]] - a curse that targets an individual. Furthermore, as magicians of the [[Unfettered Mind]] have been warning for a while, it is becoming increasingly difficult to perform arcane projections that create a personal curse, similar to the effect that struck those arcane projections that dealt with warfare during the earlier Grand Conjunction.&lt;br /&gt;
&lt;br /&gt;
By the end of the Autumn Equinox, it will be impossible to perform any arcane projection that creates a personal curse. These arcane projections are also showing signs of the [[#unravelling|unravelling]] that has been effecting protections related to military magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|caption=The Drowned Shepherd is a constellation of curses and the end of things.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Unravelling==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before the start of 2025 that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before the start of 2025 that enchant armies, navies, military units, or fleets or cause personal curses can be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
The [[Unfettered Mind]] were the first people to spot the peculiar phenomenon that coincided with this sequence of grand conjunctions -&#039;&#039;the Unravelling&#039;&#039;. It initially meant that any [[arcane projection]] issued before Winter 386YE (the start of 2025) that attempts to [[enchantment|enchant]] an [[army]] or [[navy]] could no longer be cast, nor could arcane projections that involve enchanting a [[military unit]] or [[fleet]]. The grand conjunction appears to have scrambled the magic bound into the projections themselves. This effect is &#039;&#039;permanent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Any of these arcane projections that no longer function can be brought to [[GOD]] and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections that deal with warfare in this way will persist until the end of this event.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox dawns, this same effect is being noted on arcane projections that create personal curses. The projections may still be performed, but only until the end of the Equinox after which they become permanently defunct. As with the ability to exchange arcane projections that dealt with warfare, any arcane projection that creates a personal curse - a curse on an individual - may be brought to GOD and exchanged for 10 crystal mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
==A Map of Unknown Skies==&lt;br /&gt;
* &#039;&#039;&#039;There have been odd &#039;constellations&#039; spotted in the night sky where the Penumbral Veil has been drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear what these constellations are but anyone who peers at them for long gains an inkling of their name and meaning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who live in Karov, Hahnmark, Holberg, Spiral,  or Semmerholm may &#039;&#039;choose&#039;&#039; to be affected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the last year or so, much of the Empire has had the [[Drawing the Penumbral Veil|penumbral veil]] drawn over it. Most citizens have come to treat the occasional strangely shifting shapes and lights in the night sky as unremarkable oddities.&lt;br /&gt;
&lt;br /&gt;
[[Sound_and_vision#Written_in_the_Stars|Last season]], star watchers began to spot patterns in the odd lights that sometimes appear in a veiled night sky. Members of the &#039;&#039;Spire of Shadowed Glass&#039;&#039; have been travelling across the Empire, cataloguing what they see each night, and referring to them as &amp;quot;pseudo constellations&amp;quot;. Less academic individuals have dubbed them &amp;quot;night stars&amp;quot; a term which irritates those Urizen scholars who believe &#039;&#039;all&#039;&#039; stars come out at night.&lt;br /&gt;
&lt;br /&gt;
These pseudo-constellations are only visible in areas enchanted with night magic that hides the stars, and people living within these areas have been having odd dreams associated with them. Even more unusual, people who see these stars seem inclined to draw the same shapes between them and call them by the same names - even if they have never talked about them with anyone else. The Penumbral Veil that hung over the Empire has slowly faded as the Autumn Equinox approaches, and the stars are not seen anywhere the enchantment has faded. It remains to be seen if they will return should the ritual be cast on an Imperial territory again.&lt;br /&gt;
&lt;br /&gt;
Several of the constellations were recorded last season - the Trident in [[Skarsind]], The Serpent Sheds its Skin in [[Mournwold]], the Golden Ferret in [[Tassato]], and the Woven Banner in [[Necropolis]]. These constellations were having peculiar effects on those in the territories, but now it seems that the pseudo-constellations are being seen in other places as well, and their influence over those sleeping beneath them have faded. At the same time, however, a new batch of &amp;quot;night stars&amp;quot; has been spotted in parts of the Empire under the Penumbral Veil.&lt;br /&gt;
====The Paired Dancers - Karov====&lt;br /&gt;
This pseudo-constellation is seen in the skies over [[Karov]], and seems to have inspired a rash of ill-considered romance that has already resulted in several weddings and one very memorable fight. &lt;br /&gt;
&lt;br /&gt;
Anyone who has spent a significant amount of time in the territory may find they are experiencing the following roleplaying effect: &#039;&#039;you find it easy to see the best in others, and find yourself drawn to those who under normal circumstances would annoy you or with whom you would not consider spending time.&#039;&#039;&lt;br /&gt;
====The Crab - Hahnmark====&lt;br /&gt;
Seen in the veiled skies over Hahnmark, this arrangement of night stars seems to have brought with it a burst of ingenuity and creativity that encourages sensitive people to question established beliefs. It has coincidentally coincided with increased criticism of the Imperial Synod thanks to the recent mandate.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent a significant amount of time in the territory may find they experience a roleplaying effect: &#039;&#039;it is easy for you to dwell on decisions you have made and wonder what might have happened had you chosen differently. At the same time, when confronted with a problem, you are inspired to propose solutions that might on first consideration appear entirely unworkable.&#039;&#039;&lt;br /&gt;
====The Looking Glass - Holberg====&lt;br /&gt;
This strange large pseudo constellation has risen in the veiled skies over [[Holberg]]. Those who have paid particular attention to it find themselves pondering who, exactly, they are and why they became the person they have become. A few people have thrown aside established lives and careers to pursue radically different paths - the best known example is a certain previously sober merchant-prince gave all their wealth to the Church of the Little Mother and moved to the [[Sumaah Republic]] to become an artist.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent a lot of time in Holberg considering the stars may find they experience a roleplaying effect: &#039;&#039;you find it easy to slip into introspection, pondering your own identity and how well you know yourself. If you realise you are not happy, it is easy and exhilarating to simply discard your old life or way of thinking and embrace something new that suits the person you are now better.&#039;&#039; &lt;br /&gt;
====The Mask - Spiral====&lt;br /&gt;
This set of night stars has appeared in the sky over [[Spiral]], and to be honest has pretty much faded into the background compared to everything &#039;&#039;else&#039;&#039; going on in that territory.&lt;br /&gt;
&lt;br /&gt;
Regardless, anyone who has spent a lot of time in Spiral paying attention to the stars may experience a roleplaying effect: &#039;&#039;you feel an urge to create and present a false persona or identity to those around you, concealing your real feelings and opinions and even your history and name. Misdirecting and deceiving others is profoundly satisfying.&#039;&#039;&lt;br /&gt;
====The Bondring - Semmerholm====&lt;br /&gt;
In the skies over [[Semmerholm]], at night, the constellation of the Bondring has appeared. It seems to have had only a limited impact on the people of the territory, and the Urizen visiting couldn&#039;t find anything obviously different to what they expected to find.&lt;br /&gt;
&lt;br /&gt;
If you spent time in Semmerholm however, you may choose to experience a roleplaying effect: &#039;&#039;it is easy to dwell on and think about love, both romantic and platonic, and how it shapes you and those around you. While you may feel encouraged to pursue a love you have abandoned or concealed, it is much more satisfying to help other people who you feel have a connection to uncover and strengthen that connection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Two Dancers Stars.png|title=A popup title|caption=The Paired Dancers in Karov|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=The Crab Star.png|title=A popup title|caption=The Crab in Hahnmark|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Looking Glass Star.png|title=A popup title|caption=The Looking Glass in Holberg|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=The Mask Star.png|title=A popup title|caption=The Mask in Spiral|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=The Bondring Star.png|title=A popup title|caption=The Bondring in Semmerholm|align=right|width=300}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
Any character who lives or has spent time travelling in any of the affected territories, Karov, Hahnmark, Holberg, Spiral or Semmerholm may choose to experience the associated roleplaying effect during the event. The effect may ebb and flow at player discretion, and is entirely opt-in. If you choose not to have been affected by it, you cannot start being affected by it during the event.&lt;br /&gt;
&lt;br /&gt;
==A Pilgrim Flame==&lt;br /&gt;
* &#039;&#039;&#039;The Pilgrim Flame is returning to Anvil this season&lt;br /&gt;
[[Sound_and_vision#Lock_and_Key|Last season]] there was an incident at [[Anvil]] with some unfamiliar spirits that appeared connected to a tulpa of the Wanderer called the &#039;&#039;Pilgrim Flame&#039;&#039;. These creatures appeared in both the [[The Brass Coast|Freeborn]] and [[Highguard|Highborn]] camps and appeared to draw on aspects of the Key and the Lock. Specifically, they seemed to manifest negative aspects of these constellations that were experienced by those who tried to interact with them as [[curse|curses]]. &lt;br /&gt;
&lt;br /&gt;
Regardless, the &#039;&#039;Pilgrim Flame&#039;&#039; has not apparently departed the mortal world; it is expected to return to Anvil again during the coming summit, likely bringing more of its peculiar spirits with it. The tulpa itself is capable of communication, although the spirits that accompany it appear more simplistic in attitude. It&#039;s likely to appear at night, but where and when is apparently not clear.&lt;br /&gt;
&lt;br /&gt;
Some astronomancers have debated whether they are an example of &amp;quot;ripples&amp;quot; erupting from the act of divining these constellations more closely. Yet these things were also influenced in some way by the Wanderer - and there is some discussion about whether these were &#039;&#039;actually&#039;&#039; Wanderer spirits. The baleful red eye is hard to predict after all, and one of the [[The_Wanderer#The_Law|laws]] associated with it is the concept that &amp;quot;things go awry&amp;quot;. What has been noted is that the Wanderer itself has recently passed through both the Claw and [[the Chalice]] over the course of the last few weeks, and there is some speculation that might turn out to be relevant.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Astronomancy]]&lt;br /&gt;
* [[Astral Arcanist]]&lt;br /&gt;
* [[Arcane projection]]&lt;br /&gt;
&lt;br /&gt;
* [[Sound_and_vision#Written_in_the_Stars|Sound and vision]] - 387YE Summer wind of fortune discussing the first &amp;quot;pseudo constellations&amp;quot;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sound_and_vision&amp;diff=141581</id>
		<title>Sound and vision</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sound_and_vision&amp;diff=141581"/>
		<updated>2026-07-12T10:25:03Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;When Holberg and Reikos were held by our Foes, T’was Gabriel Barossa that freed ‘em, Through their army was huge, he baited the Druj, And used their own tactics to bleed ‘em!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jonty slammed his tankard down on the table and groaned. &amp;quot;Not that fucking song again. Doesn&#039;t that troubadour know anything else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What ya complaining about?&amp;quot; argued Dina. &amp;quot;It&#039;s catchy - and at least this Barossa fella&#039;s still alive. It&#039;s this or that one about the doomed lover who throws themselves in the Barren Sea five hundred years ago. This is topical. And it&#039;s about beating up the Druj. Oh, Ho! Gabriel Barossa!&amp;quot; the last part was shouted, as was now traditional, along with half the tavern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s trite is what it is. It doesn&#039;t scan properly. It&#039;s doggerel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh right, yeah... This from the man whose only contribution to art is finger painting crude drawings on latrine walls. Going to give up woodcutting and become a troubadour are we?&amp;quot; Dina grinned at her drinking partner enjoying his foul mood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, Ho! Gabriel Barossa!&amp;quot; shouted the crowd.&lt;br /&gt;
&lt;br /&gt;
Jonty just scowled and mumbled to himself &amp;quot;Death by the Druj would be better than this... If I ever see this Barossa fella, I&#039;ll give him what-for...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sound and vision.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There is magic across the Empire. In the weavings of the cabalists. In the lore of the weavers. In the craft of the witches, and the arts of artisans. There is also magic in the world itself, serendipity and spirits, constellations and confluences, in the sky and in the salt. Some magic ripples out from the workings of orcs and humans, some rains from the heavens, some rises from the earth and stone.&lt;br /&gt;
&lt;br /&gt;
This season events that relate specifically to the [[eternal|eternals]] is discussed in more detail in &#039;&#039;&#039;[[The prettiest star]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
==Silver Earworms==&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Jaheris have been paying bards, scops, stzena, sutannir, mountebanks, troubadours, and mummers to perform &#039;Grinning General Gabriel&#039; across the Empire&#039;&#039;&#039;&lt;br /&gt;
For reasons known only to the &#039;&#039;[[Jaheris|Unicorn Prince]]&#039;&#039;, the Lord of the Forest of Arden has taken it up themselves to promote a new poem extolling the apparently limitless Virtues of the General &#039;&#039;&#039;Gabriel Barossa&#039;&#039;&#039;. They are apparently determined to ensure that this piece is heard as far and wide as possible, possibly because they want to let everyone know how much they like the general or maybe just because they want his name to life in infamy, it&#039;s hard to be sure.&lt;br /&gt;
&lt;br /&gt;
Bards and anyone who might be a regular performer is being asked to consider reciting the poem at any opportunity. [[Scop|Scops]], [[stzena]], [[sutannir]], [[mountebank|mountebanks]], [[troubadour|troubadours]] and even [[mummer|mummers]] have been offered a few rings if they will add the piece to their repertoire and given free rein to change the words, set it to music or include it in a play. Provided it is performed far and wide, the servants of the &#039;&#039;Moonsilver Prince&#039;&#039; are content.&lt;br /&gt;
====Participation: Performers====&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px; width: 50%; float: right;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
====Grinning General Gabriel====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gabriel Barossa has fashionable clothes,&lt;br /&gt;
Two blue eyes that are always a-smoulder, &lt;br /&gt;
And a fantastic hat,&lt;br /&gt;
but despite all of that,&lt;br /&gt;
I assure you he’s really a soldier.&lt;br /&gt;
&lt;br /&gt;
When Holberg and Reikos were held by our Foes,&lt;br /&gt;
T’was Gabriel Barossa that freed ‘em,&lt;br /&gt;
Through their army was huge,&lt;br /&gt;
he baited the Druj,&lt;br /&gt;
And used their own tactics to bleed ‘em!&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris’s contest he swiftly did win,&lt;br /&gt;
Beat a Jotun Warlord without touching a sword,&lt;br /&gt;
All while wearing a shit-eating grin.&lt;br /&gt;
&lt;br /&gt;
Zakalwe sponsors his tactical college,&lt;br /&gt;
Gabriel’s military thinking’s so stellar,&lt;br /&gt;
And for various crimes,&lt;br /&gt;
he’s been cursed twenty times,&lt;br /&gt;
So you know he’s a popular feller.&lt;br /&gt;
&lt;br /&gt;
The Whispering Gallery hated his knowledge,&lt;br /&gt;
They sent five Assassins most able.&lt;br /&gt;
At his own wedding ball,&lt;br /&gt;
Gabriel best them all,&lt;br /&gt;
(With the help of a small picnic table.)&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris says he is the best of the lot,&lt;br /&gt;
And considering the rest&lt;br /&gt;
that have claimed to be best,&lt;br /&gt;
Who are we then to say he is not?&lt;br /&gt;
&lt;br /&gt;
As a dancer he’s graceful, his feet are so swift,&lt;br /&gt;
The Grendel did not stand a chance,&lt;br /&gt;
A three minute defeat,&lt;br /&gt;
while they clapped to the beat,&lt;br /&gt;
When he led his League troupes out to Dance&lt;br /&gt;
&lt;br /&gt;
Now he and his wife have a contest of gifts,&lt;br /&gt;
A rivalry constant and heated.&lt;br /&gt;
So nobody can&lt;br /&gt;
(but his dear Viviane),&lt;br /&gt;
Say they’ve ever had Gabriel defeated!&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris says he is the best in the show,&lt;br /&gt;
Truly out at the Fore,&lt;br /&gt;
both in Love and in War…&lt;br /&gt;
Who are we then to say it ain’t so!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone who plays a character who regularly performs in anyway will have been approached by servants of the &#039;&#039;Moonsilver Prince&#039;&#039; and asked to perform the poem. If you would have taken the Prince&#039;s ring, you can let the crew in GOD know and exchange the eighteen rings income for a crown when you collect your pack &#039;&#039;&#039;by visiting the lost property desk before you leave GOD&#039;&#039;&#039;. You will have been encouraged to perform the poem far and wide and given license to adapt it however you wished. The words of the poem are shown right.&lt;br /&gt;
&lt;br /&gt;
If you perform the poem at Anvil during the summit in front of a substantial audience of a dozen or more people, you will receive a boon from Jaheris. You will experience a &#039;&#039;&#039;roleplaying effect&#039;&#039;&#039;. &#039;&#039;You feel joy in the power of poetry and music to entertain, bedevil and cause trouble. You feel an urge to perform disconcerting pieces at any opportunity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, you have one additional hero point for the duration of the event. You can only increase your maximum number of hero points by one in this manner, but if you have expended this hero point then it is regained whenever you perform the poem in front of a substantial audience in Anvil.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Icebarn.png|align=left|caption=The great icy creatures known as artoks emerge from the endless storm to tread fixed paths across Wintermark before they head back into the ice.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anchoring an Artok==&lt;br /&gt;
* &#039;&#039;&#039;Mystics of Wintermark have heeded the call of the Conclave to find a way to bind &#039;&#039;Little Icebarn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control over the artok can be extended at the cost of increasing amounts of mana crystals&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Mystic|Mystics]] from the [[Raven Seer|Aviary of Ishal]] discovered [[Stars_and_sigils#Ravens_and_Giants|previously unknown writings]] regarding the binding of [[Wintermark_magical_traditions#Artok|Artok]]. An opportunity to discover the methods was presented to the Raven Seer, but the decision was made to instead seek the truth behind the animal attacks across Sermersuaq and the north-western Empire. A mystery half-solved? Not if the Empire has anything to do with it. The [[Grandmaster]] of the [[Silver Chalice]] issued a declaration to Conclave calling for interested parties to [[387YE_Spring_Equinox_Conclave_sessions#Concord:_Storm&#039;s_Folly_and_Artok|research the writings of Storm&#039;s Folly]]. A lateral move, but one that many Mystics speak of approvingly. There are often many routes to the same destination, and the magicians of Anvil have identified one.&lt;br /&gt;
&lt;br /&gt;
It is not a flood of scholars who arrive at the isolated Hall in [[Sermersuaq#Suaq_Fount|Suaq Fount]]. More like a trickle, a thin rivulet of curious people, all Winterfolk. This is not the might of a directed order, but a few interested parties. The people of the Empire know very well the power of a small but determined band of experts with time on their hands. And sure enough, just before the Summer Solstice, the researchers present their findings. They have no formal presentation, no context, no historical research. They have gone through the ancient writings and identified only those parts that related to their goal, ignoring everything else. The story of Storm&#039;s Folly and their place in the wider history of the artoks will be for others to research, should they be of a mind. But their methods? Those are now in the Empire&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
Artoks are strange and unpredictable beings, guided by some mysterious force that the Empire does not know. The same methods will not work on all of them, and worse they become more difficult over time, as the artok&#039;s urge to resume its original path grows stronger. But &#039;&#039;Little Icebarn&#039;&#039;, it seems, is susceptible to this control. The researchers are confident that they could use twenty mana crystals to bind the artok to work at the [[Pride of Ikka&#039;s Tears]] for another year. This is not even a one-off thing - the process could be repeated, albeit at greater cost. To bind Little Icebarn for a second year would cost 40 mana crystals, then 80 for a third year, 160 for a fourth, and so on. The required quantity would double every time so Little Icebarn could never be bound forever, but the only limits are the mana crystals available.&lt;br /&gt;
&lt;br /&gt;
All it would take is for the Custodian of the Pride of Ikka&#039;s Tears, currently &#039;&#039;&#039;Æðelric Dagursson&#039;&#039;&#039;, to acquire the mana crystals and have them delivered to the mine for use (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Custodian of the Pride of Ikka&#039;s Tears should hand-in mana crystals at the end of the event and email {{plot}} before downtime closes.)&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Feresh.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Mountain Rises (Zenith)==&lt;br /&gt;
* &#039;&#039;&#039;Mount Polus has risen to be the tallest mountain in the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Urizen could build an edifice to found a new spire on the mountain&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Meraud]] [[Eat_like_kings#Obligations|provided the Golden Chalice]] with an arcane projection in recognition of their aid in his restoration. &#039;&#039;The Hands that Shake the Heavens&#039;&#039; was performed during the summit by the &#039;&#039;&#039;Ashen Flame&#039;&#039;&#039; coven of Urizen, targeting [[Zenith#Occursion|Occursion]] in Zenith. The first of the tremors was felt shortly after the equinox, with subjects of the Lord of the Silver Tower visiting spires to warn them before the earthquake that followed. One of the mountains of Occursion, Mount Polus, began to rise as the tremors continued. Shortly before the summit, the last of the tremors is felt, and the region seems to breathe a sigh of relief. Just one day later, an overwhelming crunch is heard as far away as [[Custodian_of_the_Storm_Vault#The_Storm_Vault|the Storm Vault]]. A crevasse has opened near the base of Mount Polus, which seems to beckon for adventure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mount Polus&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; [[Zenith#Occursion|Occursion]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; &#039;&#039;&#039;Minimum:&#039;&#039;&#039; 10 white granite, 300 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the edifice to reduce the costs for the spire to regular costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends in a year&#039;s time&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
It is too soon to know for sure what might be found in the crevasse, but local spires and citadels are incredibly interested in what might be uncovered in this new unknown. The &#039;&#039;Citadel of the Empty Sword&#039;&#039;, sentinels who maintain a watch over the southern pass into [[Spiral]], have suggested that an army could be used to explore the crevasse... once the Druj are pushed from the territory, of course. The [[Narwhal&#039;s Spear]], the [[Seventh Wave]], or the [[Wolves of War]] (hiring the appropriate mercenaries), or an Imperial army enchanted with [[Bound by Common Cause]] could take a defensive order to fully explore the crevasse. The general would likely receive a sample of what might be found in the crevasse, and the civil service would publish a report of what was uncovered, and how best it might be exploited for the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Eye of the Heavens&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Occursion in Zenith&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 mithril, 20 white granite, 10 weirwood and 225 thrones, six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 2 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Creates an observatory to enable study of the stars, the conjunctions and astronomancy to rival the proposed school of dramaturgy in Spiral&lt;br /&gt;
* Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the Eyes of the Heavens for two seasons to reduce the labour costs to 180 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;One-off Benefit:&#039;&#039;&#039; 100 crystal mana spread through businesses in the Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends in a year&#039;s time&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Of course, impossibly tall mountains whose peak is way above the clouds could be the perfect place to found a new spire. Just as [[Daybreak_in_Spiral|the proposal for the Omphalos in Spiral]], the nation would need to commission an edifice to serve as the focal point of the Dreaming Spire. It would need at least ten white granite, but it could be bigger than that if there was sufficient desire to ensure the new spire had sufficient grandeur to meet the moment.&lt;br /&gt;
&lt;br /&gt;
The problem here would be how on earth to drag the materials all the way up the side of the tallest mountain in the Empire. Regular ushabti are not designed for that work, so the labour costs would be ten times the normal rates, 300 crowns for a ten wain edifice, more if the territory decided to build something bigger. What is needed are specialist ushabti built just for this purpose - with the right constructs, the costs could return to normal (30 crowns for a ten wain edifice).&lt;br /&gt;
&lt;br /&gt;
Fortunately Zenith is the home of the [[Fate_and_function|Crucible of Fate]], the extraordinary foundry, with accompany forges and workshops that allow the [[Architect of the Crucible]] to oversee the creation of specialised Ushabti. Currently the focus of that work is on the specialist ushabti needed to maximise production of mithril for the [[Brilliant Star]] but they could be [[Architect_of_the_Crucible#Miracle_And_Wonder|redirected for a season to support the construction of the new spire by the usual method]]. If that happened then the costs for &#039;&#039;any&#039;&#039; commission on the mountain-top would return to normal.&lt;br /&gt;
&lt;br /&gt;
Of course those are just the technical problems - the spire would need a name - and ideally a purpose. One possible choice might be to study the stars - Zenith was once renowned for its [[astronomancy|astronomancers]]. The Arch of the Sky was a collection of spires on the tallest mountains in Zenith where [[stargazer|stargazers]] and masters of celestial magic would come to observe the night skies. It was destroyed when the Druj invaded Zenith and has never been rebuilt. It could be anything however; if the edifice is commissioned, that is the perfect opportunity to set the name and direction of the new spire.&lt;br /&gt;
&lt;br /&gt;
When the Crucible of Fate was commissioned it beat out a [[Write_your_own_ending#The_Eye_of_the_Heavens|proposal by &#039;&#039;Delius of the Night Spire&#039;&#039;]], to make Zenith the indisputable home of astronomancy throughout the Empire. Her proposal was five separate observatories spaced out across the territory to mirror the positions of [[The Key and The Lock]]. However the opportunity presented by Mount Polus offers the stargazer a chance to shake off those plans and repropose them. It is well known among dedicated astronomers, that the higher an observatory is positioned, the easier it is to read the stars. This is hardly surprising, since you are considerably closer to the stars on top of a tall mountain! So rather than five small observatories, why not create one enormous one, a spire close enough to touch the heavens?&lt;br /&gt;
&lt;br /&gt;
The proposal is hardly cheap, but building the Eye of the Heavens was never going to be easy. It wouldn&#039;t change the essential nature of Zenith, it will always be renowned as a territory whose people were masters of their own fate. But it would be the perfect way to restore the legacy of the Arch of the Sky and also create an observatory that would be an unrivalled centre of the study of astronomancy in the Empire. The perfect way to show those [[The_play_that_came_to_Apulian#Curiouser_and_Curiouser|actors in Apulian]] what real magical study looks like!&lt;br /&gt;
&lt;br /&gt;
==A Gate of Mist and Shadow (Lyceum)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The meeting between the Brother of Wizards and the Unfettered Mind seems to have borne fruit&lt;br /&gt;
* &#039;&#039;&#039;Two possible plans for restoring contact between the Empire and the Lyceum are being explored&lt;br /&gt;
Last season, a [[Speak_to_me#Father_of_Bats|plenipotentiary meeting]] was arranged between the [[Sadogua|Brother of Wizards]] and members of the [[Unfettered Mind]]. The discussion about how to solve the problem of [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] being stuck behind a mostly impenetrable wall of magical mist ranged far and wide but in the end some potential solutions were settled upon. &lt;br /&gt;
===A Gate of Mists===&lt;br /&gt;
* &#039;&#039;&#039;A specialist Night magic ritual designed to enchant a fleet could be developed that would be &amp;quot;recognised&amp;quot; by the wards&lt;br /&gt;
* &#039;&#039;&#039;The ritual would need to be placed in Imperial Lore&lt;br /&gt;
* &#039;&#039;&#039;There is a risk that enemies of the Empire might be able to get hold of or duplicate the ritual enchantment&lt;br /&gt;
The first apparently involves a scheme to create a specific ritual of [[Night magic]] that, among other things, would allow a [[fleet]] to pass through the wall of mist (and also avoid being eaten by the dangerous [[inhabitants of the realms#Guardians|guardians]] the Father of Bats has apparently unleashed into the area). With the help of the eternal, the wards would be modified to allow any ship bearing that specifically crafted enchantment to pass freely.&lt;br /&gt;
&lt;br /&gt;
For this plan to work, the ritual would need to be codified and then made part of Imperial Lore. Once that were done, Imperial ships would be able to reach the Lyceum again. This is convenient, but also risky. The &#039;&#039;Globbersnotch&#039;&#039; warns that if the wards are attuned to a ritual they allow &#039;&#039;anyone&#039;&#039; through to the Lyceum island. While the Empire might be able to control access to such a ritual, it would still be possible for enemy magicians to work out the details of that ritual and potentially create their own &amp;quot;key&amp;quot; to the lock protecting the college of magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Gates of Shadow&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Siroc Bayou, Madruga or Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 wains of either [[white granite]] or [[weirwood]]; 5 rings of ilium; base 45 crowns labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 Months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability: Open-ended&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Restores connection between the region where the gates are built and the Lyceum&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Course of Shadows===&lt;br /&gt;
* &#039;&#039;&#039;A pair of gates based on the Paths of Lan Thúven could allow ships to sail safely back and forth between the mainland and the Lyceum&lt;br /&gt;
* &#039;&#039;&#039;The risk is that if the region where the gate stood on the mainland were captured by enemies they would be able to access the Lyceum instead&lt;br /&gt;
* &#039;&#039;&#039;The gate would be built at Siroc Bayou or Oranseri&lt;br /&gt;
The other possibility is to draw on the inspiration of the old [[Liathaven#Paths_of_Lan_Thúven_(Gone)|Paths of Lan Thúven]]. Discovered in the depths of the (then) vallorn dominated western Liathaven, the paths were a specific route woven with [[night magic]] that allowed Navarr armies to pass &#039;&#039;through&#039;&#039; vallorn controlled [[Liathaven#West Ranging|West Ranging]]. With the help of the &#039;&#039;Toad King&#039;&#039; a similar structure could be put in place connecting [[the Brass Coast]] mainland to the Lyceum island. This would allow any ship to sail safely through the mists - and also incidentally avoid any &#039;&#039;other&#039;&#039; threat along the route. &lt;br /&gt;
&lt;br /&gt;
There is of course a weakness to this plan as well. The &amp;quot;entrance&amp;quot; to the magical path would need to be built in either [[Madruga#Siroc_Bayou|Siroc Bayou]] (which is not currently part of the Empire, and is also tricky to build in), or in [[Feroz#Oranseri|Oranseri]] (most likely as part of the docks at [[Feroz#Oran|Oran]]). The problem here is that if enemies capture the region where the mainland end of the gate stands they would be able to sail as many ships as they wanted to up to the Lyceum and raid or destroy the college.&lt;br /&gt;
&lt;br /&gt;
Sadogua has provided plans for the required gates however. The eternal says that with his help, the magicians on the island will be more than capable of cannibalising the resources they need to build their end, at least in the short term. Once the gate opens, the first ships will be able to bring the last few resources in to anchor the &amp;quot;course of shadows&amp;quot;. The plans the eternal has provided represent an [[edifice]] requiring 15 wains of &#039;&#039;either&#039;&#039; weirwood or mithril (but not both), and 5 rings of [[ilium]]. Construction will require a base 45 crowns (more if they are [[Commission#Marshes|built in the marshes]] of Siroc Bayou). Once complete, Imperial ships will once again be able to reach the Lyceum, allowing the magicians trapped there to leave and new students and faculty to reach the island.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Wyrm-lord&#039;&#039; is always angling for magicians to gain additional power, and points out that the Senate could amend the title of [[Arcane Architect]] to allow them to build edifices, a useful ability that would be of value not only to eternals from all realms but also to Imperial magicians who need something built for magical purposes. He can&#039;t do much himself, but he does point out that there are probably forces in the other lesser realms (perhaps the [[Realms#Autumn|Iron Labyrinth]]) that are more focused on material concerns. They might be convinced to support the Arcane Architect if they had a wider remit than just &amp;quot;mana and vis sinecures&amp;quot;, perhaps even going so far as to free them from the need to work with the mundane civil service and Senate when commissioning a structure in a similar way to the [[Master of the Koboldi]] (but with fewer koboldi).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=PhoenixIllustrationInk.JPG|caption=What is written in the firmament can be read from the earth.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire (Casinea)==&lt;br /&gt;
* &#039;&#039;&#039;Residents of Casinea have reported strange dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone enchanted with &#039;&#039;Ride the Noble Steed&#039;&#039; can request a vision from the Regio or the Referee Access Tent&#039;&#039;&#039;&lt;br /&gt;
As the Summer Solstice approaches, people across [[Casinea]] awaken having experienced strange dreams with peculiar spires and palatial, shadowed spaces. Often these dreams involve being surrounded by others - some they recognise, most they don&#039;t - all in hushed silence. The atmosphere in these dreams is heavy with expectation, tinged with an edge of the unreal - of a brief, discomfiting blurring between the dreamer and the dream at the moment of waking that lingers for hours long beyond the persistence of memory.&lt;br /&gt;
&lt;br /&gt;
Budding oneiromancers dwell upon these somniations at length before [[Clear_Counsel_of_the_Everflowing_River|turning to]] the &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039; to decipher its mysteries. Her response is delivered with that eternal&#039;s usual mystique: these dreams, it would seem, are a celebration of sorts - a gift formed from the contribution of several Night eternals. The &#039;&#039;Whispering Wind&#039;&#039; goes on to hint at a further invitation for those who seek the mysteries of their dreams that can be found by &amp;quot;&#039;&#039;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;seeing through the eye of the magpie and taking tack and bridle to ride beyond the veil of sleep&amp;lt;/span&amp;gt;&#039;&#039;&amp;quot;. All other questions on the matter return only silence.&lt;br /&gt;
&lt;br /&gt;
It is soon discovered that those affected by [[Ride the Noble Steed]] within Casinea experience an especially vivid dream of riding far - through foreign lands, blurred by night - making for a distant point of light. When they awaken they are filled with a certainty that they have begun to undertake a journey - though towards what, the dream offers no answers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If your character has slept overnight in Casinea in the last season (or indeed after sleeping in Anvil during the event), they may roleplay having experienced this strange dream. Any character who is the target of [[Ride the Noble Steed]] may request to receive additional information about the dream of travel from the Regio or the Referee Access Tent.&lt;br /&gt;
&lt;br /&gt;
==The Littlest College==&lt;br /&gt;
* &#039;&#039;&#039;Access to the Loom of Spells will be auctioned at 14:00 on Sunday at the Imperial Regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Loom of Spells continues to be controlled by the Church of The Little Mother&#039;&#039;&#039;&lt;br /&gt;
The Church of The Little Mother is continuing the practice of auctioning access to the Loom of Spells. A [[bishop]] of the Church will attend the Imperial regio at 14:00 on Sunday of the summit, where the auction will take place. Bids are to be given in ingots and measures. It does not matter which materials are given, and bids may include a mixture. The only thing that matters is the raw quantity. &lt;br /&gt;
&lt;br /&gt;
They remind potential bidders that the Loom can only codify rituals of up to the tenth magnitude, but have established that the ritual [[Quick Study]], which is part of Urizen lore, will work. The bishop taking the bids has been assigned as head of the work crews on the Loom this season, and may be targeted by this ritual if needed, though they will expect any bidders who require such a thing to have arranged their own casting and to be ready to cast it as soon as their bid is declared successful.&lt;br /&gt;
&lt;br /&gt;
==Lights in the Sky (Feroz)==&lt;br /&gt;
* &#039;&#039;&#039;A colourful display is in effect in the night sky of Feroz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is clear to anyone in the territory that this is the result of Summer magic&#039;&#039;&#039;&lt;br /&gt;
After the Spring Equinox, a majestic vision starts appearing in the night skies over [[Feroz]]. The vision repeats each night although the details are sometimes different. As the months roll on the light becomes less pronounced, and several nights may pass between appearances. About a fortnight before the Summer Solstice, the last lights are seen and then the effect ends.&lt;br /&gt;
&lt;br /&gt;
A bag bound in chains, set within a cage formed of magnificent light, emerges from what appears to be a hole in the sky. Two figures follow; the first an Urizen changeling, clad in a robe of falling stars. In his hand, he holds a gilded staff topped with a blue crystal. Soon after, a Navarr man follows, adorned in moonlight. The two figures share a glance before they seem to survey the land beneath them. Linking hands, they produce a gilded key, and they walk towards the locked bag. As they unlock the bag, it explodes into a starburst of multiple colours, which settle into the forms of creatures dancing in the sky. After a few minutes, there is a flash of light, and the apparition repeats itself anew.&lt;br /&gt;
&lt;br /&gt;
The effects are clearly the result of a powerful Summer enchantment. There is a little grumbling from the folk of Feroz about the amount of mana the images must have required and how they might have been better spent.&lt;br /&gt;
&lt;br /&gt;
==Koboldi in the Barrens==&lt;br /&gt;
* &#039;&#039;&#039;A group of koboldi have appeared in the Barrens looking to build a statue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are apparently waiting for further direction on what they should build&#039;&#039;&#039;&lt;br /&gt;
Shortly after the Spring Equinox a large group of excitable &#039;&#039;koboldi&#039;&#039; appear in Murderdale in the Barrens. They are apparently here to raise a new statue, something grand and impressive, as part of an agreement with the [[Adamant|&#039;&#039;King under the Mountain&#039;&#039;]]. They were expecting to meet with Dawnish magicians from the Phoenix Rising coven who could tell them what needed to be built, so they are somewhat non-plussed to find nobody waiting to greet them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Palace of the Moon&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Murderdale, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 white granite but no labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 years&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the most grandiose personal dwelling in the Empire, rivalling the Castle of Thorns for size and splendour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends once the koboldi receive instructions for a statue&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The koboldi are delighted to discover there is nobody here to direct them. They&#039;ve been sent here by King Adamant to build the state as directed by the Phoenix Rising and while they are eagerly looking forward to the chance to get to work, they&#039;re equally delighted to be contractually forced to do nothing. Of course they are all going to be in enormous trouble with the King once he discovers they&#039;ve spent all season doing nothing when they should have been hard at work building, but that&#039;s a problem for tomorrow.&lt;br /&gt;
&lt;br /&gt;
They spend the season causing a minor nuisance in the area by suggesting a series of increasingly ludicrous building endeavours. As an example, they offer to turn the modest wooden dwelling of Hafton, a yeofolk from Drycastle into an enormous palace, &amp;quot;the size of the moon&amp;quot;, if he can just find them five hundred wains of white granite. When Hafton explains he doesn&#039;t have five wains, let alone five hundred, the disappointed koboldi attempt to hawk the plans around various wealthy nobles in the area.&lt;br /&gt;
&lt;br /&gt;
As much as they are enjoying themselves, Adamant is bound to discover that they have absconded from work eventually, and order them back to it. If they are given direction by a member of the Phoenix Rising coven before the start of the Autumn Equinox ({{plot}}) then they will build a statue as required. Otherwise they will keep making a nuisance of themselves suggesting ridiculous commissions until Adamant notices, at which point they will sculpt a large stone bust depicting the noble demeanour of the most glorious King under the Mountain and depart.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Cry in the Night==&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw has become clearer and is exerting odd influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drawing on the Claw to empower the casting of rituals by shedding blood has been interdicted&#039;&#039;&#039;&lt;br /&gt;
The four stars that make up the constellation of [[the Claw]] remain clear and pronounced despite any amount of obfuscation of the sky. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw makes sensitive people (especially [[naga]] or [[merrow]]) feel uncomfortable. If it is invoked in an [[astronomancy|astronomantic]] ritual, any [[Rituals#Contributors|contributors]] to that ritual feel its power particularly strong and immediate. Anyone participating in such a ritual may experience the [[roleplaying effect]]: &#039;&#039;you feel an urge to assert your dominance over anyone who challenges you, or seek a physical confrontation with anyone you feel has wronged you. Violence seems easy and satisfying.&#039;&#039; This effect lasts for at least half an hour if a player chooses to embrace it.&lt;br /&gt;
&lt;br /&gt;
In addition, the Claw continues to exert the [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|powerful influence]] observed at the Spring Equinox. If the Claw is invoked while performing certain ritual enchantments, their power is enhanced. The first time each day that a contributor calls on the Claw, they can choose to spill their own blood to empower the ritual. They can spend up to three hits by cutting themselves or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. A contributor can reduce themselves to 0 hits during a ritual, but they will be able to complete the performance before collapsing and beginning to [[Combat#Dying|bleed to death]]. Each magician can only use this ability once per day, and the &#039;&#039;roleplaying effect&#039;&#039; invoking the Claw creates will last for at least an hour and be much more pronounced.&lt;br /&gt;
&lt;br /&gt;
The rituals this peculiar [[blood magic]] will enhance seem to be a selection of those particularly associated with violence and conflict:&lt;br /&gt;
* The personal enchantments [[Forest Remains]], [[Call Down Lightning&#039;s Wrath]], [[Might of the Myrmidon]], [[Talon of the Gryphon]], [[Swift Leaping Hare]], [[Swan&#039;s Cruel Wing]], [[Hammer of Thunder]], and [[Hook of the Hoarfrost Guardian]]&lt;br /&gt;
* The resource enchantments [[Merciless Wrath of the Reaver]] and [[Blood and Salt]]&lt;br /&gt;
* And these rituals which are not part of Imperial or Urizen lore &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039;, and &#039;&#039;Ironwind&#039;s Pride&#039;&#039;&lt;br /&gt;
However, the [[Conclave]] has chosen to [[387YE_Spring_Equinox_Conclave_sessions#Interdiction:_Shedding_Blood_for_Claw_Rituals|outlaw this practice]]. The [[Arbiter of the Rogue Declaration]] &#039;&#039;&#039;Lights Aliss&#039;&#039;&#039; brought a [[declaration]] of [[Interdiction]] that was upheld by the magicians of the Empire. It is now a crime for any magician to call on the power of the Claw and shed blood instead of mana. The ability to use the Claw in this way remains available, but in addition to any physical or magical consequences there are now also legal consequences for drawing on it.&lt;br /&gt;
&lt;br /&gt;
==Wyrm Pulls the Sailor Down==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The grand conjunction of the Great Wyrm and the Mountain is drawing to an end&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Wyrm is moving into a grand conjunction with the Drowned Shepherd&#039;&#039;&#039;&lt;br /&gt;
Since the Winter Solstice, Imperial [[astronomancy|astronomancers]] have been aware of a rare &#039;&#039;grand conjunction&#039;&#039; of [[the Great Wyrm]] and [[the Mountain]] in the skies above the Empire. The impact of this conjunction has already been felt by magicians, with seismic changes to the way certain types of magic, specifically those associated with warfare, function. This has led to permanent alterations to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. The power of the conjunction appeared to [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|reach its zenith]] during the Spring Equinox. It is now in decline, the powerful magical effects observed last season having entirely faded.&lt;br /&gt;
&lt;br /&gt;
However, the chaos in the stars is not over. Astronomancers have noted that [[the Drowned Shepherd]] has been [[Stars_and_sigils#The_Drowned_Man|shifting into alignment]] with the Great Wyrm and it appears another grand conjunction is imminent. The Hanged Man is quite a dangerous constellation, often used in magic that creates [[curse|curses]] or destruction, leading some astronomancers to become quite nervous.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|caption=The Drowned Shepherd is a constellation of curses and the end of things.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Unravelling==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before Winter 386YE that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such arcane projections are unravelling and may be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability to exchange an arcane projection lasts until the end of the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is currently impossible to create arcane projections that curse an individual&#039;&#039;&#039;&lt;br /&gt;
The Unfettered Mind were also the first people to spot the peculiar phenomenon that coincided with this Grand Conjunction. Dubbed &#039;&#039;the Unravelling&#039;&#039; in some parts of the Empire, it means that any arcane projection issued before E1-2025 that attempts to [[enchantment|enchant]] an [[Army|army]] or [[navy|navy]] can no longer be cast. Likewise, arcane projections that involve enchanting a [[military unit]] or [[fleet]] no longer function. The Grand Conjunction appears to have scrambled the magic bound into the projections themselves. &lt;br /&gt;
&lt;br /&gt;
Any of these arcane projections that no longer function can be brought to GOD and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections for mana in this way will persist until the end of the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
While the Drowned Shepherd is not yet part of a Grand Conjunction, astronomancers have indicated that they believe such a thing is imminent. It is still not possible to create an [[arcane projection]] that creates a personal [[curse]] - a curse that targets an individual. Such arcane projections that already exist can still be cast, but magicians of the Unfettered Mind theorise that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections will affect arcane projections based around curses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Lock&amp;amp;KeyIllustrationInk.JPG||align=right|width=250}}&lt;br /&gt;
==Lock and Key==&lt;br /&gt;
* &#039;&#039;&#039;A hitherto unknown tulpa of the Wanderer has apparently begun to move towards Anvil&lt;br /&gt;
* &#039;&#039;&#039;It is expected in both the Highborn and Freeborn camps at 16:00 on Saturday&lt;br /&gt;
As well as the conjunctions of the stars involving the Great Wyrm, the Claw, and the Drowned Shepherd there is another peculiar celestial phenomenon that might be worth noting. Since the Spring Equinox [[the Wanderer]] has moved through first [[the Lock]] and then [[the Key]]. In both cases the baleful red star that heralds plans going awry seemed to hang between the existing stars of the constellations making it appear to the uninitiated that they had each spawned an extra star.&lt;br /&gt;
&lt;br /&gt;
The conjunction appears relatively minor, but astronomancers have warned that it appears to have spawned an unfamiliar [[tulpa]] of the Wanderer. The entity is in Casinea, and its not clear where it came from. It&#039;s also not clear if it is a &amp;quot;pure&amp;quot; tulpa, or a magician who has touched the stars a little too closely and become &amp;quot;ridden&amp;quot; by the power of the stars. It is apparently called the &amp;quot;Pilgrim Flame&amp;quot; and has enough personality to hold conversations, reinforcing the idea it might be a magician under the influence of a star (although that said, the tulpas of the Wanderer, more than most other star-spawn, have proved capable of communicating with mortals, albeit in unpredictable and often incomprehensible ways). It intends, apparently, to visit [[Highguard]] and [[the Brass Coast]] at four in the afternoon on Saturday.&lt;br /&gt;
&lt;br /&gt;
==Written in the Stars==&lt;br /&gt;
* &#039;&#039;&#039;There have been odd &#039;constellations&#039; spotted in the night sky where the Penumbral Veil has been drawn&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear what these constellations are but anyone who peers at them for long gains an inkling of their name and meaning&lt;br /&gt;
And on the subject of constellations... much of the Empire has had the [[Drawing the Penumbral Veil|penumbral veil]] drawn over it for several seasons now. With the notable exceptions of [[astronomancy|astronomancers]] and stargazers, most citizens have come to treat the occasional strangely shifting shapes and lights in the night sky as unremarkable oddities.&lt;br /&gt;
&lt;br /&gt;
This past season, however, one [[Urizen]] Spire claims to have spotted a pattern in the odd lights that sometimes appear in the veiled night sky. Members of the &#039;&#039;Spire of Shadowed Glass&#039;&#039; have travelled across the Empire, cataloguing what they see each night. They have found that some areas of the Empire seem to be repeatedly visited by the same odd stars. These pseudo-constellations are not visible elsewhere, and it is notable that people living within these areas have been having odd dreams associated with them. Even more unusual, people who see these stars seem inclined to draw the same shapes between them and call them by the same names - even if they have never talked about them with anyone else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; Any character who lives or has spent time travelling in any of the following territories may choose to experience the associated roleplaying effect during the event. The effect may ebb and flow at player discretion, and is entirely opt-in. If you choose not to have been affected by it, you cannot start being affected by it during the event. &amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Trident and The Serpent Sheds its Skin.webp.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Trident - Skarsind&#039;&#039;&#039;&lt;br /&gt;
This is a patterns of stars - or star-like objects - often seen over Skarsind. People in this area seem to be experiencing a boon of creativity, and frequently dream of boat voyages or being caught in a great net and ripped from their home.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are drawn to new ideas, concepts and sources of inspiration. When viewing art, you are overcome with an urge to transform it in some way to make something new.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Serpent Sheds its Skin - Mournwold&#039;&#039;&#039;&lt;br /&gt;
The Serpent winds across the skies of the Mourn, seeming to draw the attention of people already feeling an urge to change something about themselves or their life. The territory is not short on people unhappy with their situation, and the serpent is becoming a popular topic of tales, songs and artistry.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are keenly aware of how negative experiences have caused you to transform and change. You feel a deep urge to continually reform yourself in new and exciting ways.&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Golden Ferret.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Ferret - Tassato&#039;&#039;&#039;&lt;br /&gt;
It&#039;s difficult to say how anything about the collection of stars rising over Tassato resembles a ferret, let alone a golden one. And yet somehow Mestra and Regario are in complete agreement that they couldn&#039;t be anything else. Unfortunately, those who spend long enough gazing at the stars only seem to become more passionate about the rivalry between the two halves of the city.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You feel an urge to act on your deepest desires and take what is rightfully yours. Adorning yourself in your achievements and the fruits of your labour gives you an immense sense of satisfaction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Woven Banner - Necropolis&#039;&#039;&#039;&lt;br /&gt;
In Necropolis, the diamond of stars stretching across the sky is viewed mostly with suspicion. Chapters come together to view it on the tallest hills, debating the risks it may pose. A network of archivists begins to document the movement of the stars, and any possible effects they may be having on the area, but they struggle to come up with any reliable findings.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The woven banner.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are keenly aware of the power of working together with others. You feel an urge to connect with others to create things greater than the sum of their parts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Never Get Old (Falconer)==&lt;br /&gt;
* &#039;&#039;&#039;The Cult of the Falconer continues to expand its influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of Nine directed the Silent Bell to investigate the Cult of the Falconer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Cardinal of Vigilance will receive a report at the upcoming summit&#039;&#039;&#039;&lt;br /&gt;
The Cult of the Falconer has expanded even further in the last few months. Across the north-west of the Empire, there are illicit meetings between would-be adherents of the powerful creature, where they boast of what they have done to prove themselves the strongest and worthiest. The [[Cardinal of Vigilance]], &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, raised a statement of principle in the Assembly of Nine that called on the [[Silent Bell (Sodality)|Silent Bell]] to investigate the cult. There is little word from the members of the sodality before the summit, other than confirmation that the cardinal will receive their report. The Assembly of Nine upheld a statement of principle, raised by &#039;&#039;&#039;Skywise Tulva&#039;&#039;&#039;, [[387YE_Spring_Equinox_Synod_judgements#Judgement_181|condemning]] the cult as idolatrous, but it appears to have done nothing to sway those who have pledged themselves to this inhuman entity.&lt;br /&gt;
&lt;br /&gt;
In [[Sermersuaq]], the cult grows. There are rumours from Atalaq to Wreck of pillars being raised in the wilds, though few have seen one and no-one admits to having a hand in their creation.&lt;br /&gt;
===Falconer Cultists===&lt;br /&gt;
* &#039;&#039;&#039;At least two groups of followers of the Falconer are coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to arrive on Friday or perhaps early Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear why they are coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
In [[Wish_you_were_here#Kaisa&#039;s_Invitation|Winter]] and in [[Mistaken_for_strangers#Falcons_and_Roses|Spring]], representatives of the &#039;&#039;Chosen of the Falconer&#039;&#039; have visited [[Anvil]]. They have spoken to any number of people of many nations and it is widely suspected they are connected to the strange magical influence spreading across the north-western Empire. Perhaps they are taking advantage of the odd conjunction of [[the Claw]]; some more excitable types argue they may actually be &#039;&#039;causing&#039;&#039; it somehow.&lt;br /&gt;
&lt;br /&gt;
At least two groups of these &amp;quot;chosen&amp;quot; are apparently planning to return to Anvil this season. They have been seen travelling along the roads from Wintermark, and most sensible fellow-travellers give them a wide berth. There has been talk of trouble at some wayhouses along their route - brawling and angry words rather than anything more seriously. They are anticipated to arrive either Friday night or perhaps early Saturday morning. They aren&#039;t being open about their reasons for attending the summit, so citizens are warned to exercise caution. The magistrates are however at pains to remind anyone who asks that these people are still Imperial citizens, and membership of their group is not illegal. Violence against them will be viewed just as seriously as violence against any other citizen of the Empire.&lt;br /&gt;
&lt;br /&gt;
===Painted (Miekarova)===&lt;br /&gt;
* &#039;&#039;&#039;Alleged cultists are apparently sacrificing one of their own in the name of the Falconer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are reports of wild beasts in the vicinity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Senator for Miekarova&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Deep in the wilds of Miekarova, not too far from the [[Night Quarry]], stands the Painted Clearing. The clearing lies in the middle of some of the wild woods of Mieriada, and was created as a place of beauty to represent the importance of the [[Miekarova#The_Painted_Caves|Painted Caves]]. The beauty was shattered over the season with the apparent arrival of the cult of the Falconer. The supposed cult has kept moving in the forests of Miekarova, avoiding the garrison of Grimhold, whilst striking at travellers and threatening outposts. &lt;br /&gt;
&lt;br /&gt;
The woods around the Painted Clearing are not only possibly inhabited by the cult, dangerous and wild beasts also stalk the woodlands. The pervasive feeling of short-temperedness and anger is now common in the woods, and locals have seen a significant increase in attacks from the wildlife.&lt;br /&gt;
&lt;br /&gt;
The alleged cultists are planning &#039;&#039;something&#039;&#039;. For the past few days they have been quiet, after a frenzied period of attacks. Rumours abound of what they are planning, with worry that they might be preparing to unleash havoc on Olodny. It is the responsibility of the [[Miekarova|Senator for Miekarova]], &#039;&#039;&#039;Vaclav Mladenovich Kosti&#039;&#039;&#039;, to defeat the alleged cultists and any nearby beasts who might object to the intrusion on their land.&lt;br /&gt;
&lt;br /&gt;
===Herding (Skarsind)===&lt;br /&gt;
* &#039;&#039;&#039;Cultists are threatening the great herd of Skarsind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are rumours of vicious beasts in the area &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shepherd of the Great Herd&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
In [[Skarsind]], in the woods of eastern [[Skarsind#|Estermark]], rest some of the cattle of the [[Shepherd_of_the_Great_Herd#The_Great_Herd|Great Herd]]. Here, too, are adherents of the Cult of the Falconer. Reports from locals are that the cultists have been launching attacks on travellers - butchering them as they go. Where corpses have been found, they have almost always been missing some limb or another, methodically lopped off with repeated blows of a keen edge.&lt;br /&gt;
&lt;br /&gt;
Whether this has something to do with the rumours of vicious beasts in the area is a matter of some debate, but the trail of corpses does continue towards the Great Herd. The cult may be planning on trying to lead and goad a vicious beast into devouring the cows of the Great Herd. Given the threat it represents, it is the responsibility of the [[Shepherd of the Great Herd]], &#039;&#039;&#039;Sand Viper Idra&#039;&#039;&#039;, to defeat the cultists and any vicious beasts in the surrounding area.&lt;br /&gt;
&lt;br /&gt;
===Corpse (Hahnmark)===&lt;br /&gt;
* &#039;&#039;&#039;Cultists have tied up a victim to draw in wild beasts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are reports of cultists in the vicinity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Senator for Hahnmark&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
In Valasmark, south-west [[Hahnmark]], is the Dunhall Copse, rumoured to be named after one of the Great Dun&#039;s progeny who turned aside from the rest of their kin and tried to make a home for themselves away from struggle and strife. They failed, and their name has been lost by the generations that have passed. The copse is all that remains of a vast forest that was once their home, and now it is haunted by the wails of the dying. Cultists of the Falconer have been spotted in the area, stringing up their prey and leaving them to bleed out in reverence to their strange, misguided faith.&lt;br /&gt;
&lt;br /&gt;
The [[Hahnmark|Senator for Hahnmark]], &#039;&#039;&#039;Runa Whiteoak&#039;&#039;&#039;, is responsible for freeing the victim, and dealing with any beasts or cultists that might be in the surrounding area.&lt;br /&gt;
&lt;br /&gt;
==Something Stirs (Coral Husks) (Conjunctions)==&lt;br /&gt;
* &#039;&#039;&#039;The coral husks from the Gullet have continued to be a problem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just before the Winter Solstice, there was a [[Rumblings in the Gullet|small earthquake]] centred on the Gullet but felt all around it. The tremors lasted for a few minutes as the ground shook, but there was little lasting damage and few thought anything of it at the time.&lt;br /&gt;
&lt;br /&gt;
Sadly it now seems that the earthquake was not completely benign. There were sightings of strange creatures in the gullet which have only grown worse with time.&lt;br /&gt;
&lt;br /&gt;
===Sense of Doubt (Kallavesa)===&lt;br /&gt;
* &#039;&#039;&#039;Coral husks have been attacking travellers along the Pilgrim&#039;s Trail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Crow Keeper of the Rest&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
There have been increased sightings of the strange coral husks in the marshes of Kallavesa, along [[Kallavesa#The_Pilgrim&#039;s_Trail|the Pilgrim&#039;s Trail]]. Having moved further east, into the Westmere, packs of them are spreading towards the Sovenann, sacred swamp of the Kallavesi and the rest of the Winterfolk. If the husks are not stopped, then they will continue to attack those walking the trail, potentially creating long-term issues for pilgrims who wish to walk the trail.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Swampcrows&#039;&#039;, who provide a [[Crow_Keeper_of_the_Rest#Gift_of_Infusions|gift]] of three doses of [[Goosewhisper Infusion]] each season to the [[Crow Keeper of the Rest]], have called on &#039;&#039;&#039;Cynerik&#039;&#039;&#039;, the incumbent Crow Keeper, to deal with these threats. Reports from the Swampcrows indicate that the husks are somewhat spread out, in two separate groups, and that it might be possible to engage and deal with one group before the other group realises what is happening.&lt;br /&gt;
&lt;br /&gt;
===Fascination===&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians are being threatened by coral husks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Suitable_For_Cadets|combat suitable for cadets]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Cadet Commander&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for rescuing the magicians and defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&#039;&#039;Robin Hopper&#039;&#039;, a captain of the [[Strong Reeds]] has spent the last year in Bregasland. First, having to contend with the invasion of the Jotun, then the appearance of the strange coral husks, it has been a strange year. &#039;&#039;Robin&#039;&#039; reports that there are a small group of magicians that have been trapped by the coral husks and need rescuing. She has asked the cadets of the Academy to go through the Sentinel Gate and help the magicians, who were trying to uncover the secrets of these strange monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robin&#039;&#039; warns that the magicians are spread out, with the husks preventing a simple route to the imperilled Imperials. Whoever is elected as the Cadet Commander is responsible for rescuing the magicians and defeating the husks.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quick_Study&amp;diff=141580</id>
		<title>Quick Study</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quick_Study&amp;diff=141580"/>
		<updated>2026-07-12T10:24:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NBUrizen.jpg|caption=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Autumn|42}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} This ritual targets a [[college of magic]]. The character with dominion over the building (the Dean or similar title) must be present throughout. &lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
During the next season the codification speed of the targeted college is increased by 5 ranks when formulating a ritual. If the college does not research a ritual then the enchantment has no effect.&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was codified in 384YE by the [[spire|spires]] of [[Urizen]], under the guidance of &#039;&#039;&#039;Marcus&#039;&#039;&#039;, the [[Doyen of the Spires]]. It was based on work originally performed by Marcus several years previously. The original ritual was designed to work specifically on the [[Morrow#The_Halls_of_Knowledge_(ruined)|Halls of Knowledge]] before their tragic loss to the [[Druj]]. Following that first attempt, Marcus refined and perfected the ritual before presenting it to be codified by the spires of Urizen. &lt;br /&gt;
&lt;br /&gt;
The ritual was formulated with the assistance of scholars who at that time resided in [[Grendel]] occupied [[Spiral]] following an agreement with then-Salt Lord Kaliact. It was the first ritual to be formulated with the aid of the golden spiders dispatched by [[Prospero]] in his role as [[Doyen_of_the_Spires#Patron_of_the_Spires|patron of the Spires]].&lt;br /&gt;
&lt;br /&gt;
The [[enchantment]] created by the ritual works through a combination of subtle influence and serendipity. Scholars and magicians studying at the college are prepared to work longer hours, to take shorter breaks, and to organise their schedules more efficiently. Obviously there are limits to what this can achieve – a [[College of Magic]] is still an academic setting after all and professors and wizards are notoriously difficult to orchestrate.&lt;br /&gt;
&lt;br /&gt;
At the same time, there are fewer accidents, and those that do happen tend to be more minor in scope. This is the influence of serendipity – of carefully nudging events into an optimal shape to allow the researchers to concentrate on their tasks. As with the influence, this magic is particularly subtle. A scholar will happen to find just the book they need to reference even in the most cluttered office or library. Passers-by and unexpected guests happen to arrive at just the right moment to cause the least disruption.&lt;br /&gt;
&lt;br /&gt;
Finally, the ritual aids with communication. Written notes are simply clearer, even allowing for the idiosyncratic nature of many arcane scholars. Meetings prove to be more useful, with fewer misunderstandings, and tend to be resolved much more satisfactorily. &lt;br /&gt;
All in all, the college of magic affected by this ritual becomes a delightful place to work and study, even if the inhabitants are not necessarily aware of the magic gently nudging them onto the right tracks.&lt;br /&gt;
&lt;br /&gt;
The magic of &#039;&#039;Quick Study&#039;&#039; is most apparent when it is performed on a “traditional” magical college – places like the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag]] or [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]]. When used on the Spires of Urizen the magic is significantly more diffuse. It is no weaker, and no less effective, but it is even less noticeable. Rather than enchant the entire [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon network]] across multiple territories, it is theorised that the enchantment has one or more loci that shift around the Spires using the lights of the Heliopticon as an ethereal pathway. At any given point, several spires may be partaking in a little of the enchantment created by the ritual while others are unaffected; then when a researcher shares their theory with a magician in another spire via the Heliopticon, the magic gently shrouding their library might leap across the distances between to infuse the office of the recipient.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
&#039;&#039;Quick Study&#039;&#039; requires the presence of someone who has uncontested [[Laws_of_magic#The_Law_of_Dominion|dominion]] over the college – the [[Dean of the Lyceum]], the [[Doyen of the Spires]], or the [[Master of Ice and Darkness]]. They might well be the ideal focus of the ritual, symbolically playing a pivotal role as the one who will “direct” the enchantment once it is created.&lt;br /&gt;
&lt;br /&gt;
The [[astronomancy|astronomancers]] of Urizen are confident that [[the Phoenix]] has a powerful correspondence with the ritual – things learn is a potent astronomantic Law to apply. [[The Chain]] might also be applied – things being connected is a core component of many Autumn enchantments that deal with efficiency or serendipity and this is no exception.&lt;br /&gt;
&lt;br /&gt;
A [[dramaturgy|dramaturge]] might look to [[the Witch]] or [[the Prince]], [[the Lantern]], and [[the Library]] as suitable devices from which to build a compelling ritual. [[Runes|Rune-wise]], the most likely runes to resonate with a performance of this ritual are [[Hirmok]] (the rune of Dominion) and [[Queros]] (the rune of Conspiracy).&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Overseer_of_the_Gloaming_Road&amp;diff=141579</id>
		<title>Overseer of the Gloaming Road</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Overseer_of_the_Gloaming_Road&amp;diff=141579"/>
		<updated>2026-07-12T10:24:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This title was [[386YE_Autumn_Equinox_Senate_sessions#Abrogate_the_Overseer_of_the_Gloaming_Road|abrogated]] by the Imperial Senate during the Autumn Equinox 386YE, and no longer exists&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Butterfly.JPG|caption=Brightly coloured fabrics are vital to Faraden culture, and iridescent gloaming is key to their production.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Gloaming Road was a trade route that crossed the dusty Lasambrian hills between [[Faraden]] and [[Segura]]. Once just another nameless path through the arid wilderness, its prominence dramatically increased after a pernicious blight laid waste to the [[Mundane_beasts#Iridescent_Butterfly|iridescent butterfly]] population of the [[forest|forests]] of northern Faraden in Autumn 380YE. Merchants of that nation then brokered a trade deal with the Freeborn, exchanging precious mithril for vast amounts of [[Materials#Iridescent Gloaming|iridescent gloaming]] from the Empire. The Gloaming Road bustled with caravans hauling valuable goods, and Faraden requested an overseer be appointed from among the Freeborn to manage the exchange. &lt;br /&gt;
&lt;br /&gt;
When it was first created the position of overseer of the Gloaming Road was &#039;&#039;not&#039;&#039; an [[Imperial title]]; rather it represented a [[Resource#Campaign_Resource|campaign resource]] appointed by the [[Ambassador to Faraden]] and their opposite number &#039;&#039;Lady Saretta of the Red Moon&#039;&#039;. During the Autumn Equinox 384YE, [[The_sweetest_of_songs#Gloaming|following the wishes]] of the newly appointed [[All_in_red#Change_Comes_Suddenly|Liege of the Five Winds]], Overseer of the Gloaming Road became an [[Imperial title]], appointed by [[Auction of the Seats]]. This removed the current Overseer, and led to the first auction taking place at the Winter Solstice and thereafter following the usual pattern of Autumn elections alongside the other [[mithril]] producing seats and ministries.&lt;br /&gt;
&lt;br /&gt;
In the lead-up to the Autumn Equinox 386YE, then [[Ambassador to Faraden]] Ebenezer of the Marches passed on concerns about the profitability of the trade route. While the merchants participating in the Gloaming Road were unconcerned, Mistress Singua referenced the fact it would be &#039;&#039;much&#039;&#039; easier for the Empire to secure Faraden mithril via a port such as [[Butterfly_in_reverse#A_Port_in_a_Storm|Caitun]]. In the end, the [[Senate]] voted to [[386YE_Autumn_Equinox_Senate_sessions#Abrogate_the_Overseer_of_the_Gloaming_Road|abrogate]] the Gloaming Road. Faraden merchants still make the risky trek through the Lasambrian hills to the Brass Coast, but they do so without any assurance that their mithril will be easily traded for iridescent gloaming.&lt;br /&gt;
{{Anchor|Responsibilities}}&lt;br /&gt;
==Former Responsibilities==&lt;br /&gt;
The change to Imperial title did not change the responsibilities of the Overseer. They were expected to ensure the continued exchange of iridescent gloaming with Faraden. Numerous minor, independent Imperial and Faraden merchants took advantage of the thriving trade route to do business, but it fell to the overseer to handle the bulk of the trade taking place - and to ensure that it continued unabated. This was further complicated by the presence of the [[Jotun]] in the Lasambrian hills - while there was an agreement to allow Faraden traders to pass untouched, no such arrangement existed for Imperial merchants. As a consequence, Imperial gloaming traders congregated at the [[Segura_spoils_of_war#Kabalai_Palace|Kabalai Palace]] and dealt with the weary Faraden when they arrived in [[Segura]].&lt;br /&gt;
&lt;br /&gt;
Shortly before the Autumn Equinox 385YE, news reached Anvil of the [[Ship_to_wreck#Closer_to_Home|renegotiation of the treaty]] between the Faraden and the Jotun allowing merchants to pass through the Lasambrian Hills. The price to purchase mithril was increased by a further fifth over what it was in previous seasons; the Faraden caravaners were having to pay through the nose to travel through the Lasambrian hills. &lt;br /&gt;
==Powers==&lt;br /&gt;
{{Anchor|Ministry}}&lt;br /&gt;
===Ministry (Abrograted)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 450px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total iridescent gloaming provided&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Wains of mithril received&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60 iridescent gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;138 iridescent gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;220 iridescent gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The overseer could provide large stocks of iridescent gloaming to the merchants of Faraden, in return for which they received a significant amount of mithril. This functioned in the same manner as a traditional [[ministry]]. The production of the ministry was entirely dependent on Faraden&#039;s ongoing need for iridescent gloaming from outside its borders, and the continued provision of the magical material by the Empire. &lt;br /&gt;
&lt;br /&gt;
The price of mithril fluctuated regularly during the time the Gloaming Road operated, being affected by the [[Ratify Liberty Pact|imposition]] of [[Tariffs#Sanctions|sanctions]] on trade with [[Faraden]]; the [[384YE_Autumn_Equinox_Senate_sessions#Ratify_Faraden_Treaty|treaty]] with the Faraden that saw the Faraden returned to a [[Tariffs#Mercantilist|mercantilist]] trading standards; and negotiations between the western merchants and the Jotun controlling the Lasambrian hills.&lt;br /&gt;
&lt;br /&gt;
Following the Spring Equinox 383YE, [[Sadogua]] provided the Faraden with a number of blight resistant grubs, putting an end to the [[Through_my_sails#The_Gloaming_Blight|blight]]. The amount of mithril available for trade was reduced as the demand for gloaming from outside the borders of Faraden returned to what it was before the blight struck.&lt;br /&gt;
{{Anchor|Selection}}&lt;br /&gt;
==Previous Selection==&lt;br /&gt;
As with the other [[mithril]] Bourse seats, the holder of the title was determined during the Autumn Equinox. As an Imperial seat, any Imperial citizen could participate in the auction and hold the title.&lt;br /&gt;
&lt;br /&gt;
The Overseer of the Gloaming Road title was retained for a year, or until the citizen holding the seat dies, or steps down. As a title appointed through the Bourse they could not be [[revocation|revoked]] by the [[Synod]].&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;Regarding the Gloaming Road&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This title had some additional restrictions. The mithril it produced was provided by Faraden merchants eager to acquire Imperial iridescent gloaming. In the event relations with Faraden collapsed, or the [[#Gloaming Road|Gloaming Road]] were to be closed, the title would still exist but would not be able to purchase mithril.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Anchor|History}}&lt;br /&gt;
==The Gloaming Road==&lt;br /&gt;
During 380YE, a disease crept into Faraden from farther lands and swept through the iridescent butterfly populations therein. The results were disastrous for the carefully-cultivated forests where Faraden silk-harvesters worked, shattering the production of iridescent gloaming over a few short months. Desperate for gloaming, the Court of the Five Winds authorised merchants from several key families to approach the Brass Coast and discuss the large-scale trade of the material in return for mithril. An initial exchange during the Autumn Equinox of 380YE was successful, and an ongoing trade agreement between the two nations was formalised during the following Winter Solstice. &#039;&#039;Antonio i Carno i Guerra&#039;&#039; was appointed in Winter 380YE to serve as the first overseer of the Gloaming Road&lt;br /&gt;
&lt;br /&gt;
Brightly coloured fabrics are vital to Faraden culture, and iridescent gloaming is key to their production. While the effects of the gloaming blight continued, the nation&#039;s hunger for iridescent gloaming remained strong. The situation changed with the [[Ratify Liberty Pact|ratification of the Liberty Pact]] which placed additional [[tariffs]] on Faraden mithril - but even that was nothing to the damage done to the profitability of the trade route when the [[Conclave]] effectively [[Through_my_sails#The_Gloaming_Blight|ended the gloaming blight]] in Summer 383YE.&lt;br /&gt;
&lt;br /&gt;
In Autumn 384YE, following the ascension of &#039;&#039;Tchinua Ganbatar&#039;&#039; to the Seat of Five Winds, the Gloaming Road was made an [[Imperial title]] as part of the same [[Ratify Gloaming Treaty|treaty]] that saw [[Tariffs#Sanctions|trade sanctions]] for the [[Faraden]] lifted. This also made the [[Senate]] responsible for maintaining roads and bridges that form the western part of the route, incurring a cost to the Imperial Treasury of 5 thrones each season.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the Gloaming Road failed due to diplomatic and economic pressures. It remains to be seen what form the trade of mithril for iridescent gloaming takes in the future.&lt;br /&gt;
{{RecentElections|Overseer_of_the_Gloaming_Road}}&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:Bourse]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_economic_interests&amp;diff=141576</id>
		<title>Highguard economic interests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_economic_interests&amp;diff=141576"/>
		<updated>2026-07-12T09:56:07Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Benefactors Council */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;“The pursuit of wealth is the foundation of suffering.”&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=ProsperityCantiarch.png|title=Lyaconia of Cantiarch&#039;s Hold considers her next move.|caption=The Prosperous are not selfish; all that is worthwhile is shared with those who deserve it.|width=500|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There is a deep-seated distrust of the pursuit of wealth for its own sake amongst the Highborn. Highguard is founded on the concept that only action can be virtuous, and their culture rewards assiduous effort and self-improvement. “Wealth” by itself is a passive force; usury – charging interest on a loan – is considered despicable because the lender has no active role in what transpires.&lt;br /&gt;
&lt;br /&gt;
In place of the moneylenders common elsewhere, the Highborn are proud of their [[Benefactor|benefactors]]. Often older merchants, benefactors make their wealth work for themselves and others. They try to encourage virtue by acting as patrons to other merchants. They may help a young trader get established, or participate in a risky but ambitious venture that has potential benefits beyond purely economic ones. Rather than lending money and charging interest, benefactors invest in enterprises and in individuals, sharing the risk – and sharing the profits.&lt;br /&gt;
&lt;br /&gt;
Gambling on games of chance is as dubious as usury, since there is no action the participants can take to improve their chances of winning other than to cheat. That said, the Highborn love to wager on contests of skill, whether they are participating or not. Professional book-keepers collect wagers and distribute winnings, taking a small percentage for their service; some specialise in organising contests and competitions specifically to encourage wagering.&lt;br /&gt;
&lt;br /&gt;
Permanence is a civic virtue in Highguard and there is no doubt that the nation produces the best architects and masons in the Empire. The quarries of Casinea produce a breathtakingly beautiful marble that absorbs heat when it is warm and exudes it when cold, making it the ideal building material. Other crafts include the creation of decorative mosaics and fabrics with complex geometric patterns. The Highborn also produce fine quality paper and coloured inks, used extensively to record the histories and archives of the nation.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Benefactors&#039; Council==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn have been inspired by Emperor Vesna to fund &#039;&#039;any&#039;&#039; commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors can redirect twelve wains a season, currently going to the Grand Inspiration of the Way, to any commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors meets at 11:00 on Saturday and Sunday of the summit&#039;&#039;&#039;&lt;br /&gt;
[[Push_for_victory#Nothing_Short_of_Exemplary|Inspired]] by [[Emperor Vesna|Emperor Vesna&#039;s]] exemplary [[Vigilance]] and [[Ambition]], the wealthy Highborn who support the decisions of the Council of Benefactors have gone even further than [[A_peerless_sacrifice#A_Virtuous_Benefaction|last year]]. Where before, the [[benefactor|benefactors]] have been limited to providing twelve wains each season to a [[Commission#Civilian_Commissions|civilian commission]], the citizens of Highguard have acknowledged the challenge the Throne has thrown down. After much discussion, the chapters have agreed that for the coming year at least, they will find the resources needed to support &#039;&#039;any&#039;&#039; project, providing up to twelve wains to a single commission each season. They are more than happy to continue funding the construction of the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]] in [[Bastion]] if that is the will of the Council of Benefactors - but inspired by the Empress&#039; words they will support any commission, regardless of nation or purpose. &lt;br /&gt;
&lt;br /&gt;
There are two formal meetings of the Benefactors&#039; Council at each summit, at 11:00 on Saturday and Sunday morning. They are likely to be held in the main tent of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]]. If the Council want to change where their nation&#039;s donations are going, then they must ensure that their [[egregore]] is present when they make the decision. The egregore will make a note of the decision and pass word on to the other benefactors in the nation. If there is some debate over the decision, then the egregore will expect a decision to be taken by a simple majority vote of those present who are well known for their role as benefactors. The list above contains all the eligible benefactors currently known to be attending Anvil. Whichever commission is chosen, the people of Highguard will donate twelve wains towards it, each season, until it is complete. They will continue to support that commission until the Council of Benefactors nominates a new commission to receive the support of the nation.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Highguard Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_economic_interests&amp;diff=141575</id>
		<title>Highguard economic interests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_economic_interests&amp;diff=141575"/>
		<updated>2026-07-12T09:55:52Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;“The pursuit of wealth is the foundation of suffering.”&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=ProsperityCantiarch.png|title=Lyaconia of Cantiarch&#039;s Hold considers her next move.|caption=The Prosperous are not selfish; all that is worthwhile is shared with those who deserve it.|width=500|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There is a deep-seated distrust of the pursuit of wealth for its own sake amongst the Highborn. Highguard is founded on the concept that only action can be virtuous, and their culture rewards assiduous effort and self-improvement. “Wealth” by itself is a passive force; usury – charging interest on a loan – is considered despicable because the lender has no active role in what transpires.&lt;br /&gt;
&lt;br /&gt;
In place of the moneylenders common elsewhere, the Highborn are proud of their [[Benefactor|benefactors]]. Often older merchants, benefactors make their wealth work for themselves and others. They try to encourage virtue by acting as patrons to other merchants. They may help a young trader get established, or participate in a risky but ambitious venture that has potential benefits beyond purely economic ones. Rather than lending money and charging interest, benefactors invest in enterprises and in individuals, sharing the risk – and sharing the profits.&lt;br /&gt;
&lt;br /&gt;
Gambling on games of chance is as dubious as usury, since there is no action the participants can take to improve their chances of winning other than to cheat. That said, the Highborn love to wager on contests of skill, whether they are participating or not. Professional book-keepers collect wagers and distribute winnings, taking a small percentage for their service; some specialise in organising contests and competitions specifically to encourage wagering.&lt;br /&gt;
&lt;br /&gt;
Permanence is a civic virtue in Highguard and there is no doubt that the nation produces the best architects and masons in the Empire. The quarries of Casinea produce a breathtakingly beautiful marble that absorbs heat when it is warm and exudes it when cold, making it the ideal building material. Other crafts include the creation of decorative mosaics and fabrics with complex geometric patterns. The Highborn also produce fine quality paper and coloured inks, used extensively to record the histories and archives of the nation.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Benefactors Council==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn have been inspired by Emperor Vesna to fund &#039;&#039;any&#039;&#039; commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors can redirect twelve wains a season, currently going to the Grand Inspiration of the Way, to any commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors meets at 11:00 on Saturday and Sunday of the summit&#039;&#039;&#039;&lt;br /&gt;
[[Push_for_victory#Nothing_Short_of_Exemplary|Inspired]] by [[Emperor Vesna|Emperor Vesna&#039;s]] exemplary [[Vigilance]] and [[Ambition]], the wealthy Highborn who support the decisions of the Council of Benefactors have gone even further than [[A_peerless_sacrifice#A_Virtuous_Benefaction|last year]]. Where before, the [[benefactor|benefactors]] have been limited to providing twelve wains each season to a [[Commission#Civilian_Commissions|civilian commission]], the citizens of Highguard have acknowledged the challenge the Throne has thrown down. After much discussion, the chapters have agreed that for the coming year at least, they will find the resources needed to support &#039;&#039;any&#039;&#039; project, providing up to twelve wains to a single commission each season. They are more than happy to continue funding the construction of the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]] in [[Bastion]] if that is the will of the Council of Benefactors - but inspired by the Empress&#039; words they will support any commission, regardless of nation or purpose. &lt;br /&gt;
&lt;br /&gt;
There are two formal meetings of the Benefactors&#039; Council at each summit, at 11:00 on Saturday and Sunday morning. They are likely to be held in the main tent of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]]. If the Council want to change where their nation&#039;s donations are going, then they must ensure that their [[egregore]] is present when they make the decision. The egregore will make a note of the decision and pass word on to the other benefactors in the nation. If there is some debate over the decision, then the egregore will expect a decision to be taken by a simple majority vote of those present who are well known for their role as benefactors. The list above contains all the eligible benefactors currently known to be attending Anvil. Whichever commission is chosen, the people of Highguard will donate twelve wains towards it, each season, until it is complete. They will continue to support that commission until the Council of Benefactors nominates a new commission to receive the support of the nation.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Highguard Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cat%27s_Graces&amp;diff=141548</id>
		<title>Cat&#039;s Graces</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cat%27s_Graces&amp;diff=141548"/>
		<updated>2026-07-11T13:10:51Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Manifesto==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 300px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Cat&#039;s Graces Sodality.png|Cat&#039;s Graces Sodality Eyes.webp|300px|Caption2|Caption3|Caption4|Caption5|The Cat&#039;s Graces}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The sodality is dedicated to art and music. It holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
*Arts are for everyone to enjoy, no matter their skill level&lt;br /&gt;
*Virtue demands that we give space for joy as well as for work&lt;br /&gt;
*The value of a nation is judged by its culture as much as its might&lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to:&lt;br /&gt;
&lt;br /&gt;
*Support and promote creatives, providing opportunities to exhibit their talents&lt;br /&gt;
*Share learning through the arts, fostering understanding between peoples and traditions&lt;br /&gt;
*Ensure creators are valued, and that their work is recognised and fairly rewarded&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Cat&#039;s Graces&#039; symbol is a cat holding a scroll, surrounded by a chain. The symbol was created by &#039;&#039;&#039;Anastasiya Lukashovna Volkov&#039;&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Membership==&lt;br /&gt;
Any Imperial citizen can join the sodality using the [[Mark of Fellowship]] ritual.&lt;br /&gt;
==Powers==&lt;br /&gt;
If the title of &#039;&#039;Maestro of the Cat&#039;s Graces&#039;&#039; is vacant, then the sodality can take a vote to appoint a representative to the position.&lt;br /&gt;
&lt;br /&gt;
The Spring 388YE wind of fortune &#039;&#039;&#039;[[Arranging grace]]&#039;&#039;&#039; identifies what manner of powers might in the future be granted to the Cat&#039;s Graces.&lt;br /&gt;
&lt;br /&gt;
If an [[opportunity]] were identified where the sodality could be deployed, then the outcome of that opportunity would be decided by a vote of the members.&lt;br /&gt;
&lt;br /&gt;
===Preserve Art===&lt;br /&gt;
* &#039;&#039;&#039;Each season, the sodality can select a piece of art to be recorded as a significant or important piece of art&#039;&#039;&#039;&lt;br /&gt;
The sodality can select a single piece of art each season for promotion across the Empire. The form of the art does not matter, as long as it can be recorded in some way. It can be a painting, or sculpture, a new song or musical composition, a story, a play, or a poem. In some cases, copies are made and distributed; in others, news of the art is spread across the Empire, and patrons of the art are encouraged to visit.&lt;br /&gt;
&lt;br /&gt;
If the sodality chooses to use this power, then it is a vote of the assembled members. After the vote, the Maestro can choose to create a short summary of why the piece was chosen, why it is important and worthy of being honoured, and why it should be preserved.&lt;br /&gt;
&lt;br /&gt;
To use this power, the Maestro&#039;s player should email {{plot}} before the end of downtime with the piece of art chosen, the name and any relevant credits of the creator, and a summary of no more than thirty words.&lt;br /&gt;
&lt;br /&gt;
===Refine Commission===&lt;br /&gt;
* &#039;&#039;&#039;Each season, the sodality can refine a single existing commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Maestro must announce the decision in a Senate session&#039;&#039;&#039;&lt;br /&gt;
The sodality can select a single existing [[commission]] to alter the appearance and character of each season. The work takes three months, but due to the aid of the [[Empress_Richilde#The_Songbirds|songbirds]] - dedicated artists and patrons who look to the inspiration of the [[paragons and exemplars|paragon]] [[Empress Richilde|Richilde]] - it has no cost, nor does it cut into the Senate&#039;s [[Commission#Maximum_Commissions_Available|limited number]] of commissions each season. A refined structure would increase in grandeur, and the work of the artists &#039;&#039;might&#039;&#039; unlock an opportunity related to it.&lt;br /&gt;
&lt;br /&gt;
To refine a commission requires a successful vote of the sodality to choose an appropriate commission, followed by the Maestro making an [[Senate_announcement|announcement]] in the Senate. There is no vote but the announcement is subject to veto by the Throne or the Assembly of the Nine as normal. Details of the changes are part of the [[Commission#Necessary_Details|necessary details]] of the announcement so the Senate may wish to know what is planned at the time.&lt;br /&gt;
&lt;br /&gt;
The Maestro is responsible for providing a thorough description of what the sodality wants the artists to do. Provided they have a clear artistic brief which is ambitious and inspirational, then they&#039;re likely to get roughly what was asked for. However, the civil service cautions that engaging with artists does come with clear risks: if those working on the commission don&#039;t feel inspired by the brief, then they will &amp;quot;complement&amp;quot; or supplant them with their own ideas. Thus, the results are guaranteed to be impressive; they&#039;re just not guaranteed to be exactly what was requested. Such is the nature of art. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The player of the Maestro can email {{plot}} before downtime ends with any supplemental details they wish to add, provided they correspond with anything that has been announced).&lt;br /&gt;
&lt;br /&gt;
===Patron&#039;s Fund===&lt;br /&gt;
* &#039;&#039;&#039;The Cat&#039;s Graces can dispense grants to artists&#039;&#039;&#039;&lt;br /&gt;
The sodality has control over a &#039;&#039;&amp;quot;Patron&#039;s Fund&amp;quot;&#039;&#039;, similar to the [[Rewarding#Virtue_Fund|Virtue Fund]] used by the Synod. The Patron&#039;s Fund is administered by the civil service, and any member can call a vote during an official meeting of the sodality to dispense an amount of crowns for a specific goal, or to a specific Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
Each season, the Patron&#039;s Fund receives one throne from the [[Imperial treasury]] and four thrones from an informal alliance of patrons of the arts - [[the League|League]] [[Merchant Prince|merchant princes]] and [[Highguard|Highborn]] [[benefactor|benefactors]]. Represented by [[Dressed_in_smoke_and_fire|Genia Bourné di Sarvos]], the merchant-prince of the influential Bourné fashion house, the group has pledged to provide up to six thrones a season - if the Senate were to ever choose to increase the stipend of the sodality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Anyone wishing to donate to the Patron&#039;s Fund should [[GOD#Resource_hand-in|hand-in]] their money and email {{plot}} after the event. Donations over one throne are added below with the name of the character responsible for the donation. It is only possible to make donations in crowns and thrones.&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to the Patron&#039;s Fund.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Cat&#039;s Graces were [[388YE_Spring_Equinox_Senate_sessions#Establish_Cat&#039;s_Graces|formally established]] by the Senate in a motion proposed by &#039;&#039;&#039;Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&#039;&#039;, as [[Sermersuaq|Senator for Sermersuaq]], at the Spring Equinox 388YE following an [[Arranging_grace|appraisal]] requested by [[Emperor Vesna]]. &lt;br /&gt;
&lt;br /&gt;
The name for the sodality was chosen in tribute to &#039;&#039;Catalina Barossa&#039;&#039;, founder of the [[Senate Motions]] dance group, who come together every season on the floor of the Senate to teach and practice the art of dancing. Many citizens who attend Anvil summits from a wide variety of backgrounds and skill have attended Senate Motions over the years to indulge in the art, as too have several instrumentalists and singers who have provided musical accompaniment for the sessions.&lt;br /&gt;
&lt;br /&gt;
Catalina sadly passed away while fighting on a major conjunction during the Spring Equinox 386YE. As well as her artistic endeavours, Catalina will also be remembered as being the first citizen to make contact with the Waterwalkers sept within [[Sarangrave]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Character.jpg|caption=&#039;&#039;&#039;Character&#039;&#039;&#039;, Maestro of the Cat&#039;s Graces|align=left|width=400}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maestro==&lt;br /&gt;
The Maestro of the Cat&#039;s Graces is an Imperial title awarded to a member of the Cat&#039;s Graces. The Maestro is expected to be a mouthpiece for the sodality, with the responsibility to represent their sodality&#039;s views to other parts of the Empire, to recruit new members, and to advance the sodality&#039;s goals and the members&#039; interests.&lt;br /&gt;
&lt;br /&gt;
====Appointment====&lt;br /&gt;
The Maestro is selected by members of the sodality. Only a member of the sodality can present themselves for the title, and only a member of the sodality can vote in the election. The candidate who gains the most votes from the members of the sodality is elected to the title.&lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;!--&amp;lt;div style=&amp;quot;float: right; width=300px; margin-right:10px; margin-left: 10px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Election_Results|Maestro_of_the_Cat%27s_Graces}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recent Elections====&lt;br /&gt;
{{#lst:Archive:All_Election_Results|Maestro_of_the_Cat%27s_Graces_election}} The table to the right shows the citizens who have been elected to hold {{{2|this title}}} in the years since [[Empress Britta]] died.--&amp;gt;&lt;br /&gt;
[[Category:Imperial Sodality]]&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
{{Cat&#039;s Graces further reading}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Roleplaying_effects&amp;diff=141353</id>
		<title>Roleplaying effects</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Roleplaying_effects&amp;diff=141353"/>
		<updated>2026-07-06T17:04:16Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Roleplaying effects are a core part of the rule system for Empire and may affect your character at any time. Roleplaying effects in Empire &#039;&#039;never&#039;&#039; tell you what you must do, they don&#039;t tell you what you want to do or how you want to react - there is no magic that can exert complete &#039;&#039;control&#039;&#039; over your mind in Empire.&lt;br /&gt;
&amp;lt;!--fix--&amp;gt;&lt;br /&gt;
Instead all roleplaying effects describe emotions and feelings that your character is experiencing - how you react to these feelings will be dependent on your characterisation. You can&#039;t ignore the effects - even if you are able to resist the urge, you character is still experiencing it. But as a player, you choose how your character responds to the roleplaying effects they are experiencing.&lt;br /&gt;
&lt;br /&gt;
All roleplaying effects have a number of features in common regardless of their source.&lt;br /&gt;
&lt;br /&gt;
==Spiritual==&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying effects are spiritual in origin, they represent a supernatural influence affecting your character&#039;s soul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You decide how your character responds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot ignore roleplaying effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s soul - your personality and mood. It is common for religious characters to be able to produce positive spiritual effects, for instance a anointing by a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a [[anointing|blessing]] of [[Courage]] to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of [[Prosperity]] for taking bribes, a challenge you have been afraid to tackle up to this point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. In some circumstances you may be able to resist or overcome roleplaying effects - but even then it should be clear that your character has been affected by the roleplaying effects, but has found the strength to overcome them.&lt;br /&gt;
&lt;br /&gt;
==Overcoming Roleplaying Effects==&lt;br /&gt;
* &#039;&#039;&#039;All Imperial player characters are assumed to be brave heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying effects are spiritual - you must have &#039;&#039;a source of spiritual strength&#039;&#039; to resist them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hero points can also be expended to resist roleplaying effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When your character is affected by roleplaying effects, the spiritual influence that your character is experiencing is supernatural in nature. All Imperial PCs are assumed to be bold heroes; the spiritual aura of dread and fear that surrounds a wraith cannot be resisted or overcome simply because your characterisation is that you are uncommonly brave. If you want to resist or overcome these effects then your character must have &#039;&#039;a source of spiritual strength&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Common sources of spiritual strength are:&lt;br /&gt;
* [[Aura]] - Most commonly the auras created by Imperial priests using an [[anointing]] or [[consecration]].&lt;br /&gt;
* [[Heroic_skills#Hero_Points|Hero points]] - you can expend a hero point if you have one&lt;br /&gt;
* [[Magic items]] &amp;amp; [[Rituals]] - a small number of magical items and rituals provide a source of spiritual strength&lt;br /&gt;
* [[Lineage]] - some lineages provide a source of spiritual strength in limited circumstances.&lt;br /&gt;
&lt;br /&gt;
A magic item or ritual only provides a source of spiritual strength if that it is explicitly stated for that ritual or item. Most rituals and items do not act as a source of spiritual strength even if they come with a roleplaying effect of their own. As with the spiritual strength provided by some lineages, a magic item or ritual will often have a limited scope - restricting the kinds of roleplaying effects you can overcome, and/or specifying how you should respond. For example, when you use a [[Circlet of Falling Snow]] it requires you to remain calm and collected in response to a roleplaying effect; the [[The Conspirator&#039;s Cloak|Conspirator&#039;s Cloak]] [[enchantment]] only provides spiritual strength to overcome roleplaying effects that would coerce you into following someone, or to reveal information about your plans, schemes or actions.&lt;br /&gt;
&lt;br /&gt;
Hero points represent inner reserves of willpower and determination. Spending a hero point allows you to respond to a roleplaying effect in any manner you wish, as described under [[Heroic skills#Hero_points|Heroic skills]]. The source of spiritual strength gained lasts for the duration of the [[Enchantment#Duration|encounter]].&lt;br /&gt;
&lt;br /&gt;
===Limitations===&lt;br /&gt;
* &#039;&#039;&#039;Some sources of spiritual strength are only valid against some spiritual effects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some sources of spiritual strength are only valid if you respond in the stated manner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cambion, briars, and changelings all have a source of spiritual strength due to their inherent magical nature - but it is limited in scope. It can only be used to resist appropriate roleplaying effects - and only if the character responds accordingly - for example changelings can access a source of supernatural strength but only to resist roleplaying effects that cause fear and only by becoming angry.&lt;br /&gt;
&lt;br /&gt;
Some magic items provide similar benefits - a source of spiritual strength - but only in response to a specific roleplaying effect - or only if you respond in the stated manner.&lt;br /&gt;
&lt;br /&gt;
===Other Effects Only===&lt;br /&gt;
* &#039;&#039;&#039;Some roleplaying effects also act as a source of spiritual strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You cannot use the roleplaying effect that provides a source of spiritual strength to overcome that roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is common for something that causes a roleplaying effect to act as a source of spiritual strength. You cannot use this source of strength to overcome the roleplaying effect that comes with it, only to resist &#039;&#039;other&#039;&#039; roleplaying effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, your character is anointed granting them the [[Auras_of_Courage#The_Trial_of_Courage|Trial of Courage]] [[Aura]]. This effect serves as a source of spiritual strength and has the roleplaying effect that &amp;quot;&#039;&#039;you feel an urge to seek new solutions to problems that you have failed to overcome. Where you have failed before, this time you feel sure you can succeed.&#039;&#039;&amp;quot; You cannot use the strength provided by the aura to overcome the urge to seek new solutions to your problems - you can only use it to overcome other roleplaying effects.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your character has two sources of spiritual strength, then you may choose which source of spiritual strength you are drawing on - but you cannot resist any roleplaying effects associated with that source of strength.&lt;br /&gt;
{{Core Rule Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Viridian_nemesis&amp;diff=141338</id>
		<title>Viridian nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Viridian_nemesis&amp;diff=141338"/>
		<updated>2026-07-06T13:37:23Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Trade is the lifeblood of the Jewelled City. Ships dock here from all over the world. The Grendel like to think of themselves as masters of the Bay of Catazar, but the markets of Dubhtraig are barely twice the size of Trivento! Everything is for sale here. Everything the virtuous soul might desire and a little more besides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t see how that is going to help us.&amp;quot; responded Gwyn, careful not to offend his host. He&#039;d been warned that the Merchant Prince of the Amber Signets was given to self-aggrandisement, but he&#039;d been advised that he held sway over a significant number of local merchants who would be good to have on hand. &amp;quot;The vallorn has no trade interests, no valuables. It has no interest in markets or trade, any more than it does in any other facet of civilisation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Afredo blinked and then forced a smile back to his face. &amp;quot;You miss my point my friend. The point is that whatever you need for this war of yours, is available here. Materials, wains, mana, herbs, weapons, armour, even soldiers are for sale here. Well their swords at least. Tell me what the Vallornguard need to fight the enemy and we&#039;ll ensure it&#039;s available - for the right price.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gwyn shrugged his shoulders a little bemused by the question. &amp;quot;I mean... everything... we need everything.&amp;quot; Herbs to heal soldiers, crystals for magic, ingots and measures for magic items, there was no material in this or any realm that the Navarri have not found a way to use to fight their ancient foe. &lt;br /&gt;
&lt;br /&gt;
The Merchant Prince smirked, though this time the smile was at least an honest one. &amp;quot;Very well&amp;quot; he replied, &amp;quot;everything it is then...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|align=left|caption=The garden long-tended by the Navarr begins to bear fruit.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[The highest calling|highest calling]] of the the [[Navarr]] is to share their long experience fighting the [[vallorn]] with other nations. Last season, they [[Cup_of_choices|chose to work]] with the people of [[Urizen]]; now the Navarr National Assembly has urged their people to embrace the citizens of [[the League]] to arm and armour then for the upcoming battle with the Doom of Terunael. Once again, the [[Loyalty]] Assembly has supported the cause, calling upon those whose heart drives them towards the destruction of &#039;&#039;Terun&#039;s Folly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The aid was welcomed by the League Assembly and so the Navarr find the cities of the League no less enthusiastic than the spires of Urizen. In conjunction with their guests, each city has come up with its own plan how best to prepare to fight the vallorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Teleri Thornweaver with 50 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.|by=Teleri Thornweaver, Navarr National Assembly|vote={{GM}} 252-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Leliel, Daughter of Armisael, with 25 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.|by=Leliel, Daughter of Armisael, Loyalty Assembly|vote=190-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=We welcome and recognise the judgement by Navarr (54). We recognise their highest calling and we welcome their aid.|by=Francesca di Spiral, League National Assembly|vote={{GM}} 328-10|when=Spring 388YE}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg==&lt;br /&gt;
&amp;lt;div {{float}}&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 Boar&#039;s Hide&#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; Boar&#039;s Dell, Brocéliande&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; 120 [[white granite]], 60 mithril, 540 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; 6 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; 20 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;
* Creates a level two fortification in Boar&#039;s Dell&lt;br /&gt;
* Increases the level of investment in mana sites in Brocéliande by one while there is a vallornheart in the territory&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; Until the start of Summer Solstice 389YE&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;Holberg engineers propose the construction of a grand fortification in Brocéliande that could take advantage of the trods to boost mana sites in the territory&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Actuallythebest001.png|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[The_greatest_city_in_the_world|The Greatest City in the League]] lies to the north-east of [[Brocéliande|Brocéliande]], and south of [[Otkodov#Sküld|Sküld]], two territories both infested with the vallorn. Initial proposals by some ambitious engineers has a [[weirwood]] and [[ilium]] causeway cutting across the Barrens to channel the vallorn of [[Brocéliande#Terunael|Terunael]] itself into their territory, that they might fight in the shade of the monstrous [[Walls of Holberg]]. This plan was quickly abandoned as infeasible; fine in theory, &#039;&#039;way&#039;&#039; too expensive in practice. &lt;br /&gt;
&lt;br /&gt;
If the vallorn won&#039;t go to Holberg, then Holberg will go to the vallorn. The engineers have a proposal for an enormous bastion built on the foundation&#039;s of Greenstead in [[Brocéliande#Boar&#039;s_Dell|Boar&#039;s Dell]]. Once roused, the vallorn by its nature will tend to be drawn to any substantial fortification, sending its full chaotic wroth at the structure until it is entirely subsumed in vines. Knowing that the vallorn is likely to attack any fortification first means the engineers can expect any substantial defences to become a focal point of the campaign as well as a place for Imperial [[military unit]] captains to assign their forces in the absence of an Imperial [[army]]. &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;Regarding the Broch&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;While [[Brocéliande#The Broch|the Broch]] is already [[Construct Defence of the Broch|fortified]], the work was specifically done in such a way as to &#039;&#039;not&#039;&#039; rouse the ire of the vallorn. After all, [[Brocéliande#Black_Boughs|Black Boughs]] lies within the [[vallorn miasma|miasma]] itself and in a region utterly dominated by the &#039;&#039;Doom of Terunael&#039;&#039;.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are some important consequences to consider. Firstly, the [[steading|steadings]] of Boar&#039;s Dell would face the brunt of the assault. They are Navarri, they have signed up to this, they have sworn oaths that they are committed to this, but one&#039;s home is one&#039;s home, nevertheless. Secondly, it is eye-wateringly expensive to create such a structure: even with the help of Holberg&#039;s finest engineers, they can&#039;t materialise wains out of the ether, as much as other nations may accuse the League of this from time to time.&lt;br /&gt;
&lt;br /&gt;
With the collaboration of Holberg&#039;s engineers, the fortification could be completed in six seasons (barring the use of magic or other opportunities). Working closely with Navarr [[vate|vates]] provides a second advantage. By incorporating a significant amount of [[mithril]] into the design, it would harness also some of the chaotic energies being drawn out of the vallorn by the [[trods|trod network]] and channel it into local [[mana site|mana sites]]. That would provide a small but important benefit, providing more mana for the coming war, at least until the vallornheart in [[Brocéliande#Terunael|Terunael]] is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Sarvos==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Market of Everything&#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; [[Ministry]]&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; Cigno, Sarvos&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 wains, 48 crowns, 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; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates a Ministry for the Vallornguard&lt;br /&gt;
* Creates the title of &#039;&#039;Merchant-Prince of the Vallornguard&#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;Merchant-Prince of the Vallornguard&#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; League national position&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; Vallornguard&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 support from Sarvosi traders to acquire material to fight the Vallornguard&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 help the Vallornguard acquire the materials needed to fight the vallorn&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;A Little Bit of Everything&#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;150 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 random materials, 6 random herbs, 3 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;370 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 random materials, 12 random herbs, 6 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;650 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 random materials, 18 random herbs, 9 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;1000 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 random materials, 24 random herbs, 12 mana crystals, &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;Sarvosi merchants propose commissioning a market of everything to help supply the Vallornguard with the resources to fight the vallorn&#039;&#039;&#039;&lt;br /&gt;
While Holberg claims to be the Greatest City in the League, their indignant rivals in [[Sarvos]] argue their city is the oldest and still the richest in the Empire. Trade flows across down the Gancio until it meets the [[Bay of Catazar]] at the docks of [[Sarvos#Cigno|Cigno]]. Ships put to port here that dock nowhere else in the Empire, buying and selling; rare metals from [[Varushka]], fine wines from [[Dawn]], or exotic goods from overseas. The city&#039;s proud boast is that anything that is for sale anywhere in the Empire can be found in the markets of Sarvos.&lt;br /&gt;
&lt;br /&gt;
The question is how to employ that strength to bolster the Vallornguard and help prepare for the coming war. Plans are quickly drawn up for a grand market, something that can provide whoever the Vallornguard appoint with a bit of &#039;&#039;everything&#039;&#039;. Anything that can be employed against the vallorn can be distributed as needed to the Vallornguard - the rest can be sold. In the minds of the [[merchant Prince|merchant princes]] of Sarvos, a good profit margin is the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
==Tassato==&lt;br /&gt;
&amp;lt;div {{float}}&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;Vallornguard Military Academy&#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; Madeiras, 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; 16 wains of white granite, 32 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;Effect:&#039;&#039;&#039; League armies with a general appointed by the Vallornguard can take the order to Stem the Green Tide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&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;Tassatan bravos propose building an academy that will allow League generals appointed by the Vallornguard to use Stem the Green Tide when defending&#039;&#039;&#039;&lt;br /&gt;
The Navarri who arrive in [[Tassato]] are greeted by a great deal of commotion as furious work is being done to speed the [[Army#Recruitment|mustering]] of the League&#039;s third [[army]]. It is a painful reminder that, more than anything else, what the Vallornguard really need are armies. No matter how much planning is put in place, no matter how many fortifications are built, in the end it will always come down to steel weapons and steel will.&lt;br /&gt;
&lt;br /&gt;
Most Tassatans learn to fight with rapier and buckler, the perfect weapons for a bravo who wants to cut a fine dash while bridge fighting. By contrast, the Navarr favour a more pragmatic fighting style when fighting the vallorn, one that makes use of [[venom]] whenever it is available. Training League soldiers in techniques for fighting the vallorn could pay dividends once the enemy attacks.&lt;br /&gt;
&lt;br /&gt;
When the vallorn is roused, and it &#039;&#039;will&#039;&#039; be roused, insist the visiting [[thorn|thorns]], there will need to be those who can stem the initial tsunami of chaotic energies before it might be driven back and permanently quelled. Constructing an appropriate academy, staffed by members of the Vallornguard, would allow League citizens to drill the kind of basic tactics needed to stand your ground in the face of a swarm of vallornspawn.&lt;br /&gt;
&lt;br /&gt;
Once complete the Vallornguard Military Academy would allow any League army whose [[general]] was appointed by the Vallornguard, to take the &#039;&#039;&#039;Stem the Green Tide&#039;&#039;&#039; order when defending. There are no League armies that would be affected at present, but a [[Senate motion]] could be used to change the appointment method of a general to a vote of the Vallornguard at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Stem the Green Tide&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army from vallorn are decreased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Victory points generated by this army against the vallorn are increased by one tenth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rapiers might suit the dark alleys of the League cities, but large heavy weapons, such as [https://en.wikipedia.org/wiki/Billhook bills], [https://en.wikipedia.org/wiki/Zweih%C3%A4nder two-handed swords] or [https://en.wikipedia.org/wiki/Pike_(weapon) pikes] are the preferred choice for many professional soldiers in League free companies. These are dangerous weapons of war on any battlefield, but with the right training and the right leadership, League soldiers can deploy [https://en.wikipedia.org/wiki/Pike_square pike square] to devastating effect against the vallornspawn allowing them to defend against the vallorn&#039;s overwhelming and chaotic offensive, holding back the unending green tide. &lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temeschwar==&lt;br /&gt;
* &#039;&#039;&#039;Temeschwari bishops suggest a mandate to encourage League bravos to seek out opportunities to fight the enemy&#039;&#039;&#039;&lt;br /&gt;
The hard, ruthless people of [[Temeschwar]] are known for their pragmatism. Grand plans for mighty fortresses are all well and good, but they can take years to build. Better to &#039;&#039;get on with it&#039;&#039;, in the minds of many Temeschwari - there&#039;s no time like the present for dealing with a threat. &#039;&#039;Marko von Vardstein&#039;&#039;, a newly-minted [[bishop]] with a small church in one of the poorer parts of Temeschwar, has paired up with &#039;&#039;Livinnia&#039;&#039;, a bravo known for wielding two axes and being a woman of extremely few words. The pair suggest that if the League are going to do this then the national assembly should encourage military units to start now, by pursuing any venture that could aid in the fight against the vallorn.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=In Ratibor&#039;s name, let us act! We send (named individual) with 50 doses of liao to encourage League bravos to take up arms against the vallorn. If a job&#039;s worth doing, it&#039;s worth doing right now|assembly=League National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then League military units will be able to take part in the [[Venture#Quest_Against_the_Vallorn|quest against the vallorn]] and [[Venture#Explore_the_ruins_of_Terunael|the exploration of the ruins of Terunael]] ventures, as well as any future ventures that deal with engaging the vallorn directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;William Shakespeare, As You Like it&amp;quot;&amp;gt;All the world&#039;s a stage,&amp;lt;br&amp;gt;&lt;br /&gt;
And all the men and women are merely players&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Actors and troupe magicians in Spiral propose the creation of plays about the vallorn to inspire citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Apulian merchants have donated five thrones as a prize for the best play, to be judged by vote of members of the Cat&#039;s Graces at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot going on in [[Spiral#Apulus|Apulian]] right now, a running battle between cats and birds for control of the city streets and rooftops while soldiers comb the dark passages that lie beneath them. The visiting Navarri are welcomed with all due hospitality, but at first some Apulians question whether they have the time to offer any significant aid, given that the strange &#039;&#039;confluence&#039;&#039; of [[dramaturgy|dramaturgical]] [[Dramaturgy#The_Personae|personae]], [[Dramaturgy#The_Instruments|instruments]] and [[Dramaturgy#The_Thrones|thrones]] plays havoc with the city, causing inhabitants and visitors alike to get lost in the shifting streets.&lt;br /&gt;
&lt;br /&gt;
Determined not to be outdone by the other cities, a troupe of actors and magicians proposes that dramaturgy might offer a way to combat the vallorn. Of course there needs to be fortifications and armies and supplies and such things, but none of those will help without the &#039;&#039;will to win&#039;&#039; and the &#039;&#039;belief&#039;&#039; that &#039;&#039;victory&#039;&#039; is &#039;&#039;possible&#039;&#039; (and so on). The biggest hurdle to victory they say, is not the threat of the vallorn but the belief that the Empire lacks the means to defeat it. People need to see the vallorn not as some implacable force that can only be contained at best, but as an enemy that can be defeated once and for all, just like the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
What is needed, they say, are plays and stories that present a new vision of the vallorn. The true power of dramaturgy lies not just in performing rituals calling on the personae and their accoutrements, but in using the power of drama to influence the way people think and believe. Good plays create a narrative that shapes the path of history. Of course critics of dramaturgy argue that it is the power of events that make some plays seem so pivotal, not unlike the way some magicians believe that the stars move in line with events rather than the other way round.&lt;br /&gt;
&lt;br /&gt;
Proponents of the real power of dramaturgy have little time for such naysaying. They argue that creating plays and stories that tell of victory over the vallorn are a subtle but crucial step in making that outcome come about. Of course that raises the question of who will create the plays - such things are time-consuming and expensive. A few Navarr suggest the historical accounts of Navarr and Thorn or [[Megan Black Blood]] might form the basis for such a play, but not everyone thinks that is the best approach. Even the suggestion of dramatising recent triumphs such as [[382YE_Spring_Equinox_winds_of_war#Immolation_.28Liathaven.29|that in Liathaven]] does not meet with enthusiasm.&lt;br /&gt;
&lt;br /&gt;
The League actors are concerned that the old histories may focus too much on the fall and what was lost to the vallorn. Equally their suggestion that if the playwrights do use the historical accounts, they will need to be &#039;&#039;&amp;quot;sexed up a bit, to make it more dramatic&amp;quot;&#039;&#039; does not meet with universal approval by their Navarr guests.&lt;br /&gt;
&lt;br /&gt;
As a compromise, the suggestion is that the [[387YE_Summer_Solstice_Senate_sessions#Establish_the_Cat&#039;s_Graces|recently established sodality, the Cat&#039;s Graces]] might hold a contest to find the best play about the vallorn. Something dramatic and engaging that will get people into the cheap seats but which sets the tone of an Empire engaging successfully with the vallorn. A purse is quickly assembled, 5 thrones for the winning entry, with the understanding of all who enter, that actors will tour the winning play and any other worthy entries, across the Empire. &lt;br /&gt;
&lt;br /&gt;
Of course it will take time for playwrights to produce something that capture and transform the zeitgeist. It needn&#039;t be a full play - it could be a short performance piece, put on everywhere before the main attraction. It could be historical, provided it doesn&#039;t compromise being inspiring for too much stuffy &amp;quot;accuracy&amp;quot;. After all, the goal is to move the hearts and minds of theatre-goers all over the Empire, not to educate historians and scholars.&lt;br /&gt;
&lt;br /&gt;
The merchants of Apulian request the Cat&#039;s Graces sodality either arrange a suitable contest to identify a winning submission, or else find a way to choose the perfect playwright to commission a piece. Either way they offer a purse of five thrones to be awarded by the sodality at the Autumn Equinox, to the author of the play that best inspires people to embrace the idea of defeating the vallorn. &lt;br /&gt;
&lt;br /&gt;
A copy of the play itself will also need to be provided, so that it can be distributed to troupes of actors across the League. Focusing the attention of the League&#039;s thespians and actors on the vallorn in this way may reap dividends, although they are likely to be subtle or unpredictable. With the support of the Cat&#039;s Graces, it will definitely encourage a surge of interest in depicting the fight against the vallorn on the stage, and in reframing it as a foe to be overcome rather than an insurmountable problem. It might all lead to nothing apart from some very enjoyable nights at the theatre, or it may actually achieve what the dramaturgical theorists claim it will and somehow shift Imperial attitudes to the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Cup of choices]] - 388YE Spring wind of fortune detailing the Navarr efforts to assist Urizen&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn wind of fortune about the highest calling&lt;br /&gt;
&lt;br /&gt;
* [[Vallorn]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141311</id>
		<title>The Oran operation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141311"/>
		<updated>2026-07-05T18:46:57Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;ve heard some of your people complain about the Senate and, let me tell you, they do not know how good they have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla quirked an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They should try dealing with a Salt Lord.&amp;quot; Grayune shook her head. &amp;quot;If we were trying this back on the Shore... Every time we suggested building a bridge to help move armies, some Salt Lord would look at the weirwood we needed and suggest building another navy instead. So we end up with shitty bridges that keep falling down, and then everyone just falls back on ferries and boats and its the soldiers that get shafted because they have to pay the boat owners for the privilege of getting to where the war is. And of course if we don&#039;t pay, the Grendel blame the &#039;landbound&#039; and... Anyway it&#039;s a nightmare.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, aren&#039;t &#039;&#039;you&#039;&#039; Grendel Grayune?&amp;quot; Lutomsyla&#039;s tone was mild but she was very interested in the answer. The orc sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It depends who you ask,&amp;quot; she said bitterly. &amp;quot;We call ourselves Grendel - called ourselves Grendel I mean.&amp;quot; The engineer shot the prognosticator a quick look from under furrowed brows. &amp;quot;We&#039;re the Protectorate of Morajasse now, obviously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously,&amp;quot; nodded Lutomysla. The Protectorate was &#039;&#039;probably&#039;&#039; a political fiction but it was difficult to be &#039;&#039;entirely&#039;&#039; sure of that, which made exchanges like this fascinating to the Varushkan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We called ourselves Grendel but the Commander, he&#039;s a soldier. Not a sailor. There are people on the Shore who think that you&#039;re only a &#039;&#039;real&#039;&#039; Grendel if you own a boat, or sail on a boat, or build boats or... &#039;Soldiering&#039; is what the septs do. No true Grendel, and so on. You know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wasn&#039;t sure she &#039;&#039;did&#039;&#039; know but nodded sympathetically nonetheless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It must be quite frustrating,&amp;quot; she said encouragingly. It was rare for the normally taciturn Protectorate orcs to speak so candidly and she wanted to get the most out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that the Empire&#039;s much better,&amp;quot; Grayune added hastily. &amp;quot;So many people in the mix means everything takes forever. When a Salt Lord decides they want something, they just... do it. Not so much of this arguing, and voting, and all this thing with your priests. The septs are the same - as long as they come when the Salt Lords call, they&#039;re pretty much left alone to get on with it in their lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc stared off into the distance, clearly seeing something other than the marshy northern bank of the Scorrero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the army that wins the wars,&amp;quot; she said half to herself. &amp;quot;It&#039;s the soldiers that die in the mud, die with swords in their hands. The Moridun have it better, fair enough, but only because they fought tooth and nail for their recognition. And when you&#039;re locked down by a bunch of Urizen sentinels you can&#039;t just... sail away. It wasn&#039;t the damn sailors that died at Solen&#039;s Doubt, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grayune shook herself, and straightened up. She raised her spyglass, studying the shores of the Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyway, I&#039;m sure things aren&#039;t all coffee and cream in the Imperial armies, either. It&#039;s a soldier&#039;s lot to slog over hot sand and spill blood because some silk-wearing arsehole five hundred miles away tells them to. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
She barked a laugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;The soldier&#039;s lot is to fight and die, to fall on far sands and never know why&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wondered who she was quoting. The uncomfortable silence stretched, becoming more awkward. Grayune broke it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! See that? I mean obviously you can&#039;t see that because I have the spyglass, but trust me. The road there? It&#039;s a bit battered but I think it&#039;d be easier to bank and shore it than to try building a new one, most of the stone is still there it&#039;s just under the mud. Wide enough for two wagons I&#039;d judge, so if the bridge makes landfall &#039;&#039;there&#039;&#039; it&#039;ll link your trade routes quite nicely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla let the talk of salvage, stone, and swamps wash over here, making a mental note to send a note about this exchange to Gerard once they were back in Oran.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atchafalaya Basin.jpg|align=left|caption=The transformation of southern Madruga cut the connection between the wider Empire and Feroz, and restoring the link will be a major undertaking.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In Autumn 386YE, as part of the solution to the incursion of the &#039;&#039;dry patricians&#039;&#039;, the river Scorrero was infused along its length with Spring magic resulting in [[Where the river rises|violent flooding]]. The damage caused by the withering presence of the patricians was washed away, and when the waters subsided [[Madruga]] was transfigured. The gentle farmlands of the south and west were replaced with marsh and haunted grass - [[Madruga#Crucible|Crucible]], [[Madruga#Siroc Bayou|Siroc Bayou]], and [[Madruga#Quiet_Grasses|Quiet Grasses]]. In the process, the bridges crossing the river were swept away. Only the Sobral Bridge north of the eponymous town survived.&lt;br /&gt;
&lt;br /&gt;
Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the Protectorate of Morajasse to work with their military engineers. They would apply their expertise to the challenge of creating new bridges to reconnect the eastern Brass Coast, and restore easy movement between [[Feroz]] and Madruga. This project is also of interest to the [[Iron Confederacy]], whose merchants used to pass along the eastern coast road via [[Feroz#Fontargenta|Bramar]] to reach the wider Empire. &lt;br /&gt;
&lt;br /&gt;
[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]] was selected to lead the appraisal and liaise with the Protectorate. The project definitely does not play to her strengths as a magician who seeks magical solutions to problems, but her familiarity with the magical strangeness of the Siroc Bayou may be useful. Her main contribution, however, comes from her understanding of the Imperial civil service and bureaucracy, and smoothing interactions between the Protectorate engineers and the people of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Bridges==&lt;br /&gt;
* &#039;&#039;&#039;Bridging the Scorrero between Feroz and Madruga is challenging because the river has become so tumultuous&lt;br /&gt;
* &#039;&#039;&#039;Building in the Siroc Bayou or Crucible is difficult because of the marshy terrain&lt;br /&gt;
* &#039;&#039;&#039;Siroc Bayou and Crucible are not under Imperial control&lt;br /&gt;
The main challenge in bridging the Scorrero is that the wild river has become even more dangerous since the powerful ritual that caused it to flood the wasteland created by the dry patricians. Its waters are impregnated with [[ilium]] that flows down from the [[Kahraman]] peaks. Star metal in sufficient concentration is known to have unexpected effects on magical [[enchantment|enchantments]] or [[curse|curses]] often causing them to linger considerably longer than might be expected. The &#039;&#039;Bay of Oran&#039;&#039; - the wide waters between Feroz and Madruga into which the Scorrero empties - is nowhere near as wild but is by no means untouched by the strangeness of the west. There is talk of mats of swampweed entangled with bright yellow flowers that seem to move against the tides, their long fronds trailing deep into the waters like floral jellyfish; reports of peculiarly-coloured and inquisitive shoals fish; distressingly large crabs; and gulls who stare at sailors in a way that makes them uncomfortable. So far these phenomena haven&#039;t caused any problems, but the folk of northern Feroz have learned to be a little pessimistic about such things.&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, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The other problem is that the northern banks of the Scorrero are now trackless marshland. The roads that used to run along the Scorrero, and cross the Sobral Bridge, were washed away by the magically spreading waters. Until this very season, the Bayou and Crucible were wild and untamed lands that were not even officially part of the Empire. The [[Red Wind Corsairs]] launch a [[Army_qualities#Daring|daring raid]] into the Bayou to bring it under Imperial control, but there is still much work to be done.&lt;br /&gt;
==Bridging Over Troubled Water==&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers have examined the situation and put together a proposal to build a bridge near Oran&lt;br /&gt;
The first step for the Protectorate is to make a proper assessment of the river - on both banks. Lutomysla secures Freeborn assistance, hiring a couple of boats for the use of the [[orc]] engineers. A [[388YE_Spring_Equinox_Synod_judgements#Judgement_133|recent statement]] in the Freeborn assembly by &#039;&#039;&#039;Malaki&#039;&#039;&#039; fell just short of the [[greater majority]] it needed to be widely distributed, but in the absence of any encouragement &#039;&#039;not&#039;&#039; to deal with the Protectorate the traditional Freeborn entrepreneurialism seems to be taking precedence. Especially given the Senate decision to accept Commander Gallum&#039;s [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|offer to restore]] the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] to Freeborn control.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a little excitement when the engineers run across patrols from the Red Wind Corsairs. Soldiers on both sides have grudges against their former enemies - but the experienced prognosticator is able to defuse the situation with some careful diplomacy and Varushkan honeywine. It takes a couple of weeks, but the assessment is completed and the true extent of the challenge is made clear. Bridging the wild Scorrero itself, with a magical marsh on the northern bank, is likely to prove infeasible. It would also need a new road to be built along the northern banks of the river, through the shifting marshes. &lt;br /&gt;
&lt;br /&gt;
Instead the engineers propose building a long road bridge across the western end of the bay, downstream from where the wild river empties into the sea. One end would be anchored near Oran, the other on the coast east of where the city of [[Madruga#Siroc_(Ruined)|Siroc]] once stood. The bridge would employ [[Grendel]] techniques for crossing deep water using [https://en.wikipedia.org/wiki/Caisson_(engineering) caissons]. A frame of [[weirwood]] reinforced with [[mithril]] is constructed, and pumps mounted on pontoons are used to remove the water from within the frame, which is then filled with a mixture of cement, aggregate, mithril and steel rods, and a [[white granite]] core. This creates a line of stable pylons across which a road can run. &lt;br /&gt;
===Mother of Invention===&lt;br /&gt;
&amp;lt;div {{Float}}&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;Oran Bridge&#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; Oranseri, Feroz and Siroc Bayou, 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; 50 white granite, 15 mithril, 15 weirwood, 96 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; 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;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows armies to pass between Madruga and Feroz&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Restores the benefits of the Sunset Roads to Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Salt Guard increasing labour costs by 80 crowns but reducing white granite required by 15&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Asavean Temple in Oran increasing labour costs by 40 crowns but reducing mithril and weirwood required by 5 each&lt;br /&gt;
* The labour costs may be voluntarily increased from 96 crowns to 288 crowns, ensuring everyone working on the project receives the standard wage for doing so&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; One year - until the end of the Spring Equinox 389YE&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 bridge across the Bay of Oran would be expensive&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers are adept at repurposing existing architecture to create new structures&lt;br /&gt;
* &#039;&#039;&#039;With Senate permission they can salvage the Salt Guard or the Temple of Balo and the Black Bull to reduce the costs of the bridge project&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=The disciplined &amp;quot;former&amp;quot; Grendel engineers are adept at scavenging and salvaging the materials they need to support their work.|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The project will require 50 wains of white granite, 15 wains of mithril, and 15 wains of weirwood. Normally the labour costs would be significant - especially given one end of the bridge [[Commission#Marshes|terminates in a marsh]], but there is no shortage of cheap labour in [[Region_qualities#Impoverished|impoverished]] Feroz. As such, the final cost of the project would be a mere 96 crowns even taking into account the difficulties of working with marshland. Work would take six months to complete. &lt;br /&gt;
&lt;br /&gt;
Once the bridge was completed, it would once again be possible to move armies directly from [[Madruga#Siroc Bayou|Siroc Bayou]] to [[Feroz#Oranseri|Oranseri]]. The position the Protectorate engineers have assessed incorporates the remnants of the white granite road that once ran along the northern banks of the Scorrero into Segura. This means the bridge also restores connections vital to overland trade between Feroz and Madruga and by extension between the Iron Confederacy and the Empire. This would be a major boon to the paradors and other businesses in the town of Oran, allowing them to reclaim at least a fragment of their former glory, removing the [[Region_qualities#Impoverished|impoverished]] quality from Oranseri. &lt;br /&gt;
&lt;br /&gt;
Another positive is that the roads of Feroz are still relatively intact. Even Rahab wasn&#039;t stupid and greedy enough to destroy the arteries that allowed his soldiers - and the wealth of the Brass Coast - to flow across the territory. Thanks to the road running between Oran and [[Segura#Cerevado|Cerevado]], once Imperial merchants were able to cross from Madruga to Feroz freely it would reconnect the [[Segura#Sunset_Roads|Sunset Roads]], restoring to Segura the prosperity that was lost when the Scorrero broke its banks. Unfortunately they won&#039;t help Feroz - at least not at the moment - given the impoverished and [[Region_qualities#Abandoned|abandoned]] state of the territory.&lt;br /&gt;
&lt;br /&gt;
Lutomysla also believes it could be a potent symbol of Feroz&#039;s reconnection to the wider Empire, literally and metaphorically building bridges between the south-western Empire and the heartlands. There is still some way to go before Feroz recovers anything like its former prosperity, but along with the recently completed [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]], it represents progress toward recovering from the ruin left by Governor Rahab.&lt;br /&gt;
&lt;br /&gt;
The sheer cost of the project appears daunting but the Protectorate engineers have a pragmatic proposal. As former Grendel soldiers, they are adept at scavenging and repurposing materials to meet their strategic goals. Lutomysla reports that there is a degree of bitterness from the orcs - although they try to hide it - when they speak of this need for salvage. Reading between the lines, and asking some carefully probing questions, it appears that units such as Commander Gallum&#039;s are constantly underfunded and undersupplied by the Salt Lords. Most of the [[army|armies]] of the Broken Shore are supported by their septs; those that are not have to skimp and save. It seems that there is significant rivalry between &amp;quot;professional&amp;quot; soldiers such as Gallum, and the naval officers who receive the lion&#039;s share of the support from the Salt Lords. Necessity being the mother of invention, it has given the engineers of the Protectorate a keen eye for opportunities to repurpose existing materials.&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;Salvage&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Under normal circumstances it is not possible to recover the materials used in a commission. Only an [[opportunity]] can allow such a thing. In this case, as part of the [[appraisal]] the expertise of the Protectorate engineers has identified just such an opportunity. If the Empire no longer has diplomatic ties with the Protectorate, the salvage opportunity is not available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any opportunity is unique and cannot be easily altered. This opportunity only applies to the construction of the bridge across the Bay of Oran - the wains represent materials scavenged specifically for that project. The Senate could &#039;&#039;not&#039;&#039; simply instruct that these buildings be salvaged to recover some of the wains spent to build them. This opportunity does not provide a way for the Empire to reclaim materials used on any other commission for any other reason outside of a plot opportunity that specifically offers that potential.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ruins and Salt===&lt;br /&gt;
* &#039;&#039;&#039;Protectorate engineers could salvage the flooded ruins of the Salt Guard to reduce the amount of white granite required&lt;br /&gt;
* &#039;&#039;&#039;It would increase labour costs by 80 crowns&lt;br /&gt;
* &#039;&#039;&#039;There is a risk of angry spirits&lt;br /&gt;
The ruins of Siroc are drowned in the mud of the marshes and the waters of the bayou. By employing divers and salvagers, some of the materials used to build the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] could be repurposed to help build the caissons. This would involve recruiting and organising teams to break the stone and transport it to where it could be added to the massive labour project. Again, the hunger for paying work of the people of Feroz would play into the Empire&#039;s hands here. Lutomysla looks at the engineers&#039; proposals and estimates that a further 80 crowns in labour costs would allow the ruined Salt Guard to be salvaged. This would effectively provide 15 wains of white granite toward the construction of the bridge. &lt;br /&gt;
&lt;br /&gt;
There are risks however; a lot of people died in the fall of the Salt Guard. Freeborn, [[Commonwealth]], Grendel, and [[Asavean Archipelago|Asavean]] remains still lie in the flooded ruins. As a Varushkan, Lutomysla knows better than most the dangers of disturbing a burial ground, and with the [[Feroz#Isle_of_the_Osseini_(Ruined)|Isle of the Osseini]] no longer attracting and containing the spirits of those lost at sea there is a chance that salvaging the Salt Guard in this fashion will incur the wrath of the dead. There are not believed to be any ghosts haunting the ruins of Siroc at the moment, but salvaging the Salt Guard might be one way to change that. &lt;br /&gt;
&lt;br /&gt;
Lutomysla has looked at the risk separately and believes that a drop of prevention will remove the need for an entire bucket-load of cure.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who fell in the battle of Siroc rest still beneath the waters of the Bay of Oran. There is a chance for the ruined fortress to once more protect the Freeborn people, but we must ensure no disrespect is offered to the dead. We send (named priest) with 75 doses of liao to ensure that the salvage of the Salt Guard does not dishonour those who sacrificed everything to defend the Brass Coast.|assembly=Freeborn National Assembly or Assembly of the Way}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, then the salvage of the Salt Guard will proceed without incident. It must be passed and enacted at the Summer Solstice, as with any mandate, but even if the commission of the Oran Bridge is delayed it will still have full effect. If the named priest is the [[High Exorcist]], the [[Custodian of the Imperial War Memorial]], the [[Master of the School of Exorcism]], or the former &#039;&#039;Justicar of Osseini&#039;&#039; &#039;&#039;&#039;Maria i Espiri i Guerra&#039;&#039;&#039;, the liao required for the mandate is reduced to 50. It is not common for a mandate to name someone who is not part of the assembly, but in each case the title in question is empowered to deal with restless spirits and able to bring additional resources to bear on this problem. If the mandate is not enacted, then salvaging the Salt Guard will result in some ghostly troubles in the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
The mandate can be raised in either the Freeborn National Assembly or the Assembly of the Way, and both could be upheld and enacted. In this case, it will mean a very large number of exorcists, ghost-whisperers, and occultists will descend on the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
===Foam and the Bull===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Black Bull.png|align=right|caption=Balo and the Black Bull are two of the Asavean &amp;quot;gods&amp;quot; patrons of sailors and guards respectively.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Balo and the Black Bull has been abandoned&lt;br /&gt;
* &#039;&#039;&#039; Protectorate engineers could be permitted to salvage the temple to reduce the amount of weirwood and mithril required&lt;br /&gt;
* &#039;&#039;&#039;Doing so raises the labour costs by a further 45 crowns&lt;br /&gt;
Since the liberation of Oran, and the [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|surrender]] of the priests serving at the [[Feroz#Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]], the structure has stood empty. [[Construct_Asavean_Temple|Constructed]] by the [[Asavean Archipelago|Asaveans]] nearly a decade ago, the place has always been controversial. During the occupation of the Grendel, though, it served as something of a place of sanctuary for Freeborn friendly to the priests and operated a covert way for those fleeing the grasp of Governor Rahab to reach safety in Madruga. The Governor could not afford to risk angering the Asavean priests and they used that protection to help many Freeborn evade the cruel tyrants grasp. &lt;br /&gt;
&lt;br /&gt;
Since the repatriation of the priests, the temple has stood empty. The proposal from the engineers is that unless the Empire is planning to convert it to some other use, it could be torn down to support the bridge building effort. There&#039;s some white granite available - although nowhere near as much as there is in the drowned [[fortification]] - but more importantly the gardens that once surrounded the temple incorporated wains of weirwood, and the roof is partially supported by mithril bars. A second team could rip the building apart to get at some of the materials inside, and contribute them to the building effort. It would increase the labour cost of the project by a further 45 crowns, but provide 5 wains each of weirwood and mithril for the production.&lt;br /&gt;
&lt;br /&gt;
Tearing down the Temple is somewhat controversial. In theory the building is the legal property of the Asaveans, but since the Empire is currently at war with them, there are no legal obstacles to the action. And most Freeborn who remember the sack of Siroc by the Asavean forces see the destruction of this heretical and blasphemous Temple as right and proper. However [[Wild_blue_yonder#Balo&#039;s_Guests|the Kanza family, who only evaded capture due to the Temple of Balo and the Black Bull]] protest that this is a poor way for the Freeborn to repay the priests for the risks they took to shelter the helpless from the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Fair Prices===&lt;br /&gt;
* &#039;&#039;&#039;The labour costs for the bridge are very low thanks to the impoverished quality of Feroz&lt;br /&gt;
* &#039;&#039;&#039;The commission may instruct the civil service to pay higher wages to the labourers recruited&lt;br /&gt;
At the moment, the impoverished nature of Feroz means that any commission built in, or partly in, the territory benefits from significantly reduced labour costs. People in Feroz are poor and desperate enough to work for a fraction of what citizens elsewhere might demand for their labour. There are some who question the [[Prosperity]] of the situation however. Constructing caissons is dangerous, back-breaking work, after all. Is it right for the wealthy citizens of Anvil to take advantage of the people of Feroz by paying less than the work is normally worth?&lt;br /&gt;
&lt;br /&gt;
There is nothing to stop whoever commissions the bridge from stipulating that everyone employed receive the standard payment for working on the bridge. If this were done, the labour costs for the bridge would be increased from 96 crowns to 288 crowns. This increase would not have any game effect, but it would at least send a clear message to the Freeborn, and to [[Prosperity|prosperous]] folk across the Empire, that the construction was not taking advantage of the reduced circumstances of those living in Feroz.&lt;br /&gt;
&lt;br /&gt;
==Taking a Toll==&lt;br /&gt;
&amp;lt;div {{Float}}&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;Oran Tollkeeper&#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; National or Imperial&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; Senate or 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; Receives 1 Throne 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; Maintain and defend the Oran Bridge&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;
* If the impoverished quality is removed from Morajasse and Fontargenta income increases by 4 crowns each&lt;br /&gt;
* Removes the symbolic benefits of the bridge as a reconnection of Feroz and Madruga&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;The Protectorate has included plans for a tollhouse at either end of the bridge&lt;br /&gt;
* &#039;&#039;&#039;It is up to the commissioner whether to include this title&lt;br /&gt;
The final element the Protectorate includes in its proposal is included as a matter of course - provision for the tollkeepers to live near and control access to the bridge. The engineers are actually surprised when Lutomysla points out that this is not standard practice for Imperial commissions; apparently almost nothing big gets built on the Broken Shore unless someone, somewhere sees an opportunity to increase their wealth, prestige, or influence. The engineers just assumed the Empire would appoint someone to maintain the bridge - and gouge a healthy income from those who need to pay to use it. After all, anyone who doesn&#039;t want to pay to use the only bridge connecting Feroz and Madruga could still take the long-way-round to Segura or hire a boat to ferry them across.&lt;br /&gt;
&lt;br /&gt;
This in itself, however, presents a reason &#039;&#039;not&#039;&#039; to incorporate the toll gates. Lutomysla has identified that the bridge has a greater symbolic meaning, restoring the direct connection between Feroz and the rest of the Empire. If merchants and travellers have to pay to use that bridge, it dilutes this symbolism and instead sends a message that enriching individuals is more important than supporting the people of the beleaguered southern territory. It won&#039;t have any kind of measurable effect; but it will send a message that might be at odds with the intention of the Freeborn or the Empire. &lt;br /&gt;
&lt;br /&gt;
After careful consideration Lutomysla leaves it in place. She points to the inspiration of the [[Spider&#039;s Tollkeep]] as one way an expensive bridge might be made a more appealing prospect. Whoever commissions the bridge may choose to stipulate that it will be a toll bridge, and create the title of &#039;&#039;Oran Tollkeep&#039;&#039;. This would be a [[sinecure]] that receives a portion of the tolls collected from merchants passing over the bridge, and in return would be responsible for ensuring the bridge is maintained and protected when necessary. Lutomysla calculates that it would provide an initial income of 1 throne each season, but if the &#039;&#039;impoverished&#039;&#039; qualities were removed from Morajasse and Fontargenta, then each region would increase the income by another 4 crowns a season. &lt;br /&gt;
&lt;br /&gt;
The commission could chose to have the title appointed by the Brass Coast senators, with or without tenure. Alternatively the commission could specify that the position be appointed by [[Tally of the Votes]]. In either case, it would need to be a Freeborn national position.&lt;br /&gt;
&lt;br /&gt;
==The Adamant Connection==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Lutomysla proposes speaking to Adamant about making the bridge particularly sturdy&lt;br /&gt;
Lutomysla doesn&#039;t have a great deal of work to do with the bridges. She is at her best when dealing with magical matters, and the Protectorate engineers use only mundane methods in their proposal. However, after some discussion with the Freeborn magicians at the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], and following her own work with bridges in Madruga, the prognosticator does have a proposal of her own.&lt;br /&gt;
&lt;br /&gt;
The design of the bridge is sturdy enough to weather storms or endure all but the most concerted attempt to damage it from hostile forces. With the aid of the eternal [[Adamant|King Under the Mountain]] however, it would be possible to ensure the bridge stands despite anything wreckers might throw at it. The &#039;&#039;koboldi&#039;&#039; of the &#039;&#039;Stone Dragon&#039;&#039; could add their own expertise, and infuse portions of the structure with adamant. The eternal would need to be petitioned for their help &#039;&#039;before&#039;&#039; construction began, and doing so would fall to the [[Archmage of Summer]], but Lutomysla has no doubt that &#039;&#039;Shiraz on the Granite Throne&#039;&#039; would be amenable to assisting if requested as part of a formal [[Archmage#Plenipotentiary|plenipotentiary]].&lt;br /&gt;
&lt;br /&gt;
==Inkworks and Fields==&lt;br /&gt;
* &#039;&#039;&#039;The Inkworks of Joharra opportunity is available until the end of the Autumn Equinox 388YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity to expand the fields of Bramar has been refreshed and is now available until the end of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Lutomysla&#039;s colleage, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] has already reviewed the proposed [[The_circle_game#Inkworks_at_Joharra|Inkworks at Joharra]] in her [[The circle game|recent assessment]] of Imperial ministries. Lutomysla notes that if the Oran Bridge were built, and removed the impoverished quality from Oranseri, then there would still be value in building the Inkworks - instead of removing impoverished in conjunction with the bridge it would remove the &#039;&#039;abandoned&#039;&#039; quality from the region, bringing in a new wave of settlers. The same would be true if the commissions were completed in the other order - between them they would remove both qualities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&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 Fields of Bramar&#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&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; Fontargenta, 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; Requires the aid of the Breadbasket for two 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;Time:&#039;&#039;&#039; 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;Effect:&#039;&#039;&#039; Removes the impoverished quality from Fontargenta&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 - until the end of the Spring Equinox 389YE&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 parallel opportunity presented a few years ago to [[Send_for_me#Fields_of_Bramar|expand the fields]] around [[Feroz#Fortargenta|Bramar]] has since lapsed. After speaking to some of the folk of Feroz however, Lutomysla indicates there is still enthusiasm for the project. Partly, this keen has been inspired by the restoration of the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]], which has become a symbol of hope for many of the landsfolk of the impoverished territory. The project still relies on the support of the [[Keeper_of_the_Breadbasket#Distribution_of_Imperial_Bounty|Imperial Breadbasket]], however, and Lutomysla notes that interest will wane naturally over time.&lt;br /&gt;
&lt;br /&gt;
The land around the port of Bramar was once renowned for its fertile farms; its bountiful cornfields competed with Marcher grain across the southern Empire, and the vineyards were justly famous as one of the cornerstones of the Imperial wine trade. These lands were abandoned when people fled the territory to escape from Rahab and the rule of the Grendel. What crops that were left were torn up under the destructive direction of &#039;&#039;Quartermaster Maeve&#039;&#039;; a wealthy Grendel who purchased the land from Rahab for a song. Rather than try to plant a new harvest, Maeve took whatever she could harvest and left the rest to rot. Vines were ripped out by the roots, fields were left untilled and have grown thick with weeds. The golden fields of Bramar have been ruined. In the years since the liberation there have been efforts to replenish the once-bountiful farming here, but it has suffered from the various challenges of rebuilding Feroz.&lt;br /&gt;
&lt;br /&gt;
A drive to reinvigorate Fontargenta could still be centred on the fields around Bramar using the Imperial Breadbasket. All it would require is a suitable announcement by the Keeper. Shipments of seeds and grains would be needed to replant fields and vineyards while food supplies would be essential to feed farm workers until new crops could be established. It wouldn&#039;t cost anything, not directly anyway, but it would need the Breadbasket to support the region for two seasons. Once that was done, the fields would be re-established and Fontargenta would cease to be abandoned and impoverished. &lt;br /&gt;
&lt;br /&gt;
This opportunity is now available again until the end of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Protectorate of Morajasse]]&lt;br /&gt;
&lt;br /&gt;
* [[An arrow nocked and in flight]] - 388YE Spring wind of fortune regarding Protectorate diplomacy&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about restoring Feroz&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sumaah_Republic&amp;diff=141272</id>
		<title>Sumaah Republic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sumaah_Republic&amp;diff=141272"/>
		<updated>2026-07-04T19:42:34Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Before the Empire, missionaries of the nascent Way came to the jungles of Sumaah and called it &#039;the ends of the earth.&#039; They found a corrupt, diseased kingdom ruled by despotic kings supported by a selfish and idolatrous religion, propped up by the satraps of the [[Asavean Archipelago]]. Yet they also found embers of their own faith, hidden in old stories and legends. They fanned those embers, and without warning ignited a revolution. A people sickened by the excesses of their leaders, hungry for a philosophy of truth, took the teachings of [[the Way]] and forged a sword with which they swept away the corrupt and the greedy and built something new, and better.&lt;br /&gt;
&lt;br /&gt;
For nearly a century, emissaries and diplomats travelled the vast distances between Sumaah and the Empire. Few pilgrims managed to make the arduous journey to [[Highguard]], but those who did were increasingly dissatisfied with what they found - compromise, expediency, and tolerance were poisoning the roots of the shared faith. The Sumaash had no interest in joining the Empire, and so were denied a place in the [[Synod]]; indeed, they saw little in the Imperial Synod that was relevant to them - the virtues of [[Ambition]] and [[Pride]] made it clear to these fervent converts that to look to an outside source for guidance would be wicked.&lt;br /&gt;
&lt;br /&gt;
Eventually the Sumaash had had enough. In 118YE, during the reign of [[Empress Aenea]], the Republic broke with the [[Synod]] and technically excommunicated not only the Empress but all the priests of the Empire. The Empire was technically at war with the Sumaah Republic for the next two hundred years, but the vast distances involved meant that military conflict was all but impossible. All trade between the Republic and the Empire ceased, however, and it was not until 326YE that the trade routes were re-opened.&lt;br /&gt;
&lt;br /&gt;
Today, the Sumaash are a great power. Their ambition is limitless; they regularly engage in wars of conquest with their neighbours. converting them to the faith by sword and spear. Those who will not convert are given a simple choice to leave, or die. They burn with the fire of the zealot, and those who live near them look with some concern towards their borders. Still, they are far away, and while some priests of the Synod insist on debating what they call the Sumaah problem, for most of the Empire they are little more than another exotic foreign nation, far away, that just happens to have a faith in common with the Empire.&lt;br /&gt;
&lt;br /&gt;
Of particular interest to Imperial citizens outside of the Synod are the [[Sumaah Republic ports|Sumaash ports]] which are open to trade with the Empire. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah7.jpg|title=The jungles of Sumaah|align=right|width=617|height=270}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
The Sumaah Republic far lies to the south-west of the Empire on the northern shores of a continent that is almost entirely unknown to the Empire. It is much warmer than even the Brass Coast. While the common image of Sumaah is that of a land is dominated by great swathes of tropical and sub-tropical jungle, dotted with sprawling pyramid-cities and overlooked by a spine of cloud-scraping mountains, in actuality most of the people make their homes in fertile coastal areas; the heart of the jungle is as impenetrable to the Sumaah as it is to anyone else. &lt;br /&gt;
 &lt;br /&gt;
This misperception persists because the majority of the Sumaah Republic is unknown to Imperial travellers. Foreigners are not welcome outside the port-city of [[Sumaah Republic ports|Zemeh]], and are forcibly returned there - or even exiled from the nation forever - if they are discovered elsewhere. The cities are undeniably wonderful; Sumaah architecture tends towards the creation of great stone buildings with most public structures being pyramids or many-stepped ziggurats riddled with passages and chambers. A family of urban Sumaah is more likely to occupy a series of apartments in a squat three-storey building shared with other families than to have a private structure of their own; only the wealthiest or largest families have entirely private residences.&lt;br /&gt;
&lt;br /&gt;
Almost every city or large town is built on the banks of one of the wide, slow-moving rivers that run down through the jungle to the sea. The majority are built at the mouths of the rivers, while those cities built in-land tend to be smaller and often dedicated to the exploitation of specific valuable resources. Boats and ships are vital to the nation, due to the difficulty of constructing roads in the fast-growing jungles - the few roads that do exist are wide, straight constructions that cut through the teeming jungle and require constant maintenance.&lt;br /&gt;
&lt;br /&gt;
This tendency to build along the coast led to the second-century [[Dawn|Dawnish]] diplomat Bernice de Clevau dubbing the nation &amp;quot;&#039;&#039;One of those long, thin countries such as you see nowhere else - a bit like a giant comb built of stone, wood and water.&#039;&#039;&amp;quot; &lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah5.jpg|title=The southern city of Cuslo|align=left|width=352|height=196}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timoj==&lt;br /&gt;
After the Winter Solstice 382YE, for the first time in its history, the city of Timoj has been opened to foreign pilgrims. Indeed, a grand white granite highway has been built linking Zemeh on the coast to the city itself. Pilgrims are welcomed to travel the road to visit the temples and shrines, and the House of the People that is the heart of the Republican government. The road itself is impressive enough, with shrines every league or so dedicated to the virtues or to [[Paragons_and_exemplars|exemplars]] recognised by the Houses of Virtue. Regular hostelries maintained by the House of Prosperity provide rest and refreshment at reasonable prices to pilgrims traveling to and from the coast.&lt;br /&gt;
&lt;br /&gt;
The city itself is breath-taking, easily rivalling the splendours of [[Bastion#Bastion.2C_the_White_City|the White City]], and much more exotic than Zemeh. While not a match for the sprawling urban landscapes of the cities of [[the League]], it is still a dynamic and cosmopolitan city. Surrounded on both sides by wide rivers, Timoj is as much garden as city with great public parks and open plazas between temples, government buildings, and terraced homes. Many unfamiliar animals live in the city - from the cheeky little monkeys that crowd the rooftops around the marketplaces to gorgeously coloured jungle birds that roost in the trees, to the stocky green-scaled [[Mundane_beasts#Drakes|drake-like]] quadrupeds that serve as a common beast of burden. Flowers are everywhere - every public building has a garden sometimes on their roofs. The people themselves are vibrant and full of life - a far cry from the dourly monochromatic emissaries familiar to most Imperials - wearing bright fabrics and adorned with feathers, flowers, and beautiful wooden and amber jewellery.&lt;br /&gt;
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The House of the People that stands at the heart of Zemeh is impressive enough, but even more impressive still are the seven Houses of Virtue - great white granite and mithril ziggurats each dedicated to one of the seven virtues - and the beautiful Court of the Way - a great open courtyard that lies before the House of the People where priests meet to enact the business of the Sumaah Synod. Around each ziggurat, and around the Court, are beautiful shrines dedicated to the memory of the [[Paragons_and_exemplars|Sumaah paragons]]. These shrines do not approach the basilica of Bastion in splendour - they are surprisingly low-key in nature - but what they lack in size they more than make up for in beauty and in the [[Consecration#True_Liao|profound sense of spirituality]]. &lt;br /&gt;
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Imperial pilgrims are welcome here, and soon find themselves rubbing shoulders with followers of the Way from all over the known world. These include some pilgrims from places the Empire has no contact with - primarily allies of the Republic similar in size to those nations that border the Empire.&lt;br /&gt;
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(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Any Imperial citizen is welcome to roleplay that they have visited Timoj; as always however no further information will be provided about the city than is presented here).&lt;br /&gt;
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==People==&lt;br /&gt;
The Sumaah are first and foremost devout, and the philosophy of [[the Way]] permeates all aspects of their life. Families engage in regular communal acts of discussion and readings from books and scrolls that discuss the Way and its teachings. Almost all art serves a religious function, from the statues of the Paragons that decorate the façades of many public buildings, to the instructional rhymes the children sing.&lt;br /&gt;
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All citizens of the Sumaah Republic are human. [[orc|Orcs]] and [[daeva]] are viewed as subhuman; when the Sumaah encounter orcs, they exterminate them. The Sumaah do not keep slaves - doing so is seen as being an offence against the very fundamentals of [[Prosperity]]. It is also one of their many points of contention with the [[Asavean Archipelago]]  - although it is a minor point compared to the many other reasons the Sumaah have to despise that northern nation of idolaters.&lt;br /&gt;
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The lineaged are viewed with a little suspicion by urban Sumaah, and there is some social pressure for them to remain celibate. This stems less from concerns about their souls and more from the fact that they were invariably the priests of the corrupt idol-based religion the Sumaah followed in the distant past. Rural Sumaah tend to be much more tolerant of and accepting of the lineaged. For their part the &#039;&#039;präster&#039;&#039; (a Sumaah term for priest, pronounced roughly as &amp;quot;&#039;&#039;pressed-AIR&#039;&#039;&amp;quot;; singular präst, used by people of all genders) teach that while the lineaged must master the influences of their blood, as long as they accept that challenge they are due the same rights as any other citizen of the Republic.&lt;br /&gt;
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The Way encourages humans to seek new knowledge and put it to practical use. The Sumaah are at least as technically adept as the people of the Empire, although some inventions (such as the crossbow or the printing press) have not proved popular. Only in the area of philosophy do the präster exert overt control, and while there may be many natural scientists in Sumaah there are very few philosophers.&lt;br /&gt;
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The jungles are home to many creatures considered marvellous by Imperial travellers. A number of species of massive drakes are known to be native to the Sumaash jungles, including several breeds that have been domesticated as watch-beasts, companions and beasts of burden. Indeed, the burly workdrake is used where the Empire might use oxen. The forests and jungles are also home to a profusion of brightly-coloured birds and big-cats, as well as uncountable breeds of insect many unknown in colder climates. The shores teem with giant turtles, and immense panthers move like oiled juggernauts through the deeper jungles preying on great drakes and humans alike.&lt;br /&gt;
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==Politics==&lt;br /&gt;
The citizens of the Republic democratically elect representatives to sit in the &#039;&#039;House of the People&#039;&#039; which meets in the city of [[#Timoj|Timoj]] in the southern heartlands. These representatives rule on behalf of the people, raising taxes, initiating public works, and ensuring that the populace prosper. In practice, however, Sumaah is a theocracy in all but name. The präster of the Way have an unlimited ability to veto the decisions of the representatives in the name of Virtue. The day-to-day running of the nation is accomplished by the Virtue assemblies, and law is enforced by the religiously appointed censors who interpret the laws passed by the republic. For the most part, however, the assemblies do not interfere in the business of the House of the People as long as they remain virtuous and lawful.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah4.jpg|title=The Assembly of Courage controls all armed forces|align=right|width=404|height=540}}--&amp;gt;&lt;br /&gt;
Individual präster have greater political power than their counterparts in the Empire, but they are also more carefully monitored by their peers. The individual Virtue assemblies wield sweeping powers over the people. For example, the Assembly of Vigilance maintains the censors, responsible for enforcing and ensuring all laws are respected, while the Assembly of Courage effectively controls all military forces within the nation. The Assembly of Wisdom is responsible for education and for ensuring all written works are truthful, while the Assembly of Loyalty ensures all elections are scrupulously honest and that all representatives are truly reflecting the wishes of their constituents.&lt;br /&gt;
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There are no nobles in Sumaah; everyone is a citizen. Individual wealth goes some way towards creating a simple class structure, but the wealthy are expected to spend appropriate amounts of their wealth in celebration of their [[Prosperity]]. Every individual is equally worthy of protection before the law, and the Assembly of Ambition works tirelessly to help citizens achieve their greatest potential in the service of the nation.&lt;br /&gt;
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Under the auspices of the Assembly of Pride, the Sumaash engage in wars of conquest against their neighbours. These crusades are fought carefully and methodically, targeting the nations most offensive to the Sumaah first and wherever possible integrating them into the Republic through diplomacy and forced conversion. Imperial scholars estimate that the Sumaash have destroyed five other smaller nations in the last 400 years, completely absorbing their lands and their people. The one nation they have had no luck destroying is the one they would most like to - the [[Asavean Archipelago]] offends the Sumaah to the core, but they have had only limited success spreading the fire of crusade to the northern nation, partly due to the distances involved.&lt;br /&gt;
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It would be easy to dismiss Sumaah as a totalitarian theocratic dictatorship, but it would also be slightly unfair. The majority of präster appear to genuinely believe they are upholding the greater good. Präster who become corrupt or self-serving are stripped of authority and usually executed. The Assemblies repeatedly speak of using their veto to prevent representatives making mistakes, rather than out of any desire to control or dominate the secular authorities. Before wielding their power, the Assemblies often debate the pros and cons of action and inaction for days on end before reaching a decision. As Bernice de Clevau wryly commented in her final letter to the Senate in 118YE, &amp;quot;&#039;&#039;The garden of tyranny is laid out with the best of intentions.&#039;&#039;&amp;quot;&lt;br /&gt;
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==Magic==&lt;br /&gt;
Many magicians in Sumaah are also präster, and the virtue assemblies are known to maintain cadres of ritualists who specialise in specific areas of magic. For example, there are many covens within the Assembly of Prosperity who specialise in magical effects similar to [[Rivers of Gold]] or [[The Lure of Distant Shores]] while the Assembly of Vigilance has covens who make good use of divinations such as [[Signs and Portents]].&lt;br /&gt;
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On a practical level, Sumaash magicians are known to use the [[Music of the spheres|music of the spheres]], but they do not use runes or anything recognisable as dramaturgy. While in the Empire some magicians evoke the names of paragons or exemplars, magical beasts or [[eternal|eternals]], doing so in Sumaah would be at best heresy and at worst blasphemy. The most common form of magic involves the manipulation of physical materials or energies, devoid of spiritual powers. For example, fire, polished crystals and water are used extensively, as are coloured sands or earths. Blood, as long as it comes from living humans, may also be used as a representative of the spiritual power of the human soul. Tools such as metal bowls, mirrors and knives are also popular because the shaping of raw materials into useful tools is a potent symbol of the way humans can shape the world and the powers of magic to their own end. Some scholars refer to this oddly eclectic set of traditions as &#039;&#039;spiritual materialism&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lizard.jpg|caption=The Sumaah characterise many eternals with animal aspects, depicting them as a variety of panthers, birds, snakes, lizards, monkeys, and even the great drakes of the deep jungle.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The people of Sumaah know that magic is a tool, like any other; but like any other tool it is dangerous in the wrong hands. Magicians in the Republic are carefully guided by the präster. In particular any magic that mimics the kind of [[aura]] created with [[religious skills|liao ceremonies]], such as [[The Chamber of Delights]] or [[Crystal Clarity of the Rational Soul]], is considered blasphemous and magicians who perform these rituals face prosecution when they are discovered.&lt;br /&gt;
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Interaction with [[eternal|eternals]] is very carefully monitored, and magicians who deal with an eternal without the guidance of one of the präster may find themselves called to [[inquisition]] and face serious censure. For a long time it was assumed the Sumaah dealt with an entirely different roster of eternals, but in Summer 388YE a [[Senate]]-commissioned [[appraisal]] helped to deal with this, and other, misconceptions. The Sumaah know almost all the same eternals as Imperial magicians deal with, they simply use completely different names and imagery to depict them. There &#039;&#039;are&#039;&#039; a few eternals such as &#039;&#039;Deep Drummer&#039;&#039;, &#039;&#039;Span of the Sky&#039;&#039;, or &#039;&#039;Wind Panther&#039;&#039; who are unfamiliar however. It&#039;s also notable that the Sumaah consider many eternals to be enemies of the Republic, deeming them &amp;quot;anathema&amp;quot;. A more detailed breakdown of the Sumaah attitude to eternals forms part of the [[Satraps_of_the_Abyss#Republican_Eternals|Satraps of the Abyss]] wind of fortune.&lt;br /&gt;
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Partially due to this level of control, and partially due to the emphasis on less supernatural means of resolving problems, the Sumaah republic lags behind the rest of the world in terms of magical might - it has not a fraction of the magical capability of the Empire or the heathen [[Principalities of Jarm]]. It makes up for this by having more &#039;&#039;organised&#039;&#039; magical traditions than any other nation with the possible exception of the [[Commonwealth]].&lt;br /&gt;
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Many citizens of the Republic prefer to avoid magic altogether; they would rather receive the blessings of the faith in the form of [[Religious skills#Anointing|anointing]] or [[Religious skills#Hallow|hallows]] that the magical effects of a ritual. &#039;&#039;Satraps of the Abyss&#039;&#039; also talks a little about the widespread attitudes the people of Sumaah have to the use of magic.&lt;br /&gt;
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==Religion==&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah2.jpg|title=A Sumaah präst of Prosperity|align=right|width=274|height=375}}--&amp;gt;&lt;br /&gt;
The Way is the only philosophy tolerated in Sumaah. The präster of the Republic share the same [[The Way#Overview|core values]] as the Imperial Synod; they recognise the same virtues and agree broadly in the guidance they offer in pursuing those virtues. Their symbols remain broadly the same, although the labyrinth image used in Sumaah is often rendered in three-dimensions rather than two, often resembling a circular or heptagonal pyramid.&lt;br /&gt;
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Where they differ greatly from the Empire is in their absolute adherence to dogma. Having accepted that the Way is correct, they have come to the conclusion that all other philosophies must logically be incorrect. Given that the greatest good lies in ensuring that human souls pass quickly through the labyrinth, it follows that any action that impedes that progress must be evil. Left to their own devices, people may choose easy paths that lead to evil - in the same way that a child may stick their hand in a fire. It falls to the wise to prevent the ignorant from making evil choices, just as it falls to a parent to prevent their child harming themselves. Several popular treatises in Sumaah claim that [[Malign spiritual presences#Anarchy|anarchy]] is the most wicked of the malign spiritual presences because it claims that the freedom to do evil, the freedom to make catastrophic mistakes, is a virtue.&lt;br /&gt;
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As a result the präster of the Republic are committed to enforcing the teachings of the Way, even on those who might choose other paths. Where heretics and blasphemers may be prosecuted in the Empire, they are persecuted in the Republic. There is a scale of punishments available to the präster, and they do their best to ensure that deeds are punished over words and intent is punished over accident but at the end of the day their tolerance extends only so far. Heretics and blasphemers are hanged, while idolaters are hanged until they lose consciousness then burnt alive on slow-burning pyres. An honest repudiation of heresy or blasphemy can earn a reprieve from the gallows. but the slightest backsliding is likely to result in death. While the Sumaah accept that a heretic can turn their life around, if they judge the heretic incapable of doing so it is better that they enter the labyrinth now and begin preparing for their next life. The harshest punishments are reserved for those who teach heretical or blasphemous doctrine; the next harshest are reserved for präster who abuse their position. In Sumaah the ceremony of [[Religious skills#Excommunication|excommunication]] is invariably a prelude to execution.&lt;br /&gt;
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The präster are divided into the same Virtue Assemblies as the Empire, including the Assembly of the Way. In theory, there is also a General Assembly but in practice the kind of powers that would be wielded by the General Assembly in the Empire are wielded by the Assembly of the Way, which is without doubt the most powerful of the eight Assemblies. The (somewhat misnamed) Council of Eight is made up of the seven Cardinals of the virtue assemblies and two Cardinals from the Assembly of the Way. No National assemblies exist; rather there are Local assemblies made up of all the präster in a village or city ward who meet to pass judgements, hear criminal cases, and the like.&lt;br /&gt;
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The Republic produces large amounts of [[liao]] - great plantations controlled by the Assembly of the Way are dedicated to the cultivation of plants used to create their own version of this precious substance. They sell their surplus to merchants from the Empire and the [[Commonwealth]], and while the &#039;recipe&#039; may differ, the results are the same - some Imperial priests claim it has a &#039;smoky&#039; quality. It is often prepared in the form of incense that is burnt and inhaled - indeed, incense is one of the most common luxury goods found in Sumaah and it is a common feature in both public places and private homes.&lt;br /&gt;
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Before they embraced the Way, the people of Sumaah were literal idolaters, making offerings of valuables and good to a small pantheon of spirits combining idealised animal qualities with elemental powers. The religion was utterly dominated by the secular powers who used the greed and corruption of the heathen priests to control the masses. In the wake of the reforms that created the modern Republic, the idols were cast down. Imperial scholars are quick to point out, however, that several of the Paragons embraced by the practitioners of the Way in Sumaah bear a striking resemblance to the idols their ancestors worshipped. &#039;&#039;Vena the Great-hearted&#039;&#039; Paragon of [[Courage]] shares many attributes and stories with &#039;&#039;Fire-Lion&#039;&#039; while depictions of the Paragon of Wisdom that the Sumaash call [[Zoria]] have more in common with the idol called &#039;&#039;Cloud Eagle&#039;&#039; than with the Ushkan sorceress.&lt;br /&gt;
===Shared Paragons and Exemplars===&lt;br /&gt;
Despite the schisms, the Sumaah share certain paragons and exemplars with the faithful of the Empire. They acknowledge the Paragons [[Tian]], [[Korl]], and [[Atun]] as well as the Exemplar [[Zemress]]. They also recognise a Paragon they call &#039;&#039;The Builder&#039;&#039; who seems to be the same Paragon that the Empire knows as [[The Sentinel]].&lt;br /&gt;
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Other than this, the Sumaah and the Empire maintain separate lists of Exemplars and Paragons. One interesting note made by an Imperial scholar who spent many years in Zemeh is that the Exemplar of Courage they call &#039;&#039;[[Tales of Amma the Wanderer|Amma the Wanderer]]&#039;&#039; bears a resemblance to [[Adelmar the Lion]], and that the historical provenance for the character (who appears in Sumaah stories starting around 80YE) supports this contention. No proof either way has been gathered to date, although in 387YE then [[Minister of Historical Research]] Watt Lambrook dispatched a member of the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] to Sumaah to investigate the matter further.&lt;br /&gt;
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===Excommunication===&lt;br /&gt;
Following the Summer Solstice 387YE there were a [[Talking_to_friends#Abrasion_Oil|number of questions]] posed by the Imperial Ambassador to the Sumaah Republic, Accalon of Felix&#039;s Watch, regarding the approach of the präster to the rite of [[excommunication]]. The queries arose from the discovery of a preparation called &#039;&#039;Abrasion Oil&#039;&#039;, a rare substance developed by the präster who live in Nyaerdivik, which is a hard-to-reach settlement on the very edge of the Sumaah Republic, which by all accounts causes an effect similar to the liao ceremony and was used as part of an execution of convicted criminals. The response from Ambassador Oxtitocszin touched on a number of matters but provides some insight into the practice of the Way in the Republic.&lt;br /&gt;
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There are präster in Sumaah who believe that excommunication makes a soul unable to pass onwards but they are far from the majority. The only thing that is known for certain is that it renders the soul unable to use [[Religious skills|liao ceremonies]], and prevents dreaming, but nobody truly knows what happens to the soul of one who is excommunicated. Such things are ultimately a matter of philosophy and most importantly - faith. The [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Doctrine of the Labyrinth]] says that &#039;&#039;the Labyrinth of Ages is a place of pure spirit and beyond the true comprehension of any but a paragon&#039;&#039; after all.&lt;br /&gt;
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The accepted view is that excommunication can be a just punishment that is merited in the most serious of cases where nothing less will suffice. There is a popular belief that it &#039;&#039;might&#039;&#039; even assist passage. [[The_Doctrines_of_the_Faith#The Doctrine of the Seven|The Doctrine of Seven]] states that &amp;quot;Other qualities may benefit humanity, but lend no aid through the passage of death to rebirth, and &#039;&#039;some may hinder it&#039;&#039;.&amp;quot; That last part is often taken to mean that unvirtuous acts hinder the soul&#039;s passage, indelibly marking the soul as unvirtuous, delaying rebirth. Excommunication of someone whose deeds are so terrible that they warrant this fate may disconnect the soul from the unvirtuous acts they have taken, allowing it to be reborn without the stain of an ill-spent past life dragging the soul down both in the Labyrinth and, potentially, in future lives.&lt;br /&gt;
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Of course there are also some präster that believe those who commit the most heinous acts &#039;&#039;need&#039;&#039; to spend additional time in the Labyrinth. Here the präster tend to fall to arguments on the role of the Labyrinth and the spiritual value of punishment and its role in redemption and recidivism in a way that the Ambassador was not certain was a useful topic for diplomacy between two great nations, even if they do share the Way.&lt;br /&gt;
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Theologians in the Republic hold that it &#039;&#039;may&#039;&#039; be true that excommunication severs a soul from the Labyrinth, but say that nobody can be sure. If that is the case, is it not appropriate that such people are excluded from the Labyrinth? Is that not a fitting end for those who have proven themselves to be entirely without Virtue? Virtue is contagious, but so is vice. Wicked deeds spread, so the worst criminals are a danger to the future generations, so arguably it is &#039;&#039;better&#039;&#039; to stop their reincarnation, to save future generations from the influence of such an unvirtuous soul.&lt;br /&gt;
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The Ambassador noted that ultimately the truth is that nobody &#039;&#039;knows&#039;&#039; what the ultimate effects of excommunication are, just as nobody can be certain they know what the ultimate effects of [[testimony]] or [[dedication]] are. These are, ultimately, matters of faith. Nobody should trifle with the human soul, that much is clear, but in the Republic, excommunication is often a prelude to execution - an indication that your deeds are beyond the pale. It&#039;s not something the Republic takes lightly.&lt;br /&gt;
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This exchange provided a surprising view of a nation that is often seen as being a religious monolith - that the präster struggle with many of the same deep questions that also bemuse Imperial students of spirituality. While they are strongly orthodox, it appears that they are not closed-minded.&lt;br /&gt;
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==Look and Feel==&lt;br /&gt;
{{CaptionedImage|file=Sumaah.jpg|title=Sumaah Delegate|caption=A high standing delegate dressed in the appropriate official attire.|align=right|width=300}}&lt;br /&gt;
When at home in Sumaah, or relaxing among friends, they favour loose garments in single bright colours, and brightly coloured jewellery. Their normal climate is very warm, so a short tunic or even a skirt or woollen kilt is sufficient coverage to protect against the elements. Those traveling to cooler climates add a loose robe cinched at the waist or a long poncho likewise tied at the middle with a decorated belt, or both when visiting particularly chilly climes (such as the Empire). &lt;br /&gt;
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This bright clothing is put aside when the Sumaah are on official business. On a pilgrimage, or when representing their people abroad, the basic outlines are the same but the bright colours are replaced with white, silver, and gold fabrics. Jewellery is much more muted, and again tends to mirror the paler colours. This same dress is favoured by both members of the House of the People, and senior präster who are engaged in business related to their office&lt;br /&gt;
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Tattoos and piercings are common, and jewellery is selected for its aesthetic value before its material worth. Orichalcum alloys (gold and red-gold metals) are common. Feathers and semi-precious stones are a common feature of their national costume; when at home, brightly coloured jungle flowers are regularly used as temporary decorations for the person or the home. Animal products are common in costume and decoration - the hides of jungle cats, leather made from drakehide, and polished turtle shell are all common components. While they may use animal products, the Sumaah avoid using animal imagery in their costumes or decorations -the [[Varushka|Varushkan]] animal icons, for example, would be blasphemous to the Sumaah.&lt;br /&gt;
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Almost everyone in Sumaah has a religious symbol of some sort that they wear or carry at all times. This might be a tattoo, but is most commonly a piece of jewellery or a belt that can be worn with many different suits of clothing. &lt;br /&gt;
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Sumaah is not as iron-rich as the Empire. Spears and axes (which serve double-duty as tools for hunting or crafting as well as weapon) are common as are bows. Daggers are usually a sign of some wealth or status, and swords are reserved for professional soldiers or the very wealthy. Armour is often of hide or thick leather, with only professional soldiers or the most wealthy owning suits of metal armour which are often passed down from generation to generation.&lt;br /&gt;
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To Imperial eyes, the Sumaah are even stranger than the [[Principalities of Jarm|Jarmish]] or the [[Asavean Archipelago|Asaveans]]. Of course the dour colours and restrictive styles of the Imperials are just as jarring to the Sumaah eye.&lt;br /&gt;
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==Languages==&lt;br /&gt;
The Sumaah speak a number of languages which, according to their histories, are the languages spoken by their distant ancestors. The dominant languages are represented by those of the [http://en.wikipedia.org/wiki/Scandinavian_languages north Germanic] or Scandinavian language group, especially Swedish, Norwegian, and Danish. The three languages are used interchangeably, and many präster are fluent in all of them (and often several rarer dialects, commonly spoken by the people of conquered nations). No one language dominates, and when people talk about the Sumaah language they could be referring to any one or all of them.&lt;br /&gt;
==The Sumaah Republic in Play==&lt;br /&gt;
The Sumaah appear exotic, and are made all the more exotic by their adherence to a faith that they share with the Empire. They have the fervour of the convert - the Empire tolerates insults to its faith that would have the average Sumaah reaching for a noose. They can appear dour, but it is important to understand that they generally celebrate their religion; the Way liberated them from centuries of despotic rule by cruel overlords. It exalts the human spirit, and tells every one of them that they are important and that they have ultimate control of their own destiny.&lt;br /&gt;
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While the präster are totalitarian, arguably fascistic, to outsiders they are in the main motivated by a genuine concern for the spiritual wellbeing of their people. They simply believe that they alone know what is best for their people. Most Sumaash look at the Empire and see a nation of cowardly backsliders who lack the courage of their convictions, who would rather talk than act, and who would rather let someone die that risk some incomprehensible notion of egalitarian freedom.&lt;br /&gt;
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It is entirely appropriate to play a formerly-Sumaash character who has left the Republic in search of freedom, or to avoid persecution or execution for heretical or blasphemous beliefs that the Empire would take in its stride. Likewise, a character who is a magician or whose parents were magicians might have left Sumaah to avoid the restrictive way the practice of magic is controlled by the präster. It is also worth noting that to the Republic &#039;not believing&#039; is the same as being a heretic - characters who might in the real world be considered agnostics or atheists have good reason to leave Sumaah behind. For that matter, an ex-Sumaash missionary präst here to try and convince the Imperials to adopt a less liberal interpretation of the faith might also make for a fun character concept.&lt;br /&gt;
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For all that this description of the Republic goes into some depth, Sumaah is also an enigma to the Empire. For everything they know about it there are a dozen unanswered questions, and the Sumaash like it that way. Backgrounds that involve extensive exploration in Sumaah, or contacts outside Zemeh, are unlikely to be approved.&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;br /&gt;
{{Sumaah Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sumaah_Republic&amp;diff=141271</id>
		<title>Sumaah Republic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sumaah_Republic&amp;diff=141271"/>
		<updated>2026-07-04T19:35:59Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Overview */&lt;/p&gt;
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==Overview==&lt;br /&gt;
Before the Empire, missionaries of the nascent Way came to the jungles of Sumaah and called it &#039;the ends of the earth.&#039; They found a corrupt, diseased kingdom ruled by despotic kings supported by a selfish and idolatrous religion, propped up by the satraps of the [[Asavean Archipelago]]. Yet they also found embers of their own faith, hidden in old stories and legends. They fanned those embers, and without warning ignited a revolution. A people sickened by the excesses of their leaders, hungry for a philosophy of truth, took the teachings of [[the Way]] and forged a sword with which they swept away the corrupt and the greedy and built something new, and better.&lt;br /&gt;
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For nearly a century, emissaries and diplomats travelled the vast distances between Sumaah and the Empire. Few pilgrims managed to make the arduous journey to [[Highguard]], but those who did were increasingly dissatisfied with what they found - compromise, expediency, and tolerance were poisoning the roots of the shared faith. The Sumaash had no interest in joining the Empire, and so were denied a place in the [[Synod]]; indeed, they saw little in the Imperial Synod that was relevant to them - the virtues of [[Ambition]] and [[Pride]] made it clear to these fervent converts that to look to an outside source for guidance would be wicked.&lt;br /&gt;
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Eventually the Sumaash had had enough. In 118YE, during the reign of [[Empress Aenea]], the Republic broke with the [[Synod]] and technically excommunicated not only the Empress but all the priests of the Empire. The Empire was technically at war with the Sumaah Republic for the next two hundred years, but the vast distances involved meant that military conflict was all but impossible. All trade between the Republic and the Empire ceased, however, and it was not until 326YE that the trade routes were re-opened.&lt;br /&gt;
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Today, the Sumaash are a great power. Their ambition is limitless; they regularly engage in wars of conquest with their neighbours. converting them to the faith by sword and spear. Those who will not convert are given a simple choice to leave, or die. They burn with the fire of the zealot, and those who live near them look with some concern towards their borders. Still, they are far away, and while some priests of the Synod insist on debating what they call the Sumaah problem, for most of the Empire they are little more than another exotic foreign nation, far away, that just happens to have a faith in common with the Empire.&lt;br /&gt;
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Of particular interest to Imperial citizens outside of the Synod are the [[Sumaah Republic ports|Sumaash ports]] which are open to trade with the Empire. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah7.jpg|title=The jungles of Sumaah|align=right|width=617|height=270}}--&amp;gt;&lt;br /&gt;
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==Terrain==&lt;br /&gt;
The Sumaah Republic far lies to the south-west of the Empire on the northern shores of a continent that is almost entirely unknown to the Empire. It is much warmer than even the Brass Coast. While the common image of Sumaah is that of a land is dominated by great swathes of tropical and sub-tropical jungle, dotted with sprawling pyramid-cities and overlooked by a spine of cloud-scraping mountains, in actuality most of the people make their homes in fertile coastal areas; the heart of the jungle is as impenetrable to the Sumaah as it is to anyone else. &lt;br /&gt;
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This misperception persists because the majority of the Sumaah Republic is unknown to Imperial travellers. Foreigners are not welcome outside the port-city of [[Sumaah Republic ports|Zemeh]], and are forcibly returned there - or even exiled from the nation forever - if they are discovered elsewhere. The cities are undeniably wonderful; Sumaah architecture tends towards the creation of great stone buildings with most public structures being pyramids or many-stepped ziggurats riddled with passages and chambers. A family of urban Sumaah is more likely to occupy a series of apartments in a squat three-storey building shared with other families than to have a private structure of their own; only the wealthiest or largest families have entirely private residences.&lt;br /&gt;
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Almost every city or large town is built on the banks of one of the wide, slow-moving rivers that run down through the jungle to the sea. The majority are built at the mouths of the rivers, while those cities built in-land tend to be smaller and often dedicated to the exploitation of specific valuable resources. Boats and ships are vital to the nation, due to the difficulty of constructing roads in the fast-growing jungles - the few roads that do exist are wide, straight constructions that cut through the teeming jungle and require constant maintenance.&lt;br /&gt;
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This tendency to build along the coast led to the second-century [[Dawn|Dawnish]] diplomat Bernice de Clevau dubbing the nation &amp;quot;&#039;&#039;One of those long, thin countries such as you see nowhere else - a bit like a giant comb built of stone, wood and water.&#039;&#039;&amp;quot; &lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah5.jpg|title=The southern city of Cuslo|align=left|width=352|height=196}}--&amp;gt;&lt;br /&gt;
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==Timoj==&lt;br /&gt;
After the Winter Solstice 382YE, for the first time in its history, the city of Timoj has been opened to foreign pilgrims. Indeed, a grand white granite highway has been built linking Zemeh on the coast to the city itself. Pilgrims are welcomed to travel the road to visit the temples and shrines, and the House of the People that is the heart of the Republican government. The road itself is impressive enough, with shrines every league or so dedicated to the virtues or to [[Paragons_and_exemplars|exemplars]] recognised by the Houses of Virtue. Regular hostelries maintained by the House of Prosperity provide rest and refreshment at reasonable prices to pilgrims traveling to and from the coast.&lt;br /&gt;
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The city itself is breath-taking, easily rivalling the splendours of [[Bastion#Bastion.2C_the_White_City|the White City]], and much more exotic than Zemeh. While not a match for the sprawling urban landscapes of the cities of [[the League]], it is still a dynamic and cosmopolitan city. Surrounded on both sides by wide rivers, Timoj is as much garden as city with great public parks and open plazas between temples, government buildings, and terraced homes. Many unfamiliar animals live in the city - from the cheeky little monkeys that crowd the rooftops around the marketplaces to gorgeously coloured jungle birds that roost in the trees, to the stocky green-scaled [[Mundane_beasts#Drakes|drake-like]] quadrupeds that serve as a common beast of burden. Flowers are everywhere - every public building has a garden sometimes on their roofs. The people themselves are vibrant and full of life - a far cry from the dourly monochromatic emissaries familiar to most Imperials - wearing bright fabrics and adorned with feathers, flowers, and beautiful wooden and amber jewellery.&lt;br /&gt;
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The House of the People that stands at the heart of Zemeh is impressive enough, but even more impressive still are the seven Houses of Virtue - great white granite and mithril ziggurats each dedicated to one of the seven virtues - and the beautiful Court of the Way - a great open courtyard that lies before the House of the People where priests meet to enact the business of the Sumaah Synod. Around each ziggurat, and around the Court, are beautiful shrines dedicated to the memory of the [[Paragons_and_exemplars|Sumaah paragons]]. These shrines do not approach the basilica of Bastion in splendour - they are surprisingly low-key in nature - but what they lack in size they more than make up for in beauty and in the [[Consecration#True_Liao|profound sense of spirituality]]. &lt;br /&gt;
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Imperial pilgrims are welcome here, and soon find themselves rubbing shoulders with followers of the Way from all over the known world. These include some pilgrims from places the Empire has no contact with - primarily allies of the Republic similar in size to those nations that border the Empire.&lt;br /&gt;
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(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Any Imperial citizen is welcome to roleplay that they have visited Timoj; as always however no further information will be provided about the city than is presented here).&lt;br /&gt;
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==People==&lt;br /&gt;
The Sumaah are first and foremost devout, and the philosophy of [[the Way]] permeates all aspects of their life. Families engage in regular communal acts of discussion and readings from books and scrolls that discuss the Way and its teachings. Almost all art serves a religious function, from the statues of the Paragons that decorate the façades of many public buildings, to the instructional rhymes the children sing.&lt;br /&gt;
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All citizens of the Sumaah Republic are human. [[orc|Orcs]] and [[daeva]] are viewed as subhuman; when the Sumaah encounter orcs, they exterminate them. The Sumaah do not keep slaves - doing so is seen as being an offence against the very fundamentals of [[Prosperity]]. It is also one of their many points of contention with the [[Asavean Archipelago]]  - although it is a minor point compared to the many other reasons the Sumaah have to despise that northern nation of idolaters.&lt;br /&gt;
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The lineaged are viewed with a little suspicion by urban Sumaah, and there is some social pressure for them to remain celibate. This stems less from concerns about their souls and more from the fact that they were invariably the priests of the corrupt idol-based religion the Sumaah followed in the distant past. Rural Sumaah tend to be much more tolerant of and accepting of the lineaged. For its part the &#039;&#039;Präster&#039;&#039; (a Sumaah term for priest, pronounced roughly as &amp;quot;&#039;&#039;pressed-AIR&#039;&#039;&amp;quot;; singular Präst, used by people of all genders) teach that while the lineaged must master the influences of their blood, as long as they accept that challenge they are due the same rights as any other citizen of the Republic.&lt;br /&gt;
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The Way encourages humans to seek new knowledge and put it to practical use. The Sumaah are at least as technically adept as the people of the Empire, although some inventions (such as the crossbow or the printing press) have not proved popular. Only in the area of philosophy do the Präster  exert overt control, and while there may be many natural scientists in Sumaah there are very few philosophers.&lt;br /&gt;
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The jungles are home to many creatures considered marvellous by Imperial travellers. A number of species of massive drakes are known to be native to the Sumaah jungles, including several breeds that have been domesticated as watch-beasts, companions and beasts of burden. Indeed, the burly workdrake is used where the Empire might use oxen. The forests and jungles are also home to a profusion of brightly-coloured birds and big-cats, as well as uncountable breeds of insect many unknown in colder climates. The shores teem with giant turtles, and immense panthers move like oiled juggernauts through the deeper jungles preying on great drakes and humans alike.&lt;br /&gt;
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==Politics==&lt;br /&gt;
The citizens of the Republic democratically elect representatives to sit in the &#039;&#039;House of the People&#039;&#039; which meets in the city of [[#Timoj|Timoj]] in the southern heartlands. These representatives rule on behalf of the people, raising taxes, initiating public works, and ensuring that the populace prosper. In practice, however, Sumaah is a theocracy in all but name. The Präster of the Way have an unlimited ability to veto the decisions of the representatives in the name of Virtue. The day-to-day running of the nation is accomplished by the Virtue assemblies, and law is enforced by the religiously appointed Censors who interpret the laws passed by the republic. For the most part, however, the Assemblies do not interfere in the business of the House of the People as long as they remain virtuous and lawful.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah4.jpg|title=The Assembly of Courage controls all armed forces|align=right|width=404|height=540}}--&amp;gt;&lt;br /&gt;
Individual Präster have greater political power than their counterparts in the Empire, but they are also more carefully monitored by their peers. The individual Virtue assemblies wield sweeping powers over the people. For example, the Assembly of Vigilance maintains the Censors, responsible for enforcing and ensuring all laws are respected, while the Assembly of Courage effectively controls all military forces within the nation. The Assembly of Wisdom is responsible for education and for ensuring all written works are truthful, while the Assembly of Loyalty ensures all elections are scrupulously honest and that all representatives are truly reflecting the wishes of their constituents.&lt;br /&gt;
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There are no nobles in Sumaah; everyone is a citizen. Individual wealth goes some way towards creating a simple class-structure, but the wealthy are expected to spend appropriate amounts of their wealth in celebration of their [[prosperity]]. Every individual is equally worthy of protection before the law, and the Assembly of Ambition works tirelessly to help citizens achieve their greatest potential in the service of the nation.&lt;br /&gt;
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Under the auspices of the Assembly of Pride, the Sumaah engage in wars of conquest against their neighbours. These crusades are fought carefully and methodically, targeting the nations most offensive to the Sumaah first and wherever possible integrating them into the Republic through diplomacy and forced conversion. Imperial scholars estimate that the Sumaah have destroyed five other smaller nations in the last 400 years, completely absorbing their lands and their people. The one nation they have had no luck destroying is the one they would most like to - the [[Asavean Archipelago]] offends the Sumaah to the core, but they have had only limited success spreading the fire of crusade to the northern nation, partly due to the distances involved.&lt;br /&gt;
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It would be easy to dismiss Sumaah as a totalitarian theocratic dictatorship, but it would also be slightly unfair. The majority of Präster appear to genuinely believe they are upholding the greater good. Präst who become corrupt or self-serving is stripped of authority and usually executed. The Assemblies repeatedly speak of using their veto to prevent the representatives making mistakes, rather than out of any desire to control or dominate the secular authorities. Before wielding their power, the Assemblies often debate the pros and cons of action and inaction for days on end before reaching a decision. As Bernice de Clevau wryly commented in her final letter to the Senate in 118YE &amp;quot;&#039;&#039;The garden of tyranny is laid out with the best of intentions.&#039;&#039;&amp;quot;&lt;br /&gt;
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==Magic==&lt;br /&gt;
Many magicians in Sumaah are also Präster, and the virtue assemblies are known to maintain cadres of ritualists who specialise in specific areas of magic. For example, there are many covens within the Assembly of Prosperity who specialise in magical effects similar to [[Rivers of Gold]] or [[The Lure of Distant Shores]] while the Assembly of Vigilance has covens who make good use of divinations such as [[Signs and Portents]].&lt;br /&gt;
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On a practical level, Sumaah magicians are known to use the [[Music of the spheres|music of the spheres]], but they do not use runes or anything recognisable as dramaturgy. While in the Empire some magicians evoke the names of paragons or exemplars, magical beasts or [[eternal|eternals]], doing so in Sumaah would be at best heresy and at worst blasphemy. The most common form of magic involves the manipulation of physical materials or energies, devoid of spiritual powers. For example, fire, polished crystals and water are used extensively, as are coloured sands or earths. Blood, as long as it comes from living humans, may also be used as a representative of the spiritual power of the human soul. Tools such as metal bowls, mirrors and knives are also popular because the shaping of raw materials into useful tools is a potent symbol of the way humans can shape the world and the powers of magic to their own end. Some scholars refer to this oddly eclectic set of traditions as &#039;&#039;spiritual materialism&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lizard.jpg|caption=The Sumaah characterise many eternals with animal aspects, depicting them as a variety of panthers, birds, snakes, lizards, monkeys, and even the great drakes of the deep jungle.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The people of Sumaah know that magic is a tool, like any other; but like any other tool it is dangerous in the wrong hands. Magicians in the Republic are carefully guided by the Präster. In particular any magic that mimics the kind of [[aura]] created with [[religious skills|liao ceremonies]], such as [[The Chamber of Delights]] or [[Crystal Clarity of the Rational Soul]], is considered blasphemous and magicians who perform these rituals face prosecution when they are discovered.&lt;br /&gt;
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Interaction with [[eternal|eternals]] is very carefully monitored, and magicians who deal with an eternal without the guidance of one of the Präster may find themselves called to [[inquisition]] and face serious censure. For a long time it was assumed the Sumaah dealt with an entirely different roster of eternals, but in Summer 388YE a [[Senate]]-commissioned [[appraisal]] helped to deal with this, and other, misconceptions. The Sumaah know almost all the same eternals as Imperial magicians deal with, they simply use completely different names and imagery to depict them. There &#039;&#039;are&#039;&#039; a few eternals such as &#039;&#039;Deep Drummer&#039;&#039;, &#039;&#039;Span of the Sky&#039;&#039;, or &#039;&#039;Wind Panther&#039;&#039; who are unfamiliar however. It&#039;s also notable that the Sumaah consider many eternals to be enemies of the Republic, deeming them &amp;quot;anathema&amp;quot;. A more detailed breakdown of the Sumaah attitude to eternals forms part of the [[Satraps_of_the_Abyss#Republican_Eternals|Satraps of the Abyss]] wind of fortune.&lt;br /&gt;
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Partially due to this level of control, and partially due to the emphasis on less supernatural means of resolving problems, the Sumaah republic lags behind the rest of the world in terms of magical might - it has not a fraction of the magical capability of the Empire or the heathen [[Principalities of Jarm]]. It makes up for this by having more &#039;&#039;organised&#039;&#039; magical traditions than any other nation with the possible exception of the [[Commonwealth]].&lt;br /&gt;
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Many citizens of the Republic prefer to avoid magic altogether; they would rather receive the blessings of the faith in the form of [[Religious skills#Anointing|anointing]] or [[Religious skills#Hallow|hallows]] that the magical effects of a ritual. &#039;&#039;Satraps of the Abyss&#039;&#039; also talks a little about the widespread attitudes the people of Sumaah have to the use of magic.&lt;br /&gt;
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==Religion==&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah2.jpg|title=A Sumaah Präst of Prosperity|align=right|width=274|height=375}}--&amp;gt;&lt;br /&gt;
The Way is the only philosophy tolerated in Sumaah. The Präster of the Republic share the same [[The Way#Overview|core values]] as the Imperial Synod; they recognise the same virtues and agree broadly in the guidance they offer in pursuing those virtues. Their symbols remain broadly the same, although the labyrinth image used in Sumaah is often rendered in three-dimensions rather than two, often resembling a circular or heptagonal pyramid.&lt;br /&gt;
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Where they differ greatly from the Empire is in their absolute adherence to dogma. Having accepted that the Way is correct, they have come to the conclusion that all other philosophies must logically be incorrect. Given that the greatest good lies in ensuring that human souls pass quickly through the labyrinth, it follows that any action that impedes that progress must be evil. Left to their own devices, people may choose easy paths that lead to evil - in the same way that a child may stick their hand in a fire. It falls to the wise to prevent the ignorant from making evil choices, just as it falls to a parent to prevent their child harming themselves. Several popular treatises in Sumaah claim that [[Malign spiritual presences#Anarchy|anarchy]] is the most wicked of the malign spiritual presences because it claims that the freedom to do evil, the freedom to make catastrophic mistakes, is a virtue.&lt;br /&gt;
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As a result the Präster of the Republic are committed to enforcing the teachings of the Way, even on those who might choose other paths. Where heretics and blasphemers may be prosecuted in the Empire, they are persecuted in the Republic. There is a scale of punishments available to the Präster, and they do their best to ensure that deeds are punished over words and intent is punished over accident but at the end of the day their tolerance extends only so far. Heretics and blasphemers are hanged, while idolaters are hanged until they lose consciousness then burnt alive on slow-burning pyres. An honest repudiation of heresy or blasphemy can earn a reprieve from the gallows. but the slightest backsliding is likely to result in death. While the Sumaah accept that a heretic can turn their life around, if they judge the heretic incapable of doing so it is better that they enter the labyrinth now and begin preparing for their next life. The harshest punishments are reserved for those who teach heretical or blasphemous doctrine; the next harshest are reserved for Präster who abuse their position. In Sumaah the ceremony of [[Religious skills#Excommunication|excommunication]] is invariably a prelude to execution.&lt;br /&gt;
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The Präster are divided into the same Virtue Assemblies as the Empire, including the Assembly of the Way. In theory, there is also a General Assembly but in practice the kind of powers that would be wielded by the General Assembly in the Empire are wielded by the Assembly of the Way, which is without doubt the most powerful of the eight Assemblies. The (somewhat misnamed) Council of Eight is made up of the seven Cardinals of the virtue assemblies and two Cardinals from the Assembly of the Way. No National assemblies exist; rather there are Local assemblies made up of all the Präster in a village or city ward who meet to pass judgements, hear criminal cases, and the like.&lt;br /&gt;
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The Republic produces large amounts of [[liao]] - great plantations controlled by the Assembly of the Way are dedicated to the cultivation of plants used to create their own version of this precious substance. They sell their surplus to merchants from the Empire and the [[Commonwealth]], and while the &#039;recipe&#039; may differ, the results are the same - some Imperial priests claim it has a &#039;smoky&#039; quality. It is often prepared in the form of incense that is burnt and inhaled - indeed, incense is one of the most common luxury goods found in Sumaah and it is a common feature in both public places and private homes.&lt;br /&gt;
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Before they embraced the Way, the people of Sumaah were literal idolaters, making offerings of valuables and good to a small pantheon of spirits combining idealised animal qualities with elemental powers. The religion was utterly dominated by the secular powers who used the greed and corruption of the heathen priests to control the masses. In the wake of the reforms that created the modern Republic, the idols were cast down. Imperial scholars are quick to point out, however, that several of the Paragons embraced by the practitioners of the Way in Sumaah bear a striking resemblance to the idols their ancestors worshipped. &#039;&#039;Vena the Great-hearted&#039;&#039; Paragon of [[Courage]] shares many attributes and stories with &#039;&#039;Fire-Lion&#039;&#039; while depictions of the Paragon of Wisdom that the Sumaah call [[Zoria]] have more in common with the idol called &#039;&#039;Cloud Eagle&#039;&#039; than with the Ushkan sorceress.&lt;br /&gt;
===Shared Paragons and Exemplars===&lt;br /&gt;
Despite the schisms, the Sumaah share certain paragons and exemplars with the faithful of the Empire. They acknowledge the Paragons [[Tian]], [[Korl]], and [[Atun]] as well as the Exemplar [[Zemress]]. They also recognise a Paragon they call &#039;&#039;The Builder&#039;&#039; who seems to be the same Paragon that the Empire knows as [[The Sentinel]].&lt;br /&gt;
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Other than this, the Sumaah and the Empire maintain separate lists of Exemplars and Paragons. One interesting note made by an Imperial scholar who spent many years in Zemeh is that the Exemplar of Courage they call &#039;&#039;[[Tales of Amma the Wanderer|Amma the Wanderer]]&#039;&#039; bears a resemblance to [[Adelmar the Lion]], and that the historical provenance for the character (who appears in Sumaah stories starting around 80YE) supports this contention. No proof either way has been gathered to date, although in 387YE then [[Minister of Historical Research]] Watt Lambrook dispatched a member of the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] to Sumaah to investigate the matter further.&lt;br /&gt;
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===Excommunication===&lt;br /&gt;
Following the Summer Solstice 387YE there were a [[Talking_to_friends#Abrasion_Oil|number of questions]] posed by the Imperial Ambassador to the Sumaah Republic, Accalon of Felix&#039;s Watch, regarding the approach of the präster to the rite of [[excommunication]]. The queries arose from the discovery of a preparation called &#039;&#039;Abrasion Oil&#039;&#039;, a rare substance developed by the präster who live in Nyaerdivik, which is a hard-to-reach settlement on the very edge of the Sumaah Republic, which by all accounts causes an effect similar to the liao ceremony and was used as part of an execution of convicted criminals. The response from Ambassador Oxtitocszin touched on a number of matters but provides some insight into the practice of the Way in the Republic.&lt;br /&gt;
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There are präster in Sumaah who believe that excommunication makes a soul unable to pass onwards but they are far from the majority. The only thing that is known for certain is that it renders the soul unable to use [[Religious skills|liao ceremonies]], and prevents dreaming, but nobody truly knows what happens to the soul of one who is excommunicated. Such things are ultimately a matter of philosophy and most importantly - faith. The [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Doctrine of the Labyrinth]] says that &#039;&#039;the Labyrinth of Ages is a place of pure spirit and beyond the true comprehension of any but a paragon&#039;&#039; after all.&lt;br /&gt;
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The accepted view is that excommunication can be a just punishment that is merited in the most serious of cases where nothing less will suffice. There is a popular belief that it &#039;&#039;might&#039;&#039; even assist passage. [[The_Doctrines_of_the_Faith#The Doctrine of the Seven|The Doctrine of Seven]] states that &amp;quot;Other qualities may benefit humanity, but lend no aid through the passage of death to rebirth, and &#039;&#039;some may hinder it&#039;&#039;.&amp;quot; That last part is often taken to mean that unvirtuous acts hinder the soul&#039;s passage, indelibly marking the soul as unvirtuous, delaying rebirth. Excommunication of someone whose deeds are so terrible that they warrant this fate may disconnect the soul from the unvirtuous acts they have taken, allowing it to be reborn without the stain of an ill-spent past life dragging the soul down both in the Labyrinth and, potentially, in future lives.&lt;br /&gt;
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Of course there are also some Präster that believe those who commit the most heinous acts &#039;&#039;need&#039;&#039; to spend additional time in the Labyrinth. Here the Präster tend to fall to arguments on the role of the Labyrinth and the spiritual value of punishment and its role in redemption and recidivism in a way that the Ambassador was not certain was a useful topic for diplomacy between two great nations, even if they do share the Way.&lt;br /&gt;
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Theologians in the Republic hold that it &#039;&#039;may&#039;&#039; be true that excommunication severs a soul from the Labyrinth, but say that nobody can be sure. If that is the case, is it not appropriate that such people are excluded from the Labyrinth? Is that not a fitting end for those who have proven themselves to be entirely without Virtue? Virtue is contagious, but so is vice. Wicked deeds spread, so the worst criminals are a danger to the future generations, so arguably it is &#039;&#039;better&#039;&#039; to stop their reincarnation, to save future generations from the influence of such an unvirtuous soul.&lt;br /&gt;
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The Ambassador noted that ultimately the truth is that nobody &#039;&#039;knows&#039;&#039; what the ultimate effects of excommunication are, just as nobody can be certain they know what the ultimate effects of [[testimony]] or [[dedication]] are. These are, ultimately, matters of faith. Nobody should trifle with the human soul, that much is clear, but in the Republic, excommunication is often a prelude to execution - an indication that your deeds are beyond the pale. It&#039;s not something the Republic takes lightly.&lt;br /&gt;
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This exchange provided a surprising view of a nation that is often seen as being a religious monolith - that the präster struggle with many of the same deep questions that also bemuse Imperial students of spirituality. While they are strongly orthodox, it appears that they are not closed-minded.&lt;br /&gt;
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==Look and Feel==&lt;br /&gt;
{{CaptionedImage|file=Sumaah.jpg|title=Sumaah Delegate|caption=A high standing delegate dressed in the appropriate official attire.|align=right|width=300}}&lt;br /&gt;
When at home in Sumaah, or relaxing among friends, they favour loose garments in single bright colours, and brightly coloured jewellery. Their normal climate is very warm, so a short tunic or even a skirt or woollen kilt is sufficient coverage to protect against the elements. Those traveling to cooler climates add a loose robe cinched at the waist or a long poncho likewise tied at the middle with a decorated belt, or both when visiting particularly chilly climes (such as the Empire). &lt;br /&gt;
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This bright clothing is put aside when the Sumaah are on official business. On a pilgrimage, or when representing their people abroad, the basic outlines are the same but the bright colours are replaced with white, silver, and gold fabrics. Jewellery is much more muted, and again tends to mirror the paler colours. This same dress is favoured by both members of the House of the People, and senior Präster who are engaged in business related to their office&lt;br /&gt;
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Tattoos and piercings are common, and jewellery is selected for its aesthetic value before its material worth. Orichalcum alloys (gold and red-gold metals) are common. Feathers and semi-precious stones are a common feature of their national costume; when at home, brightly coloured jungle flowers are regularly used as temporary decorations for the person or the home. Animal products are common in costume and decoration - the hides of jungle cats, leather made from drakehide, and polished turtle shell are all common components. While they may use animal products, the Sumaah avoid using animal imagery in their costumes or decorations -the [[Varushka|Varushkan]] animal icons, for example, would be blasphemous to the Sumaah.&lt;br /&gt;
&lt;br /&gt;
Almost everyone in Sumaah has a religious symbol of some sort that they wear or carry at all times. This might be a tattoo, but is most commonly a piece of jewellery or a belt that can be worn with many different suits of clothing. &lt;br /&gt;
&lt;br /&gt;
Sumaah is not as iron-rich as the Empire. Spears and axes (which serve double-duty as tools for hunting or crafting as well as weapon) are common as are bows. Daggers are usually a sign of some wealth or status, and swords are reserved for professional soldiers or the very wealthy. Armour is often of hide or thick leather, with only professional soldiers or the most wealthy owning suits of metal armour which are often passed down from generation to generation.&lt;br /&gt;
&lt;br /&gt;
To Imperial eyes, the Sumaah are even stranger than the [[Principalities of Jarm|Jarmish]] or the [[Asavean Archipelago|Asaveans]]. Of course the dour colours and restrictive styles of the Imperials are just as jarring to the Sumaah eye.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
The Sumaah speak a number of languages which, according to their histories, are the languages spoken by their distant ancestors. The dominant languages are represented by those of the [http://en.wikipedia.org/wiki/Scandinavian_languages north Germanic] or Scandinavian language group, especially Swedish, Norwegian and Danish. The three languages are used interchangeably, and many Präster are fluent in all of them (and often several rarer dialects, commonly spoken by the people of conquered nations). No one language dominates, and when people talk about the Sumaah language they could be referring to any one or all of them.&lt;br /&gt;
==The Sumaah Republic in Play==&lt;br /&gt;
The Sumaah appear exotic, and are made all the more exotic by their adherence to a faith that they share with the Empire. They have the fervour of the convert - the Empire tolerates insults to its faith that would have the average Sumaah reaching for a noose. They can appear dour, but it is important to understand that they generally celebrate their religion; the Way liberated them from centuries of despotic rule by cruel overlords. It exalts the human spirit, and tells every one of them that they are important and that they have ultimate control of their own destiny.&lt;br /&gt;
&lt;br /&gt;
While the Präster are totalitarian, arguably fascistic, to outsiders they are in the main motivated by a genuine concern for the spiritual wellbeing of their people. They simply believe that they alone know what is best for their people. Most Sumaah look at the Empire and see a nation of cowardly backsliders who lack the courage of their convictions, who would rather talk than act, and who would rather let someone die that risk some incomprehensible notion of egalitarian freedom.&lt;br /&gt;
&lt;br /&gt;
It is entirely appropriate to play a Sumaah character who has left the Republic in search of freedom, or to avoid persecution or execution for heretical or blasphemous beliefs that the Empire would take in its stride. Likewise, a character who is a magician or whose parents were magicians might have left Sumaah to avoid the restrictive way the practice of magic is controlled by the Präster. It is also worth noting that to the Republic &#039;not believing&#039; is the same as being a heretic - characters who might in the real world be considered agnostics or atheists have good reason to leave Sumaah behind. For that matter, a Sumaah missionary Präst here to try and convince the Imperials to adopt a less liberal interpretation of the faith might also make for a fun character concept.&lt;br /&gt;
&lt;br /&gt;
For all that this description of the Republic goes into some depth, Sumaah is also an enigma to the Empire. For everything they know about it there are a dozen unanswered questions, and the Sumaah like it that way. Backgrounds that involve extensive exploration in Sumaah, or contacts outside Zemeh, are unlikely to be approved.&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;br /&gt;
{{Sumaah Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sumaah_Republic&amp;diff=141270</id>
		<title>Sumaah Republic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sumaah_Republic&amp;diff=141270"/>
		<updated>2026-07-04T19:35:48Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Before the Empire, missionaries of the nascent Way came to the jungles of Sumaah and called it &#039;the ends of the earth.&#039; They found a corrupt, diseased kingdom ruled by despotic kings supported by a selfish and idolatrous religion, propped up by the satraps of the [[Asavean Archipelago]]. Yet they also found embers of their own faith, hidden in old stories and legends. They fanned those embers, and without warning ignited a revolution. A people sickened by the excesses of their leaders, hungry for a philosophy of truth, took the teachings of [[the Way]] and forged a sword with which they swept away the corrupt and the greedy and built something new, and better.&lt;br /&gt;
&lt;br /&gt;
For nearly a century, emissaries and diplomats travelled the vast distances between Sumaah and the Empire. Few pilgrims managed to make the arduous journey to [[Highguard]], but those who did were increasingly dissatisfied with what they found - compromise, expediency, and tolerance were poisoning the roots of the shared faith. The Sumaash had no interest in joining the Empire, and so were denied a place in the [[Synod]]; indeed, they saw little in the Imperial Synod that was relevant to them - the virtues of [[Ambition]] and [[Pride]] made it clear to these fervent converts that to look to an outside source for guidance would be wicked.&lt;br /&gt;
&lt;br /&gt;
Eventually the Sumaash had had enough. In 118YE, during the reign of [[Empress Aenea]], the Republic broke with the [[Synod]] and technically excommunicated not only the Empress but all the priests of the Empire. The Empire was technically at war with the Sumaah Republic for the next two hundred years, but the vast distances involved meant that military conflict was all but impossible. All trade between the Republic and the Empire ceased, however, and it was not until 326YE that the trade routes were re-opened.&lt;br /&gt;
&lt;br /&gt;
Today, the Sumaash are a great power. Their ambition is limitless; they regularly engage in wars of conquest with their neighbours. converting them to the faith by sword and spear. Those who will not convert are given a simple choice to leave, or die. They burn with the fire of the zealot, and those who live near them look with some concern towards their borders. Still, they are far away, and while some priests of the Synod insist on debating what they call the Sumaah problem, for most of the Empire they are little more than another exotic foreign nation, far away, that just happens to have a faith in common with the Empire.&lt;br /&gt;
&lt;br /&gt;
Of particular interest to Imperial citizens outside of the Synod are the [[Sumaah Republic ports|Sumaah ports]] which are open to trade with the Empire. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah7.jpg|title=The jungles of Sumaah|align=right|width=617|height=270}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
The Sumaah Republic far lies to the south-west of the Empire on the northern shores of a continent that is almost entirely unknown to the Empire. It is much warmer than even the Brass Coast. While the common image of Sumaah is that of a land is dominated by great swathes of tropical and sub-tropical jungle, dotted with sprawling pyramid-cities and overlooked by a spine of cloud-scraping mountains, in actuality most of the people make their homes in fertile coastal areas; the heart of the jungle is as impenetrable to the Sumaah as it is to anyone else. &lt;br /&gt;
 &lt;br /&gt;
This misperception persists because the majority of the Sumaah Republic is unknown to Imperial travellers. Foreigners are not welcome outside the port-city of [[Sumaah Republic ports|Zemeh]], and are forcibly returned there - or even exiled from the nation forever - if they are discovered elsewhere. The cities are undeniably wonderful; Sumaah architecture tends towards the creation of great stone buildings with most public structures being pyramids or many-stepped ziggurats riddled with passages and chambers. A family of urban Sumaah is more likely to occupy a series of apartments in a squat three-storey building shared with other families than to have a private structure of their own; only the wealthiest or largest families have entirely private residences.&lt;br /&gt;
&lt;br /&gt;
Almost every city or large town is built on the banks of one of the wide, slow-moving rivers that run down through the jungle to the sea. The majority are built at the mouths of the rivers, while those cities built in-land tend to be smaller and often dedicated to the exploitation of specific valuable resources. Boats and ships are vital to the nation, due to the difficulty of constructing roads in the fast-growing jungles - the few roads that do exist are wide, straight constructions that cut through the teeming jungle and require constant maintenance.&lt;br /&gt;
&lt;br /&gt;
This tendency to build along the coast led to the second-century [[Dawn|Dawnish]] diplomat Bernice de Clevau dubbing the nation &amp;quot;&#039;&#039;One of those long, thin countries such as you see nowhere else - a bit like a giant comb built of stone, wood and water.&#039;&#039;&amp;quot; &lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah5.jpg|title=The southern city of Cuslo|align=left|width=352|height=196}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timoj==&lt;br /&gt;
After the Winter Solstice 382YE, for the first time in its history, the city of Timoj has been opened to foreign pilgrims. Indeed, a grand white granite highway has been built linking Zemeh on the coast to the city itself. Pilgrims are welcomed to travel the road to visit the temples and shrines, and the House of the People that is the heart of the Republican government. The road itself is impressive enough, with shrines every league or so dedicated to the virtues or to [[Paragons_and_exemplars|exemplars]] recognised by the Houses of Virtue. Regular hostelries maintained by the House of Prosperity provide rest and refreshment at reasonable prices to pilgrims traveling to and from the coast.&lt;br /&gt;
&lt;br /&gt;
The city itself is breath-taking, easily rivalling the splendours of [[Bastion#Bastion.2C_the_White_City|the White City]], and much more exotic than Zemeh. While not a match for the sprawling urban landscapes of the cities of [[the League]], it is still a dynamic and cosmopolitan city. Surrounded on both sides by wide rivers, Timoj is as much garden as city with great public parks and open plazas between temples, government buildings, and terraced homes. Many unfamiliar animals live in the city - from the cheeky little monkeys that crowd the rooftops around the marketplaces to gorgeously coloured jungle birds that roost in the trees, to the stocky green-scaled [[Mundane_beasts#Drakes|drake-like]] quadrupeds that serve as a common beast of burden. Flowers are everywhere - every public building has a garden sometimes on their roofs. The people themselves are vibrant and full of life - a far cry from the dourly monochromatic emissaries familiar to most Imperials - wearing bright fabrics and adorned with feathers, flowers, and beautiful wooden and amber jewellery.&lt;br /&gt;
&lt;br /&gt;
The House of the People that stands at the heart of Zemeh is impressive enough, but even more impressive still are the seven Houses of Virtue - great white granite and mithril ziggurats each dedicated to one of the seven virtues - and the beautiful Court of the Way - a great open courtyard that lies before the House of the People where priests meet to enact the business of the Sumaah Synod. Around each ziggurat, and around the Court, are beautiful shrines dedicated to the memory of the [[Paragons_and_exemplars|Sumaah paragons]]. These shrines do not approach the basilica of Bastion in splendour - they are surprisingly low-key in nature - but what they lack in size they more than make up for in beauty and in the [[Consecration#True_Liao|profound sense of spirituality]]. &lt;br /&gt;
&lt;br /&gt;
Imperial pilgrims are welcome here, and soon find themselves rubbing shoulders with followers of the Way from all over the known world. These include some pilgrims from places the Empire has no contact with - primarily allies of the Republic similar in size to those nations that border the Empire.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Any Imperial citizen is welcome to roleplay that they have visited Timoj; as always however no further information will be provided about the city than is presented here).&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The Sumaah are first and foremost devout, and the philosophy of [[the Way]] permeates all aspects of their life. Families engage in regular communal acts of discussion and readings from books and scrolls that discuss the Way and its teachings. Almost all art serves a religious function, from the statues of the Paragons that decorate the façades of many public buildings, to the instructional rhymes the children sing.&lt;br /&gt;
&lt;br /&gt;
All citizens of the Sumaah Republic are human. [[orc|Orcs]] and [[daeva]] are viewed as subhuman; when the Sumaah encounter orcs, they exterminate them. The Sumaah do not keep slaves - doing so is seen as being an offence against the very fundamentals of [[Prosperity]]. It is also one of their many points of contention with the [[Asavean Archipelago]]  - although it is a minor point compared to the many other reasons the Sumaah have to despise that northern nation of idolaters.&lt;br /&gt;
&lt;br /&gt;
The lineaged are viewed with a little suspicion by urban Sumaah, and there is some social pressure for them to remain celibate. This stems less from concerns about their souls and more from the fact that they were invariably the priests of the corrupt idol-based religion the Sumaah followed in the distant past. Rural Sumaah tend to be much more tolerant of and accepting of the lineaged. For its part the &#039;&#039;Präster&#039;&#039; (a Sumaah term for priest, pronounced roughly as &amp;quot;&#039;&#039;pressed-AIR&#039;&#039;&amp;quot;; singular Präst, used by people of all genders) teach that while the lineaged must master the influences of their blood, as long as they accept that challenge they are due the same rights as any other citizen of the Republic.&lt;br /&gt;
&lt;br /&gt;
The Way encourages humans to seek new knowledge and put it to practical use. The Sumaah are at least as technically adept as the people of the Empire, although some inventions (such as the crossbow or the printing press) have not proved popular. Only in the area of philosophy do the Präster  exert overt control, and while there may be many natural scientists in Sumaah there are very few philosophers.&lt;br /&gt;
&lt;br /&gt;
The jungles are home to many creatures considered marvellous by Imperial travellers. A number of species of massive drakes are known to be native to the Sumaah jungles, including several breeds that have been domesticated as watch-beasts, companions and beasts of burden. Indeed, the burly workdrake is used where the Empire might use oxen. The forests and jungles are also home to a profusion of brightly-coloured birds and big-cats, as well as uncountable breeds of insect many unknown in colder climates. The shores teem with giant turtles, and immense panthers move like oiled juggernauts through the deeper jungles preying on great drakes and humans alike.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
The citizens of the Republic democratically elect representatives to sit in the &#039;&#039;House of the People&#039;&#039; which meets in the city of [[#Timoj|Timoj]] in the southern heartlands. These representatives rule on behalf of the people, raising taxes, initiating public works, and ensuring that the populace prosper. In practice, however, Sumaah is a theocracy in all but name. The Präster of the Way have an unlimited ability to veto the decisions of the representatives in the name of Virtue. The day-to-day running of the nation is accomplished by the Virtue assemblies, and law is enforced by the religiously appointed Censors who interpret the laws passed by the republic. For the most part, however, the Assemblies do not interfere in the business of the House of the People as long as they remain virtuous and lawful.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah4.jpg|title=The Assembly of Courage controls all armed forces|align=right|width=404|height=540}}--&amp;gt;&lt;br /&gt;
Individual Präster have greater political power than their counterparts in the Empire, but they are also more carefully monitored by their peers. The individual Virtue assemblies wield sweeping powers over the people. For example, the Assembly of Vigilance maintains the Censors, responsible for enforcing and ensuring all laws are respected, while the Assembly of Courage effectively controls all military forces within the nation. The Assembly of Wisdom is responsible for education and for ensuring all written works are truthful, while the Assembly of Loyalty ensures all elections are scrupulously honest and that all representatives are truly reflecting the wishes of their constituents.&lt;br /&gt;
&lt;br /&gt;
There are no nobles in Sumaah; everyone is a citizen. Individual wealth goes some way towards creating a simple class-structure, but the wealthy are expected to spend appropriate amounts of their wealth in celebration of their [[prosperity]]. Every individual is equally worthy of protection before the law, and the Assembly of Ambition works tirelessly to help citizens achieve their greatest potential in the service of the nation.&lt;br /&gt;
&lt;br /&gt;
Under the auspices of the Assembly of Pride, the Sumaah engage in wars of conquest against their neighbours. These crusades are fought carefully and methodically, targeting the nations most offensive to the Sumaah first and wherever possible integrating them into the Republic through diplomacy and forced conversion. Imperial scholars estimate that the Sumaah have destroyed five other smaller nations in the last 400 years, completely absorbing their lands and their people. The one nation they have had no luck destroying is the one they would most like to - the [[Asavean Archipelago]] offends the Sumaah to the core, but they have had only limited success spreading the fire of crusade to the northern nation, partly due to the distances involved.&lt;br /&gt;
&lt;br /&gt;
It would be easy to dismiss Sumaah as a totalitarian theocratic dictatorship, but it would also be slightly unfair. The majority of Präster appear to genuinely believe they are upholding the greater good. Präst who become corrupt or self-serving is stripped of authority and usually executed. The Assemblies repeatedly speak of using their veto to prevent the representatives making mistakes, rather than out of any desire to control or dominate the secular authorities. Before wielding their power, the Assemblies often debate the pros and cons of action and inaction for days on end before reaching a decision. As Bernice de Clevau wryly commented in her final letter to the Senate in 118YE &amp;quot;&#039;&#039;The garden of tyranny is laid out with the best of intentions.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Many magicians in Sumaah are also Präster, and the virtue assemblies are known to maintain cadres of ritualists who specialise in specific areas of magic. For example, there are many covens within the Assembly of Prosperity who specialise in magical effects similar to [[Rivers of Gold]] or [[The Lure of Distant Shores]] while the Assembly of Vigilance has covens who make good use of divinations such as [[Signs and Portents]].&lt;br /&gt;
&lt;br /&gt;
On a practical level, Sumaah magicians are known to use the [[Music of the spheres|music of the spheres]], but they do not use runes or anything recognisable as dramaturgy. While in the Empire some magicians evoke the names of paragons or exemplars, magical beasts or [[eternal|eternals]], doing so in Sumaah would be at best heresy and at worst blasphemy. The most common form of magic involves the manipulation of physical materials or energies, devoid of spiritual powers. For example, fire, polished crystals and water are used extensively, as are coloured sands or earths. Blood, as long as it comes from living humans, may also be used as a representative of the spiritual power of the human soul. Tools such as metal bowls, mirrors and knives are also popular because the shaping of raw materials into useful tools is a potent symbol of the way humans can shape the world and the powers of magic to their own end. Some scholars refer to this oddly eclectic set of traditions as &#039;&#039;spiritual materialism&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lizard.jpg|caption=The Sumaah characterise many eternals with animal aspects, depicting them as a variety of panthers, birds, snakes, lizards, monkeys, and even the great drakes of the deep jungle.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The people of Sumaah know that magic is a tool, like any other; but like any other tool it is dangerous in the wrong hands. Magicians in the Republic are carefully guided by the Präster. In particular any magic that mimics the kind of [[aura]] created with [[religious skills|liao ceremonies]], such as [[The Chamber of Delights]] or [[Crystal Clarity of the Rational Soul]], is considered blasphemous and magicians who perform these rituals face prosecution when they are discovered.&lt;br /&gt;
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Interaction with [[eternal|eternals]] is very carefully monitored, and magicians who deal with an eternal without the guidance of one of the Präster may find themselves called to [[inquisition]] and face serious censure. For a long time it was assumed the Sumaah dealt with an entirely different roster of eternals, but in Summer 388YE a [[Senate]]-commissioned [[appraisal]] helped to deal with this, and other, misconceptions. The Sumaah know almost all the same eternals as Imperial magicians deal with, they simply use completely different names and imagery to depict them. There &#039;&#039;are&#039;&#039; a few eternals such as &#039;&#039;Deep Drummer&#039;&#039;, &#039;&#039;Span of the Sky&#039;&#039;, or &#039;&#039;Wind Panther&#039;&#039; who are unfamiliar however. It&#039;s also notable that the Sumaah consider many eternals to be enemies of the Republic, deeming them &amp;quot;anathema&amp;quot;. A more detailed breakdown of the Sumaah attitude to eternals forms part of the [[Satraps_of_the_Abyss#Republican_Eternals|Satraps of the Abyss]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Partially due to this level of control, and partially due to the emphasis on less supernatural means of resolving problems, the Sumaah republic lags behind the rest of the world in terms of magical might - it has not a fraction of the magical capability of the Empire or the heathen [[Principalities of Jarm]]. It makes up for this by having more &#039;&#039;organised&#039;&#039; magical traditions than any other nation with the possible exception of the [[Commonwealth]].&lt;br /&gt;
&lt;br /&gt;
Many citizens of the Republic prefer to avoid magic altogether; they would rather receive the blessings of the faith in the form of [[Religious skills#Anointing|anointing]] or [[Religious skills#Hallow|hallows]] that the magical effects of a ritual. &#039;&#039;Satraps of the Abyss&#039;&#039; also talks a little about the widespread attitudes the people of Sumaah have to the use of magic.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sumaah2.jpg|title=A Sumaah Präst of Prosperity|align=right|width=274|height=375}}--&amp;gt;&lt;br /&gt;
The Way is the only philosophy tolerated in Sumaah. The Präster of the Republic share the same [[The Way#Overview|core values]] as the Imperial Synod; they recognise the same virtues and agree broadly in the guidance they offer in pursuing those virtues. Their symbols remain broadly the same, although the labyrinth image used in Sumaah is often rendered in three-dimensions rather than two, often resembling a circular or heptagonal pyramid.&lt;br /&gt;
&lt;br /&gt;
Where they differ greatly from the Empire is in their absolute adherence to dogma. Having accepted that the Way is correct, they have come to the conclusion that all other philosophies must logically be incorrect. Given that the greatest good lies in ensuring that human souls pass quickly through the labyrinth, it follows that any action that impedes that progress must be evil. Left to their own devices, people may choose easy paths that lead to evil - in the same way that a child may stick their hand in a fire. It falls to the wise to prevent the ignorant from making evil choices, just as it falls to a parent to prevent their child harming themselves. Several popular treatises in Sumaah claim that [[Malign spiritual presences#Anarchy|anarchy]] is the most wicked of the malign spiritual presences because it claims that the freedom to do evil, the freedom to make catastrophic mistakes, is a virtue.&lt;br /&gt;
&lt;br /&gt;
As a result the Präster of the Republic are committed to enforcing the teachings of the Way, even on those who might choose other paths. Where heretics and blasphemers may be prosecuted in the Empire, they are persecuted in the Republic. There is a scale of punishments available to the Präster, and they do their best to ensure that deeds are punished over words and intent is punished over accident but at the end of the day their tolerance extends only so far. Heretics and blasphemers are hanged, while idolaters are hanged until they lose consciousness then burnt alive on slow-burning pyres. An honest repudiation of heresy or blasphemy can earn a reprieve from the gallows. but the slightest backsliding is likely to result in death. While the Sumaah accept that a heretic can turn their life around, if they judge the heretic incapable of doing so it is better that they enter the labyrinth now and begin preparing for their next life. The harshest punishments are reserved for those who teach heretical or blasphemous doctrine; the next harshest are reserved for Präster who abuse their position. In Sumaah the ceremony of [[Religious skills#Excommunication|excommunication]] is invariably a prelude to execution.&lt;br /&gt;
&lt;br /&gt;
The Präster are divided into the same Virtue Assemblies as the Empire, including the Assembly of the Way. In theory, there is also a General Assembly but in practice the kind of powers that would be wielded by the General Assembly in the Empire are wielded by the Assembly of the Way, which is without doubt the most powerful of the eight Assemblies. The (somewhat misnamed) Council of Eight is made up of the seven Cardinals of the virtue assemblies and two Cardinals from the Assembly of the Way. No National assemblies exist; rather there are Local assemblies made up of all the Präster in a village or city ward who meet to pass judgements, hear criminal cases, and the like.&lt;br /&gt;
&lt;br /&gt;
The Republic produces large amounts of [[liao]] - great plantations controlled by the Assembly of the Way are dedicated to the cultivation of plants used to create their own version of this precious substance. They sell their surplus to merchants from the Empire and the [[Commonwealth]], and while the &#039;recipe&#039; may differ, the results are the same - some Imperial priests claim it has a &#039;smoky&#039; quality. It is often prepared in the form of incense that is burnt and inhaled - indeed, incense is one of the most common luxury goods found in Sumaah and it is a common feature in both public places and private homes.&lt;br /&gt;
&lt;br /&gt;
Before they embraced the Way, the people of Sumaah were literal idolaters, making offerings of valuables and good to a small pantheon of spirits combining idealised animal qualities with elemental powers. The religion was utterly dominated by the secular powers who used the greed and corruption of the heathen priests to control the masses. In the wake of the reforms that created the modern Republic, the idols were cast down. Imperial scholars are quick to point out, however, that several of the Paragons embraced by the practitioners of the Way in Sumaah bear a striking resemblance to the idols their ancestors worshipped. &#039;&#039;Vena the Great-hearted&#039;&#039; Paragon of [[Courage]] shares many attributes and stories with &#039;&#039;Fire-Lion&#039;&#039; while depictions of the Paragon of Wisdom that the Sumaah call [[Zoria]] have more in common with the idol called &#039;&#039;Cloud Eagle&#039;&#039; than with the Ushkan sorceress.&lt;br /&gt;
===Shared Paragons and Exemplars===&lt;br /&gt;
Despite the schisms, the Sumaah share certain paragons and exemplars with the faithful of the Empire. They acknowledge the Paragons [[Tian]], [[Korl]], and [[Atun]] as well as the Exemplar [[Zemress]]. They also recognise a Paragon they call &#039;&#039;The Builder&#039;&#039; who seems to be the same Paragon that the Empire knows as [[The Sentinel]].&lt;br /&gt;
&lt;br /&gt;
Other than this, the Sumaah and the Empire maintain separate lists of Exemplars and Paragons. One interesting note made by an Imperial scholar who spent many years in Zemeh is that the Exemplar of Courage they call &#039;&#039;[[Tales of Amma the Wanderer|Amma the Wanderer]]&#039;&#039; bears a resemblance to [[Adelmar the Lion]], and that the historical provenance for the character (who appears in Sumaah stories starting around 80YE) supports this contention. No proof either way has been gathered to date, although in 387YE then [[Minister of Historical Research]] Watt Lambrook dispatched a member of the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] to Sumaah to investigate the matter further.&lt;br /&gt;
&lt;br /&gt;
===Excommunication===&lt;br /&gt;
Following the Summer Solstice 387YE there were a [[Talking_to_friends#Abrasion_Oil|number of questions]] posed by the Imperial Ambassador to the Sumaah Republic, Accalon of Felix&#039;s Watch, regarding the approach of the präster to the rite of [[excommunication]]. The queries arose from the discovery of a preparation called &#039;&#039;Abrasion Oil&#039;&#039;, a rare substance developed by the präster who live in Nyaerdivik, which is a hard-to-reach settlement on the very edge of the Sumaah Republic, which by all accounts causes an effect similar to the liao ceremony and was used as part of an execution of convicted criminals. The response from Ambassador Oxtitocszin touched on a number of matters but provides some insight into the practice of the Way in the Republic.&lt;br /&gt;
&lt;br /&gt;
There are präster in Sumaah who believe that excommunication makes a soul unable to pass onwards but they are far from the majority. The only thing that is known for certain is that it renders the soul unable to use [[Religious skills|liao ceremonies]], and prevents dreaming, but nobody truly knows what happens to the soul of one who is excommunicated. Such things are ultimately a matter of philosophy and most importantly - faith. The [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Doctrine of the Labyrinth]] says that &#039;&#039;the Labyrinth of Ages is a place of pure spirit and beyond the true comprehension of any but a paragon&#039;&#039; after all.&lt;br /&gt;
&lt;br /&gt;
The accepted view is that excommunication can be a just punishment that is merited in the most serious of cases where nothing less will suffice. There is a popular belief that it &#039;&#039;might&#039;&#039; even assist passage. [[The_Doctrines_of_the_Faith#The Doctrine of the Seven|The Doctrine of Seven]] states that &amp;quot;Other qualities may benefit humanity, but lend no aid through the passage of death to rebirth, and &#039;&#039;some may hinder it&#039;&#039;.&amp;quot; That last part is often taken to mean that unvirtuous acts hinder the soul&#039;s passage, indelibly marking the soul as unvirtuous, delaying rebirth. Excommunication of someone whose deeds are so terrible that they warrant this fate may disconnect the soul from the unvirtuous acts they have taken, allowing it to be reborn without the stain of an ill-spent past life dragging the soul down both in the Labyrinth and, potentially, in future lives.&lt;br /&gt;
&lt;br /&gt;
Of course there are also some Präster that believe those who commit the most heinous acts &#039;&#039;need&#039;&#039; to spend additional time in the Labyrinth. Here the Präster tend to fall to arguments on the role of the Labyrinth and the spiritual value of punishment and its role in redemption and recidivism in a way that the Ambassador was not certain was a useful topic for diplomacy between two great nations, even if they do share the Way.&lt;br /&gt;
&lt;br /&gt;
Theologians in the Republic hold that it &#039;&#039;may&#039;&#039; be true that excommunication severs a soul from the Labyrinth, but say that nobody can be sure. If that is the case, is it not appropriate that such people are excluded from the Labyrinth? Is that not a fitting end for those who have proven themselves to be entirely without Virtue? Virtue is contagious, but so is vice. Wicked deeds spread, so the worst criminals are a danger to the future generations, so arguably it is &#039;&#039;better&#039;&#039; to stop their reincarnation, to save future generations from the influence of such an unvirtuous soul.&lt;br /&gt;
&lt;br /&gt;
The Ambassador noted that ultimately the truth is that nobody &#039;&#039;knows&#039;&#039; what the ultimate effects of excommunication are, just as nobody can be certain they know what the ultimate effects of [[testimony]] or [[dedication]] are. These are, ultimately, matters of faith. Nobody should trifle with the human soul, that much is clear, but in the Republic, excommunication is often a prelude to execution - an indication that your deeds are beyond the pale. It&#039;s not something the Republic takes lightly.&lt;br /&gt;
&lt;br /&gt;
This exchange provided a surprising view of a nation that is often seen as being a religious monolith - that the präster struggle with many of the same deep questions that also bemuse Imperial students of spirituality. While they are strongly orthodox, it appears that they are not closed-minded.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
{{CaptionedImage|file=Sumaah.jpg|title=Sumaah Delegate|caption=A high standing delegate dressed in the appropriate official attire.|align=right|width=300}}&lt;br /&gt;
When at home in Sumaah, or relaxing among friends, they favour loose garments in single bright colours, and brightly coloured jewellery. Their normal climate is very warm, so a short tunic or even a skirt or woollen kilt is sufficient coverage to protect against the elements. Those traveling to cooler climates add a loose robe cinched at the waist or a long poncho likewise tied at the middle with a decorated belt, or both when visiting particularly chilly climes (such as the Empire). &lt;br /&gt;
&lt;br /&gt;
This bright clothing is put aside when the Sumaah are on official business. On a pilgrimage, or when representing their people abroad, the basic outlines are the same but the bright colours are replaced with white, silver, and gold fabrics. Jewellery is much more muted, and again tends to mirror the paler colours. This same dress is favoured by both members of the House of the People, and senior Präster who are engaged in business related to their office&lt;br /&gt;
&lt;br /&gt;
Tattoos and piercings are common, and jewellery is selected for its aesthetic value before its material worth. Orichalcum alloys (gold and red-gold metals) are common. Feathers and semi-precious stones are a common feature of their national costume; when at home, brightly coloured jungle flowers are regularly used as temporary decorations for the person or the home. Animal products are common in costume and decoration - the hides of jungle cats, leather made from drakehide, and polished turtle shell are all common components. While they may use animal products, the Sumaah avoid using animal imagery in their costumes or decorations -the [[Varushka|Varushkan]] animal icons, for example, would be blasphemous to the Sumaah.&lt;br /&gt;
&lt;br /&gt;
Almost everyone in Sumaah has a religious symbol of some sort that they wear or carry at all times. This might be a tattoo, but is most commonly a piece of jewellery or a belt that can be worn with many different suits of clothing. &lt;br /&gt;
&lt;br /&gt;
Sumaah is not as iron-rich as the Empire. Spears and axes (which serve double-duty as tools for hunting or crafting as well as weapon) are common as are bows. Daggers are usually a sign of some wealth or status, and swords are reserved for professional soldiers or the very wealthy. Armour is often of hide or thick leather, with only professional soldiers or the most wealthy owning suits of metal armour which are often passed down from generation to generation.&lt;br /&gt;
&lt;br /&gt;
To Imperial eyes, the Sumaah are even stranger than the [[Principalities of Jarm|Jarmish]] or the [[Asavean Archipelago|Asaveans]]. Of course the dour colours and restrictive styles of the Imperials are just as jarring to the Sumaah eye.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
The Sumaah speak a number of languages which, according to their histories, are the languages spoken by their distant ancestors. The dominant languages are represented by those of the [http://en.wikipedia.org/wiki/Scandinavian_languages north Germanic] or Scandinavian language group, especially Swedish, Norwegian and Danish. The three languages are used interchangeably, and many Präster are fluent in all of them (and often several rarer dialects, commonly spoken by the people of conquered nations). No one language dominates, and when people talk about the Sumaah language they could be referring to any one or all of them.&lt;br /&gt;
==The Sumaah Republic in Play==&lt;br /&gt;
The Sumaah appear exotic, and are made all the more exotic by their adherence to a faith that they share with the Empire. They have the fervour of the convert - the Empire tolerates insults to its faith that would have the average Sumaah reaching for a noose. They can appear dour, but it is important to understand that they generally celebrate their religion; the Way liberated them from centuries of despotic rule by cruel overlords. It exalts the human spirit, and tells every one of them that they are important and that they have ultimate control of their own destiny.&lt;br /&gt;
&lt;br /&gt;
While the Präster are totalitarian, arguably fascistic, to outsiders they are in the main motivated by a genuine concern for the spiritual wellbeing of their people. They simply believe that they alone know what is best for their people. Most Sumaah look at the Empire and see a nation of cowardly backsliders who lack the courage of their convictions, who would rather talk than act, and who would rather let someone die that risk some incomprehensible notion of egalitarian freedom.&lt;br /&gt;
&lt;br /&gt;
It is entirely appropriate to play a Sumaah character who has left the Republic in search of freedom, or to avoid persecution or execution for heretical or blasphemous beliefs that the Empire would take in its stride. Likewise, a character who is a magician or whose parents were magicians might have left Sumaah to avoid the restrictive way the practice of magic is controlled by the Präster. It is also worth noting that to the Republic &#039;not believing&#039; is the same as being a heretic - characters who might in the real world be considered agnostics or atheists have good reason to leave Sumaah behind. For that matter, a Sumaah missionary Präst here to try and convince the Imperials to adopt a less liberal interpretation of the faith might also make for a fun character concept.&lt;br /&gt;
&lt;br /&gt;
For all that this description of the Republic goes into some depth, Sumaah is also an enigma to the Empire. For everything they know about it there are a dozen unanswered questions, and the Sumaah like it that way. Backgrounds that involve extensive exploration in Sumaah, or contacts outside Zemeh, are unlikely to be approved.&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;br /&gt;
{{Sumaah Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Satraps_of_the_Abyss&amp;diff=141211</id>
		<title>Satraps of the Abyss</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Satraps_of_the_Abyss&amp;diff=141211"/>
		<updated>2026-07-04T15:08:31Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Spring]][[Category:Winds of Fortune]][[Category:Appraisal]][[Category:Eternals]][[Category:Sumaah]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Please stop haunting me, Roderick.&amp;quot; Lisane didn&#039;t look at her son, continuing to fold clothes and place them in a large weirwood travelling trunk. He sighed again, gustily, and she didn&#039;t need to see him to imagine his expression of deep concern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m just worried, mother. I assumed - we all assumed - that working for the Prognosticator&#039;s Office would involve something a little closer to home. At least at first. We were picturing an office at the Castle of Thorns. Somewhere that we could...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check in on me?&amp;quot; She suppressed a smile, kept her tone sharp. &amp;quot;Honestly, I am an old woman Roderick. And you have a grandchild for goodness&#039; sake! And do not &#039;&#039;dare&#039;&#039; start your next sentence with anything approaching &#039;at your age&#039; or I will demand a Trial of Resolve from Melisandre and everyone will see you being thoroughly trounced by a great-grandmother!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Roderick blew through his massive moustaches. &amp;quot;I&#039;m just worried...&amp;quot; he said again. &amp;quot;The Sumaah Republic is two entire seas away. Three if you count Teeth. Seas swarming with bloodthirsty Asavean pirates. And even when you get there I hear its full of danger. Dragons. Giant panthers. Strange priests. At least take a few knights with you. Just to set my - our - minds at rest!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lisane looked down at her things. The last thing she needed to pack was Empress Lisabetta&#039;s book about eternals, and the colouring book full the children had presented her with. The Navarr artist&#039;s delightful line drawings of the various eternals, which were only slightly idolatrous, had been coloured in with a great deal of enthusiasm and glancing at it softened her heart. She dropped it into her trunk, shut the lid, threaded and tightened the buckles. Then she turned round, hands on hips. &lt;br /&gt;
&lt;br /&gt;
Roderick looked absolutely wretched. He had always been the most anxious of her children, and in the shadow of the forty-year-old noble in front of her she could see the little boy sobbing from one too many nightmares of the Druj coming to get him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Roddy,&amp;quot; she said gently, crossing the room to put her hands on his shoulders. She had to reach up, look up to meet his eyes. She sometimes forgot how tall he was. &amp;quot;I understand, I really do. When Gerard told me what my first appraisal was going to be, I confess it put moths in my stomach. But I took his offer up precisely because I &#039;&#039;want&#039;&#039; a challenge. Something more complex and important than keeping bees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She laid a finger on his lips and smiled at him. &amp;quot;I&#039;ve no doubt that the Freeborn and the... the Sumaah Zemress pilgrims... will see me safely to and from the Republic. Merchants make the trip every season, you know, and nothing bad happens to them. And I am absolutely certain the Sumaah will not let a hungry drake or deadly panther eat me. I&#039;m sure they don&#039;t let monstrous predators lurk around their cities, and Timoj is one of the great cities of the world as I understand it. It&#039;s lovely that the family are so worried, and I will miss you all just as much as you miss me, but I&#039;ll be back before you know it. Back in time for the Winter Solstice feast. I&#039;m not going to miss Melisandre&#039;s first feast as earl, am I??&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She continued to gaze into Roderick&#039;s eyes. There was a great well of love there, but also that hard core of steel that had served her so well as earl and would serve her well dealing with the people of the Sumaah Republic. He looked away. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes my ea-. Yes mother,&amp;quot; he said quietly. She patted his arm.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent. Now, I&#039;m going to go and say goodbye to the children. You can make yourself useful by putting those broad shoulders of yours to good use and carrying my trunk down to the wagon.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Black Panther.jpg|align=left|caption=The unfamiliar spirits of the deep jungle are equally dangerous and enticing to Imperial scholars.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the Senate took advantage of an opportunity brokered by the [[Ambassador to the Sumaah Republic]], &#039;&#039;&#039;Accalon of Felix&#039;s Watch&#039;&#039;&#039;, regarding magical cooperation between the Empire and the [[Sumaah Republic|Sumaash]]. The [[Senate]] elected to send the freshly-appointed prognosticator &#039;&#039;[[Appraisal#Lisane de Terresford|Lisane de Terresford]]&#039;&#039; on the task, to &#039;&#039;appraise how the High Houses of Virtue and the Imperial Conclave can find ways to co-operate in interactions with [[eternal|eternals]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The former [[Dawn|Dawnish]] [[earl]] took passage to the Sumaah Republic immediately after the Spring Equinox, and made the crossing safely. She and her small staff have been granted apartments in [[Sumaah_Republic#Timoj|Timoj]], the capital city of the Republic, as guests of the High Houses of [[Wisdom]] and [[Vigilance]]. Lisane is expected to remain in Timoj for the next several seasons, and will not be available to undertake other appraisals until she returns to the Empire. As the Summer Solstice approaches, however, a preliminary report has already reached &#039;&#039;Gerard La Salle&#039;&#039;. &lt;br /&gt;
{{CaptionedImage|file=Assembly Wisdom.png|align=right|width=175}}&lt;br /&gt;
&lt;br /&gt;
==Wisdom of the Conclave==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice the Conclave can send a single order to support the appraisal&lt;br /&gt;
* &#039;&#039;&#039;This will end the order&#039;s involvement in any other project&lt;br /&gt;
* &#039;&#039;&#039;The order will be engaged until the start of the Winter Solstice 383YE&lt;br /&gt;
* &#039;&#039;&#039;The order chosen will contribute to the outcome of the appraisal depending on its nature&lt;br /&gt;
As discussed in the [[Forging_links#Joining_Virtue_and_Magic|original proposal]], the Sumaash are happy to host a delegation from a single [[Conclave order]] to support Lisane. Her initial report is dense, full of information about the situation in Sumaah, partly because she believes this will help the Conclave to determine which order would be best suited to make the long journey to the southern shores of the [[The_seven_seas#Sea_of_Salt|Sea of Salt]]. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Conclave may choose to ask one order to contribute to the ongoing appraisal. This requires an order to raise a [[declaration]] of [[Concord]] following the usual rules for [[Concord#Guiding_an_Order|guiding an order]]. If the Conclave agrees, members of the order will travel to the Sumaah Republic to support Lisane and her team. It would not be possible to guide that order again until the Winter Solstice, which is also when the outcome of their involvement will be presented to the Empire. Guiding an order already involved elsewhere - such as in the fighting against Cold Sun - will end their participation in the situation.&lt;br /&gt;
&lt;br /&gt;
If more than one such declaration passes the Conclave, the last one to pass will win out. &lt;br /&gt;
&lt;br /&gt;
Any order could be dispatched to Sumaah; there are members of each who are enthusiastic about the opportunity. Any order could secure a benefit for the Empire, but only some of them would do so by supporting Lisane and her team. Some orders have different areas of concern, and will make use of the opportunity to be hosted in the Republic in ways that are only peripherally associated with studying eternals. The civil service are confident that sufficient magicians will work with Lisane, so there&#039;s no chance of a diplomatic incident unless one of the orders goes out of its way to cause one, and the appraisal will still be successful no matter who goes.&lt;br /&gt;
&lt;br /&gt;
* The [[Sevenfold Path]] are the most obvious order to send to Sumaah. If this order is chosen, their contribution will help focus the appraisal on ways for the [[Synod]] to help guide the Conclave in its interactions with the eternal realms.&lt;br /&gt;
* The [[Celestial Arch]] are diplomats, and well versed in dealing with eternals. If this order is chosen, their contribution will involve making contact with non-Assembly magicians, and learning more about eternals the Empire does not currently have relations with.&lt;br /&gt;
* The [[Shuttered Lantern]] may have a shadowy reputation, but part of their remit is to use magic &#039;&#039;in the detection and monitoring of threats&#039;&#039;. Their contribution to the appraisal will be to focus on the ways that the Sumaash keep their people safe from eternal influence without access to the [[Alignment|Declaration of Alignment]], and to any unique eternal threats the Empire is blind to or blasé about.&lt;br /&gt;
* If the [[Rod and Shield]] are dispatched to support the appraisal, their contribution will be to look at how the Sumaash use magic on the battlefield. For a nation extremely hesitant to use rituals such as [[Knights of Glory]], they must make up the &amp;quot;shortfall&amp;quot; in other ways.&lt;br /&gt;
* The [[Silver Chalice]] would encourage the appraisal to look for ways that Sumaash magicians and Imperial magicians could pool their lore of magical healing, especially with regard to eternal boons. The jungles of Sumaah are known to be rich in rare healing fruits and plants, and its likely that the Chalice could learn more about such things and perhaps even gain access to them.&lt;br /&gt;
* The [[Golden Pyramid]] are generally not as excited about matters of spirituality, but &#039;&#039;are&#039;&#039; excited about potential trade opportunities with the Republic. Their &amp;quot;contribution&amp;quot; will be to seek out [[opportunity|opportunities]] to secure new trade goods, especially those related to eternals, or new routes to the Sumaah Republic for Imperial [[Fleet#Trading|merchants]].&lt;br /&gt;
* The [[Unfettered Mind]] are relentlessly enthusiastic about magic of all kinds. If they are guided to Sumaah, they will provide minimal support to the actual appraisal underway. Instead, they will reach out to non-Assembly magicians, discuss matters of magical theory, learn about Sumaah&#039;s magical colleges, explore magic familiar to Sumaash magicians but not in use in the Empire, and make a study of the &amp;quot;spiritual materialism&amp;quot; tradition that many Sumaah magicians employ. If the Grandmaster of the Unfettered Mind were particularly interested in one of these themes more than the others they could mention it in their Declaration, and the Unfettered Mind magicians would focus some their attention in that direction, at least at first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr; align-items: center;&amp;quot; class=&amp;quot;imagegrid&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderRodAndShield.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Chalice.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg|width=150}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of which order is chosen - if any - the trip represents a rare opportunity to gain access to the magicians of the Sumaah Republic. It is not likely to be one that gets repeated any time soon.&lt;br /&gt;
{{CaptionedImage|file=Accalon5901.jpg||caption=Accalon of Felix&#039;s Watch, Ambassador to the Sumaah Republic|align=right|width=350}}&lt;br /&gt;
==Virtue and Magic==&lt;br /&gt;
* &#039;&#039;&#039;The first part of Lisane&#039;s preliminary report provides a general overview of attitudes to magic and eternals&lt;br /&gt;
The first part of Lisane&#039;s report discusses the general Sumaah attitude to magic, [[magical skills#magicians|magicians]], and eternals. It builds on and informs [[Sumaah_Republic#Magic|common knowledge]], and it seems some things &amp;quot;everyone knows&amp;quot; about the Republic may be outdated or based on misconceptions.&lt;br /&gt;
===Sumaash Magicians===&lt;br /&gt;
Many magicians in Sumaah are also &#039;&#039;präster&#039;&#039;, and each of the High Houses contain ritual magicians who specialise in specific areas of magic that support the wider role of the House. For example, within the Assembly of Prosperity are several covens that specialise in [[enchantment|enchantments]] that lead to increased wealth, while [[divination]] is carefully studied by both the vigilant and the wise. This same attitude extends to dealing with eternals; within each of the Houses are some magicians experienced with dealing with the creatures of the [[realms]].&lt;br /&gt;
&lt;br /&gt;
That is not to say that all magicians are priests, or that only the High Houses work with magic. Far from it. The practice of ritual magic is not as widespread or organised as it is in the Empire, but there are still large numbers of practitioners from all walks of life spread across the Republic. It is a misconception that the priesthood &amp;quot;controls&amp;quot; all magic in the Republic. As with all Sumaash, their magicians are acutely aware of the virtuous implications of their skills, and naturally look to the präster for guidance on how best to reconcile magic with faith. In particular, they are alert to the threat of [[Religious_crime#Idolatry|idolatry]] - subsuming their human destiny to inhuman entities. Perhaps as a result, the practice of [[Aspect_magic#Goetia|goetia]] is banned in the Republic, and a Sumaash tradition similar to Imperial [[Aspect_magic#Theurgy|theurgy]] is only practised by dedicated &#039;&#039;präster&#039;&#039;. Lisane also notes that there are serious restrictions on a number of rituals Imperial magicians might consider harmless such as [[Chamber of Delights]] or [[Crystal Clarity of the Rational Soul]], and that the Sumaash approach to the creation of [[arcane projection|arcane projections]] appears to be very much more controlled than it is in the Empire. The focus of the appraisal, for now at least, is on the eternals however and the prognosticator focuses her efforts on that first and foremost.&lt;br /&gt;
&lt;br /&gt;
Whenever a Sumaah coven is anticipating an interaction with an eternal, or one of their [[inhabitants of the realms#Heralds|heralds]], they usually seek the support of one of the präster. The priest serves as an advisor, ensuring that virtue and the Way are foremost in the minds of those dealing with inhuman creatures. There is no law that demands this; rather the long experience of Sumaah magicians demonstrates that having a präst on hand tends to lead to better outcomes. The präst doesn&#039;t need to be present for every interaction - there are covens trusted to engage with certain eternals or use certain rituals without oversight. For example, as long as the questions and answers are discussed with a präst there is no requirement to log every single performance of [[Swim Leviathan&#039;s Depth]] (or its Sumaah equivalent at least).&lt;br /&gt;
&lt;br /&gt;
On the other hand, anyone known to be regularly interacting with creatures of the realms &#039;&#039;without&#039;&#039; the support or advice of one of the präster will find themselves called to [[inquisition]] by the High House of Vigilance and asked to give a thorough report on their dealings. Those unable or unwilling to do so to the satisfaction of the assembly may face serious censure. Sumaah is determined to ensure that their nation remains uncorrupted by the influence of the inhuman eternals.&lt;br /&gt;
&lt;br /&gt;
===Anathema and Tolerance===&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;Eternals and virtue&#039;&#039;&#039;&amp;lt;br&amp;gt;No Sumaash would describe an eternal as &amp;quot;virtuous&amp;quot;. The common attitude is that the inhuman entities of the realms are incapable of virtue. While the Republic has in recent years begun to re-examine its prejudice that only humans are capable of following the Way, the idea that an eternal or herald might be able to do so is rejected wholeheartedly. The idea that an eternal might possess anything approaching a soul is considered actively blasphemous. Any eternal that claims interest in virtue is presumed to be engaging in misdirection or manipulation and the subject of immediate suspicion. Obviously this belief further reinforces the careful and suspicious attitude to the eternals.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;An eternal has only two states in the Republic - tolerated or anathema&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Without a Conclave the Sumaah must use more direct methods to guard against hostile eternals&#039;&#039;&#039;&lt;br /&gt;
There is no body in the Republic analogous to the [[Conclave]]. When it comes to dealings with eternals, the Assembly of Vigilance takes an active role and ultimately wields the legal power to declare a given eternal to be &#039;&#039;anathema&#039;&#039;. Dealing with an eternal who has been declared &#039;&#039;anathema&#039;&#039; is a serious offence that may result in the death penalty. While &#039;&#039;anathema&#039;&#039; is superficially similar to the status of [[Alignment#enmity|enmity]] there is no equivalent of [[Alignment#Amity|amity]] in Sumaah. All eternals are either tolerated (equivalent to [[Alignment#Neutrality|neutrality]]) or anathema. In the past when a new eternal was encountered, all interactions with it would be undertaken by präster, or Vigilant magicians, until the High House had weighed it and determined if it was anathema or not.&lt;br /&gt;
&lt;br /&gt;
Even this status of neutrality is not quite the same as that in the Empire - there are no Sumaah titles specifically dedicated to liaising with an eternal. [[Emissary to the Celestial Library]], [[Shadowed Torchbearer]], and [[Churnspire Adjutor]] would all be considered dangerously close to idolatry. There are likewise no titles analogous to [[archmage]] - at least not in terms of their interaction with the realms. The equivalent of an Imperial enchantment such as [[Hallow of the Green World]] is unknown in Sumaah, and if it were its practice would be anathema. Even rituals such as the [[Golden magicians fayre]] would be condemned - the idea of providing an eternal access to the Republic in such an uncontrolled way would horrify most Sumaash.&lt;br /&gt;
&lt;br /&gt;
There is also, as previously noted, no Conclave. The functions that might be wielded by that body in the Empire are either absent, or employed by the House of the People or one of the Houses of Virtue instead. The Sumaash view the idea of leaving decisions on the use of magic and items to magicians to decide by themselves to be dubious at best. Deciding what magic is safe to use is fundamentally a matter of Virtue and requires the appropriate expertise.&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;Eternals and Free Will&#039;&#039;&#039;&amp;lt;br&amp;gt;A common philosophical view in Sumaah is that eternals are physically incapable of Virtue, because they don&#039;t have free will. In the view of some präster, free will is fundamental to the exercise of Virtue. Nobody would suggest that a sword is courageous for taking the battlefield. Eternals they argue, are eternal and unchanging, their nature is fixed. They cannot change or be changed. If their nature cannot change, can eternals actually be said to exercise any choices at all about the actions they take? Do they have free will? If they do not, then how can they be any more virtuous than a sword or a shield?&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
One area where the Empire has a clear advantage is dealing with hostile eternals. The metaphysical defence provided by enmity is not perfect, but it does greatly reduce the threat of an eternal influencing Imperial citizens. The Sumaah are forced to use more mundane methods to protect their people. The Assembly of [[Vigilance]] - and to a lesser degree the Assemblies of [[Wisdom]] and [[Pride]] - maintain or coordinate cadres of Sumaash investigators and warriors who actively seek out the machinations of enemy eternals and put a stop to them. These groups of &amp;quot;idolator hunters&amp;quot; are widely respected, and their investigation of suspicious events usually welcomed. They&#039;re also heavily subsidised by the House of the People, meaning that they are well equipped to deal with the unpredictable enemies of the Republic they hunt.&lt;br /&gt;
&lt;br /&gt;
The Republic use warding magic to complement this approach. Rituals such as [[There Is No Welcome Here]] may be employed, but the Sumaash also use [[hearth magic]] wards. One common practice is to build a shrine or temple over or near a strong [[regio]] when it is identified, allowing comings and goings of heralds to be carefully monitored or prevented. This is harder to do with regio in the deep jungle, but even so there are apparently several places of pilgrimage dedicated to maintaining a vigilant watch on the &amp;quot;verdant wastelands&amp;quot; of the wild tropical forests. &lt;br /&gt;
&lt;br /&gt;
Lisane notes that these virtuous practices mirror Imperial efforts such as the [[Venture#War_of_Whispers|War of Whispers]], the [[Venture#Hunt_the_Suaq_Wastes|hunt of the Suaq Wastes]], or the practices of vigilant folk in [[Varushka]] in response to the threats of their own cold wilderness.&lt;br /&gt;
&lt;br /&gt;
===Refusal===&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah are very cautious in accepting &#039;&#039;any&#039;&#039; eternal boon&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Unlike the Empire, the Sumaah are very suspicious of many eternals, including Eleonaris, eschewing her boons and declaring her anathema.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Sumaah are much more likely to turn down a boon or an eternal offer of aid than to accept it. In theory every eternal boon is weighed carefully, usually with the guidance of at least one präst, and in some cases might even be discussed with a [[statement of principle]] before it is accepted. Powerful boons are often presented for scrutiny by the House of the People as well, especially if they are likely to impact the citizens of a territory or region. The more powerful and all-encompassing a boon is, the more scrutiny it demands, so potent, far-reaching boons are rarely taken up simply because the risks involved are usually considered too large or too difficult to assess.&lt;br /&gt;
&lt;br /&gt;
Rituals that draw on the power of an eternal directly are less common among Sumaash magicians. There are a few - a version of [[Swim Leviathan&#039;s Depth]] for example is relatively well known. One of the Sumaah responsible for hosting Lisane, a magician-präst named &#039;&#039;Chikkal, Assessor of the High House of Vigilance&#039;&#039; expands a little on this, explaining that even in those uncommon cases where such a ritual is created, it will almost always be bound with a stricture that it may only legally be performed in the presence of a priest, or with the approval of an assessor from one of the High Houses. This is done to ensure that the eternals do not begin to exert subtle control over magicians who may become reliant on such magic, or influence the subjects of such magic in a way that is unvirtuous.&lt;br /&gt;
&lt;br /&gt;
Chikkal&#039;s view is that no human ever &#039;&#039;needs&#039;&#039; an eternal boon, however much they may &#039;&#039;want&#039;&#039; them. Any agreement with an eternal, they argue, will invariably tarnish the virtue of the one who seeks it, and risk corrupting their fellows. &amp;quot;Easy is not the same as virtuous,&amp;quot; claims Chikkal piously. While it initially seems Chikkal speaks for the majority of the präster, Lisane notes that it quickly becomes apparent that there are any number of other opinions on the matter and many priests openly disagree with the ultra-conservative approach of peers such as Chikkal. Still, there is a common stereotype in the Republic that Imperial magicians unwisely seek every advantage they can gain from inhuman spirits rather then relying on themselves and their fellow humans. The unwise bargainer who brings ruin on themselves by making deals with eternal spirits is a very common character in Sumaah literature, there are scores of cautionary tales whose ultimate fate is so awful, it provides a sobering example to readers or audience.&lt;br /&gt;
&lt;br /&gt;
==Republican Eternals==&lt;br /&gt;
* &#039;&#039;&#039;The second part of Lisane&#039;s preliminary report provides an overview of the eternals the Republic has encountered&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah deal with a much smaller group of eternals than the Empire does&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some eternals are known by very different names and appearances in the Republic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There appear to be some eternals known in the Republic that are not familiar to Lisane or her staff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second part of Lisane&#039;s preliminary report deals with the actual eternals the Sumaash deal with (or don&#039;t deal with). Sumaah don&#039;t commonly group the eternals together in the same way their Imperial peers do. Rather than focusing on which [[realms|realm]] they hail from, the only significant division is between &amp;quot;tolerated&amp;quot; and &amp;quot;anathema&amp;quot;. Lisane, however, falls back on Imperial categorization, simply because her report is intended for Imperial eyes.&lt;br /&gt;
&lt;br /&gt;
One of the challenges Lisane faces is that the Sumaah frequently use different names for eternals to those used in the Empire, and like the Empire they have many different sobriquets for the eternals. This may well be the root of some misconceptions about the beings the Republic deals with. The Empire has long considered [[Yaw&#039;nagrah]] for example to be favoured in Sumaah, but it seems likely this was based on a misconception based on the at-the-time unknown eternal [[Ossegrahn]] (given the &#039;&#039;Green Mother&#039;&#039; is anathema in the Republic and has been for much of its history).&lt;br /&gt;
&lt;br /&gt;
In most cases the prognosticators have been able to link the names of Sumaash eternals to those known in the Empire, but there are some cases where there is no direct correlation. In the case of these &amp;quot;unknown&amp;quot; eternals, she has been able to gather a little information, enough to satisfy herself that they are &#039;&#039;probably&#039;&#039; distinct entities. It is entirely possible that some of these unfamiliar eternals are actually powerful lieutenants (heralds) of a more familiar eternal. Sadly, an in-depth study of individual eternals in Sumaah is beyond the scope of this appraisal.&lt;br /&gt;
&lt;br /&gt;
===Of Spring===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ossegrahn and Arhallogen are tolerated in Sumaah&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wind Panther appears to be an unfamiliar eternal, who is tolerated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Siakha, Ira Harrah, Yaw&#039;nagrah and Llofir are all anathema&#039;&#039;&#039;&lt;br /&gt;
Of the Spring eternals familiar to the Empire, only two are tolerated. &#039;&#039;[[Ossegrahn|Rainbird]]&#039;&#039;, with his power to help mend wounds, bring fresh water, and promote wholesome growth, provides boons useful to the Republic&#039;s farmers and healers alike. The Assembly of Prosperity keeps a weather-eye on magicians who deal closely with the eternal, most prominent among which is the coven of The Wellspring (which met with Imperial magicians in 383YE). The problem is that Rainbird regularly seeks to encourage the Republic to abandon its virtuous war against the unvirtuous. Rainbird is told &amp;quot;no&amp;quot; on a regular basis, which means that his power is generally restricted to the small scale - empowering individual physicks or bringing fertile rains to farms for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Arhallogen|Wicked Fangs]]&#039;&#039; is barely tolerated, and the High Houses have gone back and forth on it several times over the years. In stark contrast to &#039;&#039;Rainbird&#039;&#039;, it actively encourages the Sumaah to slaughter their enemies without mercy; to strike before their foes are ready; and to use whatever tools are available to them to do so. While it is popular in some quarters, many präster question whether its boons are compatible with virtue. Regardless, there are Sumaah warriors who embrace the [[venom|venomous]] or warlike enchantments it offers to bring down their enemies. Lisane remarks that there is historical evidence it offered significant aid when the Sumaash threw off the yoke of the Asaveans. &lt;br /&gt;
&lt;br /&gt;
The other Spring eternal the Sumaash deal with seems to be unknown in the Empire. Commonly known as &#039;&#039;Wind Panther&#039;&#039;, it seems to be a creature of the [[realms#Spring|Spring realm]] associated with hunting, and to a degree fishing. It apparently encourages both self-sufficiency and support of one&#039;s family or community through direct action. Wind Panther is most often called on for her powerful boons that empower skirmishers and archers to fight monsters, hunters to track and dispatch dangerous prey, or to bring down predators that would threaten the family. Given that the jungles of Sumaah are, at least to Imperial eyes, swarming with dangerous creatures on every scale, these boons have apparently proved vital in the past.&lt;br /&gt;
&lt;br /&gt;
[[Siakha|Storm Bringer]] and [[Yaw&#039;nagrah|Hungry Forest]] are anathema because they are creatures of destructive chaos that are at odds with civilisation; they are despised in the same way that Imperial citizens might feel about &#039;&#039;Blood on the Snow&#039;&#039;. [[Irra Harah|Shadow Slinker]] was an ally of the Sumaah generations ago, but today it is anathema because it seeks to lure people away from Virtue, and provides boons to the Republic&#039;s enemies. [[Llofir|Blood Choke]] is an unpredictable creature of the deep wilderness that has nothing to offer the Sumaah and is associated with a particular poisonous fungus that causes agonizingly slow death if eaten in error. While anathema it seems to mostly ignore the Republic although, as with Shadow Slinker, it provides boons to some of the people the Sumaah are at war with.&lt;br /&gt;
&lt;br /&gt;
===Of Summer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SummerRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae, Rhianos and Adamant are tolerated&lt;br /&gt;
* &#039;&#039;&#039;All the other Summer eternals are anathema&lt;br /&gt;
Of the eternals of the Summer realm, [[Adamant|Stone Dragon]], [[Rhianos|Ninth Wave]], and [[Cathan Canae|Thunder Drake]] are tolerated. Stone Dragon provides useful boons and rarely wants anything unvirtuous in exchange. It&#039;s still illegal to accept his aid to build buildings dedicated to virtue however - any temple or shrine must be shaped by human hands alone.&lt;br /&gt;
&lt;br /&gt;
Ninth Wave is also tolerated, but remains controversial with interactions carefully monitored to ensure that folk are not being lead astray by unvirtuous endeavour. It is clear that the eternal desires mortals to embrace peril for the excitement it brings - such motivation is dubious at best and the endeavours themselves are frequently desperately irresponsible in nature. However moments of great Virtue often occur while engaged on such exploits and so the eternal is tolerated. Even so they are primarily dealt with by &#039;&#039;Frieøyer&#039;&#039; magicians rather than by the Republic as a whole.&lt;br /&gt;
&lt;br /&gt;
Thunder Lizard - characterised as an immense drake of the deep jungle - is tolerated for her straightforward approach to the Republic. Her magical [[Frozen Citadel of Cathan Canae|citadel]] is one of the few rituals that draw directly on an eternal that is regularly employed. She also promotes warrior-ideals which are seen as compatible with virtue, and significantly more acceptable in general than those taken from &#039;&#039;Wicked Fangs&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The rest of the Summer eternals known by the Empire are anathema in the Republic. This includes [[Jaheris|White Snake]], [[Hayaak|Blood Eagle]], [[Meraud|Flame Wing]], and especially [[Eleonaris|Sun Drake]]. The latter in particular is seen as an enemy of the Sumaah thanks to her dangerously unvirtuous creed of personal glory and warrior-supremacy. There are nonetheless some small hidden cults dedicated to her service, and the Vigilant remain alert to any rumour of their corrupting influence. The [[Barien|Lord of the Arena]] is known, but likewise considered anathema. The Sumaash attitude is that it is good to test oneself, but question the Virtue of doing so for rewards granted by some inhuman force. The virtuous should always be open to challenges, but in pursuit of human destiny, not dancing to the tune of an eternal. Lisane notes that there is a long history here, with fragmentary stories that suggest the Lord of the Arena is associated in the Sumaah memory with the Asaveans, and the hated satraps, although they were unwilling to discuss the details.&lt;br /&gt;
&lt;br /&gt;
The Republic never uses titles such as king, queen, or (outside of the Lord of the Arena), lord or lady for any eternal. Simply calling someone like Sun Drake, the &amp;quot;Lady of Pennants&amp;quot; or naming Thunder Lizard, the &amp;quot;Queen of Ice and Darkness&amp;quot; would be treated as a minor act of idolatry. This makes the odd nomenclature for the eternal the Empire knows as Barien particularly stand out. The one exception to this abhorrence of titles, is &amp;quot;satrap&amp;quot; which is frequently used in sobriquets for the more corrupt and wicked eternals - particularly those of the Autumn realm.&lt;br /&gt;
&lt;br /&gt;
===Of Autumn===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:AutumnRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Estavus and Ephisis are tolerated&lt;br /&gt;
* &#039;&#039;&#039;Polyptoton is not entirely familiar to the Empire and is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Prospero, Callidus, Basilea, and the Lictors are anathema&lt;br /&gt;
* &#039;&#039;&#039;The Satrapy of Discord appear to be part of an unfamiliar city of the Autumn realm who is anathema&lt;br /&gt;
One of the more popular eternals among Sumaah magicians is [[Estavus|Fire Mountain]], also known as &#039;&#039;the Anvil of Thunder and Granite&#039;&#039;. The Republic is not rich in ore, and a common bargain between Sumaash and Fire Mountain involves the trade of [[Materials#Natural_Materials|natural materials]] for [[Materials#Natural_Materials|valuable metals]]. From the point of view of the Sumaah, the prices demanded by the Anvil of Thunder and Granite for its aid tend to be straightforward, and deeply transactional, in a way that does not threaten virtue. Even so, it is much more common to deal with Fire Mountain to secure raw materials than worked goods, however. There is a fairly common belief that purchasing worked goods from Fire Mountain deprives a mortal human of their industry and Prosperity.&lt;br /&gt;
&lt;br /&gt;
The [[Ephisis|Eternal Bazaar]] is tolerated, but carefully monitored due to its refusal to abide by the laws of the House of the People, or the dictates of the High Houses in what it will trade. Interactions with the Eternal Bazaar are limited to magician-präster of the High House of Prosperity. The ritual [[Ephisis&#039; Scale]] is not practised in the Republic; any deals with the Bazaar are undertaken &amp;quot;face to face&amp;quot; with heralds rather than being left in the hands of an easily-accessible and impossible to restrict ritual. The Eternal Bazaar is also a source of friction within the Republic; the High House of Prosperity argues that the boons it provides are worth the need for constant vigilance while other präster are often less convinced. So far, however, the High Houses have not declared the eternal to be anathema.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SaltAndSail001.png|caption=The &amp;quot;Great Turtle&amp;quot;, the eternal Polyptoton, the City of Salt and Sail - this eternal spoke with the Empire via its herald for the first time last season.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Polyptoton|Great Turtle]] or the &#039;&#039;Wandering Port&#039;&#039;, with the ability to carry messages across great distances almost instantaneously, is tolerated by the Sumaah. The heralds of the eternal rarely demand anything the Sumaah consider unvirtuous, although they have clashed with the censors of the High House of Vigilance in the past over their unnatural veneration of the written word over matters of virtue. The Great Turtle is also sought out for boons related to protecting or aiding ships, especially merchant vessels, particularly where they help them avoid or outrun the more powerful vessels of the Asavean Archipelago. Lisane believes that while the eternal was previously, largely unknown in the Empire, there have been [[Key_of_dreams#Many_Minds_Move_As_One_(Autumn)|recent developments]] that indicate this is no longer the case. &lt;br /&gt;
&lt;br /&gt;
The rest of the Autumn realm is kept at arms length, either because they have nothing Sumaah wants or because they are considered active threats. The [[Prospero|Satrapy of Rope]], the &#039;&#039;Wheedling Spider&#039;&#039; seeks to trap the virtuous with bonds of unnatural obligation, and all too often threaten to draw innocent people into idolatry. The [[Lictors|Satrapy of Cages]] are seen as an inhuman force trying to meddle in virtuous laws. The [[Callidus|Satrapy of Hunger]] and their leader &#039;&#039;Drooling Maw&#039;&#039; fundamentally preach materialism and obsession with the accumulation of wealth. Worst of all are the inhabitants of the [[Basileia|Satrapy of Lies]]; corrosive enemies of virtue who work to corrode the souls of the virtuous and want to mire every human in murder, betrayal, and treachery. The High House of Loyalty see the Satrapy of Lies as particular enemies. Whenever a herald from the &#039;&#039;City of Lies&#039;&#039; is found in the Republic it is summarily executed; nothing good is built on a foundation of lies.&lt;br /&gt;
&lt;br /&gt;
One other set of eternals - the &#039;&#039;Satrapy of Discord&#039;&#039; - are anathema in the Republic but are unfamiliar to Lisane. Reporting to a leader the Sumaah call &#039;&#039;Mockingbray&#039;&#039;, they apparently hail from a city that burns with the fire of riot, rebellion, and revolution. According to the High House of Wisdom, these heralds once offered aid in the rebellion against the hated Asavean satraps, but then immediately tried to ruin any attempt to create a new government. Mockingbray, the ruler of the City of Wreckage, is always looking for ways to undermine tradition; to burn everything down in pursuit of a state of abominable anarchy. Obviously, once its true nature was clear, it was immediately proscribed by the Sumaah.&lt;br /&gt;
&lt;br /&gt;
Lisane theorises that this &#039;&#039;might&#039;&#039; be a version of the entity once known as [[Mazen]], but the &#039;&#039;Lord of Masks&#039;&#039; is  widely recognised as part of the &#039;&#039;Satrapy of Lies&#039;&#039;. The Sumaah say the Satrapy of Discord is still active, which would mean that if reports of that creature&#039;s demise are to be trusted, this would have to be a different eternal.&lt;br /&gt;
&lt;br /&gt;
===Of Winter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:WinterRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wise Rangara is tolerated&lt;br /&gt;
* &#039;&#039;&#039;An unfamiliar eternals named Pale Jaguar is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Agramant, the Thrice-cursed Court, Sorin, and Kaela are anathema&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah appears to be unknown in the Republic&lt;br /&gt;
Only two Winter eternals are tolerated among the Sumaah. [[Wise Rangara|White Eye Serpent]] is a black-scaled creature associated with &amp;quot;wisdom&amp;quot; that is one of the oldest spirits known to the Republic. It isn&#039;t wisdom as the virtuous understand it, but more the importance of learning difficult lessons, questioning assumptions, and cleaving to tradition. It&#039;s a font of herbal lore, and has ways of bringing out human insight that can prove invaluable. One reason it is tolerated is that it rarely if ever seeks to provide answers, but will offer aid to nudge someone along the path towards understanding a situation through their own efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pale Jaguar&#039;&#039; or the &#039;&#039;Maiden of Mists&#039;&#039; is not an eternal familiar to Lisane. It seems to be a Winter eternal of trackless places, that represents becoming lost, the deep jungle, and a primaeval fear of the wilderness. It also speaks of the importance of memory, especially remembering the dead or the lost, and the importance of perseverance even against an end that seem inevitable. While few magicians deal with Pale Jaguar, a small group of Sumaah mystics interact with the eternal with the blessing of the High House of Wisdom. They engage in long durances in the wilds of the jungle, hoping to unlock visionary experiences or temper their bodies or spirits. One of Lisane&#039;s staff wonders if this might simply be a particular guise of the eternal the Empire knows as [[Sorin]], designed to circumvent his anathema. For the moment, there is no evidence one way or the other, but it appears that once one peels away the more mystical levels the Maiden of Mists is much more explicitly concerned with matters of [[Winter magic#Survival|survival]], [[Winter magic#Preservation|preservation]], and certain ideas of [[Winter magic#Wisdom|wisdom]] than the &#039;&#039;Whelpmaster&#039;&#039; seems to be.&lt;br /&gt;
&lt;br /&gt;
In the Republic Sorin is known as the &#039;&#039;Bone Dragon&#039;&#039;, and is depicted as a great skeletal [[Mundane_beasts#Drakes|drake]] whose encouragement of sacrifice, suffering, and hidden traps makes him anathema. He is depicted in stories as lurking on the edge of civilisation, seeking to steal away the unwary to devour their flesh or consume their spirits. Some of these stories cast Bone Dragon in the traditional role of a &amp;quot;bogeyman&amp;quot; - he appears in that role occasionally in cautionary tales for children especially.&lt;br /&gt;
&lt;br /&gt;
The [[Agramant|Traitor]], who has easily as many aliases as he does in the Empire, is anathema as a matter of course, but among the Sumaah is numbered as a member of the [[The Thrice-cursed Court|Satrapy of Woe]]. The &#039;&#039;Corrupters&#039;&#039; are active opponents of the Republic and particularly the High Houses of Virtue. The Vigilance assembly puts a great deal of effort into trying to prevent them from interfering in the affairs of the Republic or corrupting the foolish with their tainted gifts. The [[Kaela|Dread Condor on Silent Wings]] is anathema, primarily due to her open offer of what appears to be eternal servitude via her &#039;&#039;Silent Household&#039;&#039;, but responds by simply ignoring the Republic in a similar manner to Llofir.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Khobel Tavah]] is unknown in the Republic, and they express no interest in learning more about them.&lt;br /&gt;
&lt;br /&gt;
===Of Day===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:DayRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe, Kimus, Leviathan, and Phaleron are all tolerated&lt;br /&gt;
* &#039;&#039;&#039;Span of the Sky is an unfamiliar eternal who is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon, Roshanwe, Ylenwe, and Cold Sun are all anathema&lt;br /&gt;
The eternals of Day are among the most popular of the eternals the Republic deals with (for a given value). &#039;&#039;[[Zakalwe|Brilliant Javelin]]&#039;&#039; is one of the few martial eternals the Sumaah tolerate; its interest in encouraging rather than leading is seen as less of a challenge to the pursuit of virtue. Along with &#039;&#039;Thunder Lizard&#039;&#039;, they are the eternal most likely to see their boons accepted on the battlefield. &#039;&#039;[[Kimus|Mirror of Dawn and Dusk]]&#039;&#039; is considered to be a strange and esoteric entity, whose ability to gather information and willingness to provide it are as welcome as its requests to observe events are seen as unthreatening.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[Leviathan|Watcher in the Waters]]&#039;&#039; is tolerated because it seems to have little active agenda beyond discussing history and current events with mortals. The chief concern is that magicians are too ready to accept the answers the eternal provides, without stopping to consider that while the Watcher maybe eternal, they are not the Creator. Präster are quick to remind those who deal with this eternal that just because the being expresses boundless confidence in its abilities, it is not infallible.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[Phaleron|Archive of Rainbow Coral]]&#039;&#039; is likewise tolerated due to its limited agenda. It is clear that the Archive values the preservation of knowledge far and above the preservation of life, but that is something that can be managed by those who deal with it. More of a problem is Phaleron&#039;s jealous attitude to the information it contains, which is occasionally decried as counter to human destiny.&lt;br /&gt;
&lt;br /&gt;
A fifth eternal of the Day realm, unfamiliar to Imperial prognosticators, is also tolerated. &#039;&#039;Span of the Sky&#039;&#039; appears to be concerned with wind and water, and favoured by a small number of magicians that live along the coast including the &#039;&#039;Frieøyer&#039;&#039;. There is speculation this might be an aspect of Kimus, but it is treated as distinct by the magicians that deal with it. Notably, the groups that interact with it most apparently also field cadres of [[Magical_skills#Battle_Mage|battle-mages]] whose mastery of the [[repel]] and [[entangle]] spells are invaluable when fighting the Republic&#039;s enemies.  &lt;br /&gt;
&lt;br /&gt;
By contrast, &#039;&#039;[[Sinokenon|Stupid Moon]]&#039;&#039; is anathema; its efforts to undermine the House of the People and push the Houses of Virtue to prominence have won it the enmity of most of the Republic and any attempt to make contact with Sumaah magicians is met with violence. At first two others considered anathema - the siblings &#039;&#039;Salt Mask&#039;&#039; and &#039;&#039;Silk Mask&#039;&#039; - were assumed to be unfamiliar eternals but further investigation indicated there were Sumaash names for [[Roshanwe]] and [[Ylenwe]]. According to Chikkal, Assessor of Vigilance, these two creatures are deceivers and liars who present a false-face to mortals in which they appear to be concerned with matters of virtue but in fact seek to subvert and twist the faithful into engaging in idolatry.&lt;br /&gt;
&lt;br /&gt;
Finally, there is &#039;&#039;[[Cold Sun|Oblivion]]&#039;&#039;. The eternal has had no interaction with the Republic, but the High Houses of Virtue have lost no time in declaring it anathema. Anyone attempting to make contact with Cold Sun will be executed, and there is some discussion of whether it might be best to [[excommunication|excommunicate]] such criminals if they emerge. The High House of Vigilance regard the matter as settled there - given their emphasis on Virtue, they are confident that nobody will be unwise enough to approach the eternal, given how appalling the consequences have been elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Of Night===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:NightRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sung and Lashonar are tolerated in the Republic&lt;br /&gt;
* &#039;&#039;&#039;An unfamiliar eternal named Deep Drummer is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Janon, Sadogua, Azoth, and the Whisper Gallery are anathema&lt;br /&gt;
&#039;&#039;[[Sung|Moon Moth]]&#039;&#039; is idly tolerated. She is depicted as a huge rainbow-winged moth who encourages mortals to pursue the great mysteries of the world and the spirit, without claiming to be an authority on either. This includes the mysteries of virtue and the Labyrinth, and apparently she has offered boons relating to both the cultivation of [[iridescent gloaming]] and the creation of [[potion|potions]] that help pursue spiritual matters. Lisane notes with interest that the Sumaah apparently believe that &#039;&#039;all&#039;&#039; moths are agents of Moon Moth, and that the reason they are never seen during the day is that they pass into the Night realm when the sun rises. This belief, and the toleration of Sung, apparently dates back to a time long before the foundation of the Republic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Lashonar|Chattering Bird]]&#039;&#039; is tolerated, but only just. As with the &#039;&#039;Great Turtle&#039;&#039;, it provides useful abilities for the Sumaah to communicate with others that they cannot achieve themselves - access to the [[Lashonar#Caucus_Forum|Caucus Forum]] is considered a valuable resource. Whenever it attempts to have an opinion on politics the virtuous quickly shut it and its followers down. One interesting proscription Lisane notes is that it is illegal to accept boons from Chattering Bird related to preaching the Way in the same vein in which it is illegal to accept the aid of Stone Dragon to build places of virtue.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Rainbow Moth.jpg|caption=&amp;quot;Moon Moth&amp;quot; is the most common Sumaah Republic name for the eternal the Empire knows as Sung; rather than a feathered serpent they depict her as an insect with beautiful iridescent wings.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is another eternal tolerated by the Sumaah that at first is mistaken for [[Janon]]. The &#039;&#039;Deep  Drummer&#039;&#039; is a creature that appears to represent mystical ideas of catharsis, the channelling strong emotions, and celebration of victories and achievements. It is popular not only with Sumaah warriors, but also with artists as it encourages them to both express and inspire strong feelings through their art. The High House of Vigilance has clashed with the High Houses of Courage and Pride in the past around the toleration of Deep Drummer, who are concerned that the eternals enthusiasm for celebration can lead the virtuous astray. The Sumaah apparently view &amp;quot;Deep Drummer as the sibling or spouse of &#039;&#039;Whirling Chaos&#039;&#039;, claiming the former is a creature of balance where the latter is a creature of discord.&lt;br /&gt;
&lt;br /&gt;
The rest of the Night realm is anathema in Sumaah. [[Sadogua|Seducer]], the &#039;&#039;Satrap of Bats&#039;&#039;, is famously despised in the Sumaah Republic. He shamelessly encourages magicians to put their own selfish concerns above virtue, and regularly opined that the assemblies should &amp;quot;butt out&amp;quot; of magicians&#039; affairs. He was also involved in early attempts to form a magical fraternity similar on paper to the Imperial Conclave, that was roundly rejected on grounds of being a terrible idea two hundred years ago. The eternal itself is one of those that still seeks to deal with Sumaash magicians, and its influence is actively resisted by the hunters of idolators.&lt;br /&gt;
&lt;br /&gt;
[[Janon|Whirling Chaos]], as has already been mentioned, is anathema. A dangerously unpredictable entity that appears on the surface to encourage Virtue but is actually a creature of anarchy who does not care what people feel as long as they allow their passions to consume them utterly. The [[Whisper Gallery|Screaming Monkey Kings]] are also anathema, not least because they cannot be trusted in any way not to support the Asavean Archipelago at every turn. Lisane mentions that Chikkal, Assessor of the High House of Vigilance, seems to take the existence of the Screaming Monkey Kings as a personal affront and that this attitude is by no means uncommon in the Republic.&lt;br /&gt;
&lt;br /&gt;
==Design Note==&lt;br /&gt;
* &#039;&#039;&#039;Unknown eternals begin disinclined to speak to the Empire&lt;br /&gt;
* &#039;&#039;&#039;This is the first part of an appraisal that will run over several events&lt;br /&gt;
The preliminary report includes an overview of the eternals, and introduces several that appear to be unknown in the Empire. While there is enough information here for Imperial magicians to attempt to contact one of these eternals, if they wished, all start from a position of disinterest in the Empire. While an eternal is bound to respond to a [[Archmage#Plenipotentiary|plenipotentiary]], as has been [[Hunter_of_stars#Capradan|seen previously]] on several occasions that response can be a polite (or impolite) refusal. &lt;br /&gt;
&lt;br /&gt;
Most Imperial magicians will be aware that if these eternals desired a relationship with the Empire, they would already be pursuing one. It&#039;s also important to bear in mind that none of the creatures mentioned here are more powerful or more inclined to offer better deals than the eternals the Empire already deals with. Whenever a new eternal starts paying attention to the Empire it will often create more problems than it solves - [[Ossegrahn|Lord Rain]] is arguable on this point, [[Cold Sun]] less so...&lt;br /&gt;
&lt;br /&gt;
The opportunity to send a prognosticator to the Sumaah Republic to engage with an appraisal means they will be unavailable for several seasons. In contrast to some previous opportunities, our intent is to present part of the appraisal each event until this time is up. One reason is to prevent the requirement to do a single massive appraisal at the end of the period, the other is to reinforce the idea that this is an &#039;&#039;opportunity&#039;&#039; - the invitation of the Sumaah presents further options to gather a deeper understanding of the situation. This wind of fortune presents the opportunity for the Conclave to engage in the Republic, and expands the information about magic in Sumaah and their attitudes to the eternals. The next stage of the appraisal will present opportunities related to adapting the Sumaah Republic attitude to the eternals. The nature of the final stage of the appraisal, presented at the Winter Solstice, will depend on which of the orders - if any - the Conclave has chosen to send to the Republic.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sumaah Republic]]&lt;br /&gt;
* [[Conclave]]&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Eternal]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Satraps_of_the_Abyss&amp;diff=141208</id>
		<title>Satraps of the Abyss</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Satraps_of_the_Abyss&amp;diff=141208"/>
		<updated>2026-07-04T15:03:06Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Spring]][[Category:Winds of Fortune]][[Category:Appraisal]][[Category:Eternals]][[Category:Sumaah]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Please stop haunting me, Roderick.&amp;quot; Lisane didn&#039;t look at her son, continuing to fold clothes and place them in a large weirwood travelling trunk. He sighed again, gustily, and she didn&#039;t need to see him to imagine his expression of deep concern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m just worried, mother. I assumed - we all assumed - that working for the Prognosticator&#039;s Office would involve something a little closer to home. At least at first. We were picturing an office at the Castle of Thorns. Somewhere that we could...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check in on me?&amp;quot; She suppressed a smile, kept her tone sharp. &amp;quot;Honestly, I am an old woman Roderick. And you have a grandchild for goodness&#039; sake! And do not &#039;&#039;dare&#039;&#039; start your next sentence with anything approaching &#039;at your age&#039; or I will demand a Trial of Resolve from Melisandre and everyone will see you being thoroughly trounced by a great-grandmother!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Roderick blew through his massive moustaches. &amp;quot;I&#039;m just worried...&amp;quot; he said again. &amp;quot;The Sumaah Republic is two entire seas away. Three if you count Teeth. Seas swarming with bloodthirsty Asavean pirates. And even when you get there I hear its full of danger. Dragons. Giant panthers. Strange priests. At least take a few knights with you. Just to set my - our - minds at rest!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lisane looked down at her things. The last thing she needed to pack was Empress Lisabetta&#039;s book about eternals, and the colouring book full the children had presented her with. The Navarr artist&#039;s delightful line drawings of the various eternals, which were only slightly idolatrous, had been coloured in with a great deal of enthusiasm and glancing at it softened her heart. She dropped it into her trunk, shut the lid, threaded and tightened the buckles. Then she turned round, hands on hips. &lt;br /&gt;
&lt;br /&gt;
Roderick looked absolutely wretched. He had always been the most anxious of her children, and in the shadow of the forty-year-old noble in front of her she could see the little boy sobbing from one too many nightmares of the Druj coming to get him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Roddy,&amp;quot; she said gently, crossing the room to put her hands on his shoulders. She had to reach up, look up to meet his eyes. She sometimes forgot how tall he was. &amp;quot;I understand, I really do. When Gerard told me what my first appraisal was going to be, I confess it put moths in my stomach. But I took his offer up precisely because I &#039;&#039;want&#039;&#039; a challenge. Something more complex and important than keeping bees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She laid a finger on his lips and smiled at him. &amp;quot;I&#039;ve no doubt that the Freeborn and the... the Sumaah Zemress pilgrims... will see me safely to and from the Republic. Merchants make the trip every season, you know, and nothing bad happens to them. And I am absolutely certain the Sumaah will not let a hungry drake or deadly panther eat me. I&#039;m sure they don&#039;t let monstrous predators lurk around their cities, and Timoj is one of the great cities of the world as I understand it. It&#039;s lovely that the family are so worried, and I will miss you all just as much as you miss me, but I&#039;ll be back before you know it. Back in time for the Winter Solstice feast. I&#039;m not going to miss Melisandre&#039;s first feast as earl, am I??&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She continued to gaze into Rodericks eyes. There was a great well of love there, but also that hard core of steel that had served her so well as earl and would serve her well dealing with the people of the Sumaah Republic. He looked away. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes my ea-. Yes mother,&amp;quot; he said quietly. She patted his arm.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent. Now, I&#039;m going to go and say goodbye to the children. You can make yourself useful by putting those broad shoulders of yours to good use and carrying my trunk down to the wagon.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Black Panther.jpg|align=left|caption=The unfamiliar spirits of the deep jungle are equally dangerous and enticing to Imperial scholars.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the Senate took advantage of an opportunity brokered by the [[Ambassador to the Sumaah Republic]], &#039;&#039;&#039;Accalon of Felix&#039;s Watch&#039;&#039;&#039;, regarding magical cooperation between the Empire and the [[Sumaah Republic|Sumaash]]. The [[Senate]] elected to send the freshly-appointed prognosticator &#039;&#039;[[Appraisal#Lisane de Terresford|Lisane de Terresford]]&#039;&#039; on the task, to &#039;&#039;appraise how the High Houses of Virtue and the Imperial Conclave can find ways to co-operate in interactions with [[eternal|eternals]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The former [[Dawn|Dawnish]] [[earl]] took passage to the Sumaah Republic immediately after the Spring Equinox, and made the crossing safely. She and her small staff have been granted apartments in [[Sumaah_Republic#Timoj|Timoj]], the capital city of the Republic, as guests of the High Houses of [[Wisdom]] and [[Vigilance]]. Lisane is expected to remain in Timoj for the next several seasons, and will not be available to undertake other appraisals until she returns to the Empire. As the Summer Solstice approaches, however, a preliminary report has already reached &#039;&#039;Gerard La Salle&#039;&#039;. &lt;br /&gt;
{{CaptionedImage|file=Assembly Wisdom.png|align=right|width=175}}&lt;br /&gt;
&lt;br /&gt;
==Wisdom of the Conclave==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice the Conclave can send a single order to support the appraisal&lt;br /&gt;
* &#039;&#039;&#039;This will end the orders involvement in any other project&lt;br /&gt;
* &#039;&#039;&#039;The order will be engaged until the start of the Winter Solstice 383YE&lt;br /&gt;
* &#039;&#039;&#039;The order chosen will contribute to the outcome of the appraisal depending on its nature&lt;br /&gt;
As discussed in the [[Forging_links#Joining_Virtue_and_Magic|original proposal]], the Sumaah are happy to host a delegation from a single [[Conclave order]] to support Lisane. Her initial report is dense, full of information about the situation in Sumaah, partly because she believes this will help the Conclave to determine which order would be best suited to make the long journey to the southern shores of the [[The_seven_seas#Sea_of_Salt|Sea of Salt]]. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Conclave may choose to ask one order to contribute to the ongoing appraisal. This requires an order to raise a [[declaration]] of [[Concord]] following the usual rules for [[Concord#Guiding_an_Order|guiding an order]]. If the Conclave agrees members of the Order will travel to the Sumaah Republic to support Lisane and her team. It would not be possible to guide that order again until the Winter Solstice, which is also when the outcome of their involvement will be presented to the Empire. Guiding an order already involved elsewhere - such as in the fighting against Cold Sun - will end their participation in the situation.&lt;br /&gt;
&lt;br /&gt;
If more than one such declaration passes the Conclave, the last one to pass will win out. &lt;br /&gt;
&lt;br /&gt;
Any order could be dispatched to Sumaah, there are members of each who are enthusiastic about the opportunity. Any order could secure a benefit for the Empire, but only some of them would do by supporting Lisane and her team. Some orders have a different areas of concern, and will make use of the opportunity to be hosted in the Republic in ways that are only peripherally associated with studying eternals. The civil service are confident that sufficient magicians will work with Lisane so there&#039;s no chance of a diplomatic incident unless one of the orders goes out of its way to cause one, and the appraisal will still be successful no matter who goes.&lt;br /&gt;
&lt;br /&gt;
* The [[Sevenfold Path]] are the most obvious order to send to Sumaah. If this order is chosen, their contribution will help focus the appraisal on ways for the [[Synod]] to help guide the Conclave in its interactions with the eternal realms.&lt;br /&gt;
* The [[Celestial Arch]] are diplomats, and well versed in dealing with eternals. If this order is chosen, their contribution will involve making contact with non-Assembly magicians, and on learning more about eternals the Empire does not currently have relations with.&lt;br /&gt;
* The [[Shuttered Lantern]] may have a shadowy reputation, but part of their remit is to use magic &#039;&#039;in the detection and monitoring of threats&#039;&#039;. Their contribution to the appraisal will be to focus on the ways that the Sumaah keep their people safe from eternal influence without access to the [[Alignment|Declaration of Alignment]], and to any unique eternal threats the Empire is blind to or blasé about.&lt;br /&gt;
* If the [[Rod and Shield]] are dispatched to support the appraisal, their contribution will be to look at how the Sumaah use magic on the battlefield. For a nation extremely hesitant to use rituals such as [[Knights of Glory]], they must make up the &amp;quot;shortfall&amp;quot; in other ways.&lt;br /&gt;
* The [[Silver Chalice]] would encourage the appraisal to look for ways that Sumaah magicians and Imperial magicians could pool their lore of magical healing, especially with regard to eternal boons. The jungles of Sumaah are known to be rich in rare healing fruits and plants, and its likely that the Chalice could learn more about such things and perhaps even gain access to them.&lt;br /&gt;
* The [[Golden Pyramid]] are generally not as excited about matters of spirituality, but &#039;&#039;are&#039;&#039; excited about potential trade opportunities with the Republic. Their &amp;quot;contribution&amp;quot; will be to seek out [[opportunity|opportunities]] to secure new trade goods, especially those related to eternals, or new routes to the Sumaah Republic for Imperial [[Fleet#Trading|merchants]].&lt;br /&gt;
* The [[Unfettered Mind]] are relentlessly enthusiastic about magic of all kinds. If they are guided to Sumaah, they will provide minimal support to the actual appraisal underway. Instead, they will reach out to non-Assembly magicians, discuss matters of magical theory, learn about Sumaah&#039;s magical colleges, explore magic familiar to Sumaah magicians but not in use in the Empire, and make a study of the &amp;quot;spiritual materialism&amp;quot; tradition that many Sumaah magicians employ. If the Grandmaster of the Unfettered Mind were particularly interested in one of these themes more than the others they could mention it in their Declaration, and the Unfettered Mind magicians would focus some their attention in that direction, at least at first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr; align-items: center;&amp;quot; class=&amp;quot;imagegrid&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderRodAndShield.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Chalice.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg|width=150}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of which order is chosen - if any - the trip represents a rare opportunity to gain access to the magicians of the Sumaah Republic. It is not likely to be one that gets repeated any time soon.&lt;br /&gt;
{{CaptionedImage|file=Accalon5901.jpg||caption=Accalon of Felix&#039;s Watch, Ambassador to the Sumaah Republic|align=right|width=350}}&lt;br /&gt;
==Virtue and Magic==&lt;br /&gt;
* &#039;&#039;&#039;The first part of Lisane&#039;s preliminary report provides a general overview of attitudes to magic and eternals&lt;br /&gt;
The first part of Lisane&#039;s report discusses the general Sumaah attitude to magic, [[magical skills#magicians|magicians]], and eternals. It builds on and informs [[Sumaah_Republic#Magic|common knowledge]], and it seems some things &amp;quot;everyone knows&amp;quot; about the Republic may be outdated or based on misconceptions.&lt;br /&gt;
===Sumaash Magicians===&lt;br /&gt;
Many magicians in Sumaah are also &#039;&#039;präster&#039;&#039;, and each of the High Houses contain ritual magicians who specialise in specific areas of magic that support the wider role of the House. For example, within the Assembly of Prosperity are several covens that specialise in [[enchantment|enchantments]] that lead to increased wealth, while [[divination]] is carefully studied by both the vigilant and the wise. This same attitude extends to dealing with eternals; within each of the Houses are some magicians experienced with dealing with the creatures of the [[realms]].&lt;br /&gt;
&lt;br /&gt;
That is not to say that all magicians are priests, or that only the High Houses work with magic. Far from it. The practice of ritual magic is not as widespread or organised as it is in the Empire, but there are still large numbers of practitioners from all walks of life spread across the Republic. It is a misconception that the priesthood &amp;quot;controls&amp;quot; all magic in the Republic. As with all Sumaah, their magicians are acutely aware of the virtuous implications of their skills, and naturally look to the präster for guidance on how best to reconcile magic with faith. In particular, they are alert to the threat of [[Religious_crime#Idolatry|idolatry]] - subsuming their human destiny to inhuman entities. Perhaps as a result, the practice of [[Aspect_magic#Goetia|goetia]] is banned in the Republic, and a Sumaash tradition similar to Imperial [[Aspect_magic#Theurgy|theurgy]] is only practised by dedicated &#039;&#039;präster&#039;&#039;. Lisane also notes that there are serious restrictions on a number of rituals Imperial magicians might consider harmless such as [[Chamber of Delights]] or [[Crystal Clarity of the Rational Soul]], and that the Sumaash approach to the creation of [[arcane projection|arcane projections]] appears to be very much more controlled than it is in the Empire. The focus of the appraisal, for now at least, is on the eternals however and the prognosticator focuses her efforts on that first and foremost.&lt;br /&gt;
&lt;br /&gt;
Whenever a Sumaah coven is anticipating an interaction with an eternal, or one of their [[inhabitants of the realms#Heralds|heralds]], they usually seek the support of one of the präster. The priest serves as an advisor, ensuring that virtue and the Way are foremost in the minds of those dealing with inhuman creatures. There is no law that demands this; rather the long experience of Sumaah magicians demonstrates that having a präst on hand tends to lead to better outcomes. The präst doesn&#039;t need to be present for every interaction - there are covens trusted to engage with certain eternals or use certain rituals without oversight. For example, as long as the questions and answers are discussed with a präst there is no requirement to log every single performance of [[Swim Leviathan&#039;s Depth]] (or its Sumaah equivalent at least).&lt;br /&gt;
&lt;br /&gt;
On the other hand, anyone known to be regularly interacting with creatures of the realms &#039;&#039;without&#039;&#039; the support or advice of one of the präster will find themselves called to [[inquisition]] by the High House of Vigilance and asked to give a thorough report on their dealings. Those unable or unwilling to do so to the satisfaction of the assembly may face serious censure. Sumaah is determined to ensure that their nation remains uncorrupted by the influence of the inhuman eternals.&lt;br /&gt;
&lt;br /&gt;
===Anathema and Tolerance===&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;Eternals and virtue&#039;&#039;&#039;&amp;lt;br&amp;gt;No Sumaah would describe an eternal as &amp;quot;virtuous&amp;quot;. The common attitude is that the inhuman entities of the realms are incapable of virtue. While the Republic has in recent years begun to re-examine its prejudice that only humans are capable of following the Way, the idea that an eternal or herald might be able to do so is rejected wholeheartedly. The idea that an eternal might possess anything approaching a soul is considered actively blasphemous. Any eternal that claims interest in virtue is presumed to be engaging in misdirection or manipulation and the subject of immediate suspicion. Obviously this belief further reinforces the careful and suspicious attitude to the eternals.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;An eternal has only two states in the Republic - tolerated or anathema&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Without a Conclave the Sumaah must use more direct methods to guard against hostile eternals&#039;&#039;&#039;&lt;br /&gt;
There is no body in the Republic analogous to the [[Conclave]]. When it comes to dealings with eternals, the Assembly of Vigilance takes an active role and ultimately wields the legal power to declare a given eternal to be &#039;&#039;anathema&#039;&#039;. Dealing with an eternal who has been declared &#039;&#039;anathema&#039;&#039; is a serious offence that may result in the death penalty. While &#039;&#039;anathema&#039;&#039; is superficially similar to the status of [[Alignment#enmity|enmity]] there is no equivalent of [[Alignment#Amity|amity]] in Sumaah. All eternals are either tolerated (equivalent to [[Alignment#Neutrality|neutrality]]) or anathema. In the past when a new eternal was encountered, all interactions with it would be undertaken by präster, or Vigilant magicians, until the High House had weighed it and determined if it was anathema or not.&lt;br /&gt;
&lt;br /&gt;
Even this status of neutrality is not quite the same as that in the Empire - there are no Sumaah titles specifically dedicated to liaising with an eternal. [[Emissary to the Celestial Library]], [[Shadowed Torchbearer]], and [[Churnspire Adjutor]] would all be considered dangerously close to idolatry. There are likewise no titles analogous to [[archmage]] - at least not in terms of their interaction with the realms. The equivalent of an Imperial enchantment such as [[Hallow of the Green World]] is unknown in Sumaah, and if it were its practice would be anathema. Even rituals such as the [[Golden magicians fayre]] would be condemned - the idea of providing an eternal access to the Republic in such an uncontrolled way would horrify most Sumaash.&lt;br /&gt;
&lt;br /&gt;
There is also, as previously noted, no Conclave. The functions that might be wielded by that body in the Empire are either absent, or employed by the House of the People or one of the Houses of Virtue instead. The Sumaash view the idea of leaving decisions on the use of magic and items to magicians to decide by themselves to be dubious at best. Deciding what magic is safe to use is fundamentally a matter of Virtue and requires the appropriate expertise.&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;Eternals and Free Will&#039;&#039;&#039;&amp;lt;br&amp;gt;A common philosophical view in Sumaah is that eternals are physically incapable of Virtue, because they don&#039;t have free will. In the view of some präster, free will is fundamental to the exercise of Virtue. Nobody would suggest that a sword is courageous for taking the battlefield. Eternals they argue, are eternal and unchanging, their nature is fixed. They cannot change or be changed. If their nature cannot change, can eternals actually be said to exercise any choices at all about the actions they take? Do they have free will? If they do not, then how can they be any more virtuous than a sword or a shield?&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
One area where the Empire has a clear advantage is dealing with hostile eternals. The metaphysical defence provided by enmity is not perfect, but it does greatly reduce the threat of an eternal influencing Imperial citizens. The Sumaah are forced to use more mundane methods to protect their people. The Assembly of [[Vigilance]] - and to a lesser degree the Assemblies of [[Wisdom]] and [[Pride]] - maintain or coordinate cadres of Sumaash investigators and warriors who actively seek out the machinations of enemy eternals and put a stop to them. These groups of &amp;quot;idolator hunters&amp;quot; are widely respected, and their investigation of suspicious events usually welcomed. They&#039;re also heavily subsidised by the House of the People, meaning that they are well equipped to deal with the unpredictable enemies of the Republic they hunt.&lt;br /&gt;
&lt;br /&gt;
The Republic use warding magic to complement this approach. Rituals such as [[There Is No Welcome Here]] may be employed, but the Sumaah also use [[hearth magic]] wards. One common practice is to build a shrine or temple over or near a strong [[regio]] when it is identified, allowing comings and goings of heralds to be carefully monitored or prevented. This is harder to do with regio in the deep jungle, but even so there are apparently several places of pilgrimage dedicated to maintaining a vigilant watch on the &amp;quot;verdant wastelands&amp;quot; of the wild tropical forests. &lt;br /&gt;
&lt;br /&gt;
Lisane notes that these virtuous practices mirror Imperial efforts such as the [[Venture#War_of_Whispers|War of Whispers]], the [[Venture#Hunt_the_Suaq_Wastes|hunt of the Suaq Wastes]], or the practices of vigilant folk in [[Varushka]] in response to the threats of their own cold wilderness.&lt;br /&gt;
&lt;br /&gt;
===Refusal===&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah are very cautious in accepting &#039;&#039;any&#039;&#039; eternal boon&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Unlike the Empire, the Sumaah are very suspicious of many eternals, including Eleonaris, eschewing her boons and declaring her anathema.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Sumaah are much more likely to turn down a boon or an eternal offer of aid than to accept it. In theory every eternal boon is weighed carefully, usually with the guidance of at least one präst, and in some cases might even be discussed with a [[statement of principle]] before it is accepted. Powerful boons are often presented for scrutiny by the House of the People as well, especially if they are likely to impact the citizens of a territory or region. The more powerful and all-encompassing a boon is, the more scrutiny it demands, so potent, far-reaching boons are rarely taken up simply because the risks involved are usually considered too large or too difficult to assess.&lt;br /&gt;
&lt;br /&gt;
Rituals that draw on the power of an eternal directly are less common among Sumaash magicians. There are a few - a version of [[Swim Leviathan&#039;s Depth]] for example is relatively well known. One of the Sumaah responsible for hosting Lisane, a magician-präst named &#039;&#039;Chikkal, Assessor of the High House of Vigilance&#039;&#039; expands a little on this, explaining that even in those uncommon cases where such a ritual is created, it will almost always be bound with a stricture that it may only legally be performed in the presence of a priest, or with the approval of an assessor from one of the High Houses. This is done to ensure that the eternals do not begin to exert subtle control over magicians who may become reliant on such magic, or influence the subjects of such magic in a way that is unvirtuous.&lt;br /&gt;
&lt;br /&gt;
Chikkal&#039;s view is that no human ever &#039;&#039;needs&#039;&#039; an eternal boon, however much they may &#039;&#039;want&#039;&#039; them. Any agreement with an eternal, they argue, will invariably tarnish the virtue of the one who seeks it, and risk corrupting their fellows. &amp;quot;Easy is not the same as virtuous,&amp;quot; claims Chikkal piously. While it initially seems Chikkal speaks for the majority of the präster, Lisane notes that it quickly becomes apparent that there are any number of other opinions on the matter and many priests openly disagree with the ultra-conservative approach of peers such as Chikkal. Still, there is a common stereotype in the Republic that Imperial magicians unwisely seek every advantage they can gain from inhuman spirits rather then relying on themselves and their fellow humans. The unwise bargainer who brings ruin on themselves by making deals with eternal spirits is a very common character in Sumaah literature, there are scores of cautionary tales whose ultimate fate is so awful, it provides a sobering example to readers or audience.&lt;br /&gt;
&lt;br /&gt;
==Republican Eternals==&lt;br /&gt;
* &#039;&#039;&#039;The second part of Lisane&#039;s preliminary report provides an overview of the eternals the Republic has encountered&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah deal with a much smaller group of eternals than the Empire does&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some eternals are known by very different names and appearances in the Republic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There appear to be some eternals known in the Republic that are not familiar to Lisane or her staff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second part of Lisane&#039;s preliminary report deals with the actual eternals the Sumaash deal with (or don&#039;t deal with). Sumaah don&#039;t commonly group the eternals together in the same way their Imperial peers do. Rather than focusing on which [[realms|realm]] they hail from, the only significant division is between &amp;quot;tolerated&amp;quot; and &amp;quot;anathema&amp;quot;. Lisane, however, falls back on Imperial categorization, simply because her report is intended for Imperial eyes.&lt;br /&gt;
&lt;br /&gt;
One of the challenges Lisane faces is that the Sumaah frequently use different names for eternals to those used in the Empire, and like the Empire they have many different sobriquets for the eternals. This may well be the root of some misconceptions about the beings the Republic deals with. The Empire has long considered [[Yaw&#039;nagrah]] for example to be favoured in Sumaah, but it seems likely this was based on a misconception based on the at-the-time unknown eternal [[Ossegrahn]] (given the &#039;&#039;Green Mother&#039;&#039; is anathema in the Republic and has been for much of its history).&lt;br /&gt;
&lt;br /&gt;
In most cases the prognosticators have been able to link the names of Sumaah eternals to those known in the Empire, but there are some cases where there is no direct correlation. In the case of these &amp;quot;unknown&amp;quot; eternals, she has been able to gather a little information, enough to satisfy herself that they are &#039;&#039;probably&#039;&#039; distinct entities. It is entirely possible that some of these unfamiliar eternals are actually powerful lieutenants (heralds) of a more familiar eternal. Sadly, an in-depth study of individual eternals in Sumaah is beyond the scope of this appraisal.&lt;br /&gt;
&lt;br /&gt;
===Of Spring===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ossegrahn and Arhallogen are tolerated in Sumaah&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wind Panther appears to be an unfamiliar eternal, who is tolerated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Siakha, Ira Harrah, Yaw&#039;nagrah and Llofir are all anathema&#039;&#039;&#039;&lt;br /&gt;
Of the Spring eternals familiar to the Empire, only two are tolerated. &#039;&#039;[[Ossegrahn|Rainbird]]&#039;&#039;, with his power to help mend wounds, bring fresh water, and promote wholesome growth, provides boons useful to the Republic&#039;s farmers and healers alike. The Assembly of Prosperity keeps a weather-eye on magicians who deal closely with the eternal, most prominent among which is the coven of The Wellspring (which met with Imperial magicians in 383YE). The problem is that Rainbird regularly seeks to encourage the Republic to abandon its virtuous war against the unvirtuous. Rainbird is told &amp;quot;no&amp;quot; on a regular basis, which means that his power is generally restricted to the small scale - empowering individual physicks or bringing fertile rains to farms for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Arhallogen|Wicked Fangs]]&#039;&#039; is barely tolerated, and the High Houses have gone back and forth on it several times over the years. In stark contrast to &#039;&#039;Rainbird&#039;&#039;, it actively encourages the Sumaah to slaughter their enemies without mercy; to strike before their foes are ready; and to use whatever tools are available to them to do so. While it is popular in some quarters, many präster question whether its boons are compatible with virtue. Regardless, there are Sumaah warriors who embrace the [[venom|venomous]] or warlike enchantments it offers to bring down their enemies. Lisane remarks that there is historical evidence it offered significant aid when the Sumaash threw off the yoke of the Asaveans. &lt;br /&gt;
&lt;br /&gt;
The other Spring eternal the Sumaash deal with seems to be unknown in the Empire. Commonly known as &#039;&#039;Wind Panther&#039;&#039;, it seems to be a creature of the [[realms#Spring|Spring realm]] associated with hunting, and to a degree fishing. It apparently encourages both self-sufficiency and support of one&#039;s family or community through direct action. Wind Panther is most often called on for her powerful boons that empower skirmishers and archers to fight monsters, hunters to track and dispatch dangerous prey, or to bring down predators that would threaten the family. Given that the jungles of Sumaah are, at least to Imperial eyes, swarming with dangerous creatures on every scale, these boons have apparently proved vital in the past.&lt;br /&gt;
&lt;br /&gt;
[[Siakha|Storm Bringer]] and [[Yaw&#039;nagrah|Hungry Forest]] are anathema because they are creatures of destructive chaos that are at odds with civilisation; they are despised in the same way that Imperial citizens might feel about &#039;&#039;Blood on the Snow&#039;&#039;. [[Irra Harah|Shadow Slinker]] was an ally of the Sumaah generations ago, but today it is anathema because it seeks to lure people away from Virtue, and provides boons to the Republic&#039;s enemies. [[Llofir|Blood Choke]] is an unpredictable creature of the deep wilderness that has nothing to offer the Sumaah and is associated with a particular poisonous fungus that causes agonizingly slow death if eaten in error. While anathema it seems to mostly ignore the Republic although, as with Shadow Slinker, it provides boons to some of the people the Sumaah are at war with.&lt;br /&gt;
&lt;br /&gt;
===Of Summer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SummerRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae, Rhianos and Adamant are tolerated&lt;br /&gt;
* &#039;&#039;&#039;All the other Summer eternals are anathema&lt;br /&gt;
Of the eternals of the Summer realm, [[Adamant|Stone Dragon]], [[Rhianos|Ninth Wave]], and [[Cathan Canae|Thunder Drake]] are tolerated. Stone Dragon provides useful boons and rarely wants anything unvirtuous in exchange. It&#039;s still illegal to accept his aid to build buildings dedicated to virtue however - any temple or shrine must be shaped by human hands alone.&lt;br /&gt;
&lt;br /&gt;
Ninth Wave is also tolerated, but remains controversial with interactions carefully monitored to ensure that folk are not being lead astray by unvirtuous endeavour. It is clear that the eternal desires mortals to embrace peril for the excitement it brings - such motivation is dubious at best and the endeavours themselves are frequently desperately irresponsible in nature. However moments of great Virtue often occur while engaged on such exploits and so the eternal is tolerated. Even so they are primarily dealt with by &#039;&#039;Frieøyer&#039;&#039; magicians rather than by the Republic as a whole.&lt;br /&gt;
&lt;br /&gt;
Thunder Lizard - characterised as an immense drake of the deep jungle - is tolerated for her straightforward approach to the Republic. Her magical [[Frozen Citadel of Cathan Canae|citadel]] is one of the few rituals that draw directly on an eternal that is regularly employed. She also promotes warrior-ideals which are seen as compatible with virtue, and significantly more acceptable in general than those taken from &#039;&#039;Wicked Fangs&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The rest of the Summer eternals known by the Empire are anathema in the Republic. This includes [[Jaheris|White Snake]], [[Hayaak|Blood Eagle]], [[Meraud|Flame Wing]], and especially [[Eleonaris|Sun Drake]]. The latter in particular is seen as an enemy of the Sumaah thanks to her dangerously unvirtuous creed of personal glory and warrior-supremacy. There are nonetheless some small hidden cults dedicated to her service, and the Vigilant remain alert to any rumour of their corrupting influence. The [[Barien|Lord of the Arena]] is known, but likewise considered anathema. The Sumaash attitude is that it is good to test oneself, but question the Virtue of doing so for rewards granted by some inhuman force. The virtuous should always be open to challenges, but in pursuit of human destiny, not dancing to the tune of an eternal. Lisane notes that there is a long history here, with fragmentary stories that suggest the Lord of the Arena is associated in the Sumaah memory with the Asaveans, and the hated satraps, although they were unwilling to discuss the details.&lt;br /&gt;
&lt;br /&gt;
The Republic never uses titles such as king, queen, or (outside of the Lord of the Arena), lord or lady for any eternal. Simply calling someone like Sun Drake, the &amp;quot;Lady of Pennants&amp;quot; or naming Thunder Lizard, the &amp;quot;Queen of Ice and Darkness&amp;quot; would be treated as a minor act of idolatry. This makes the odd nomenclature for the eternal the Empire knows as Barien particularly stand out. The one exception to this abhorrence of titles, is &amp;quot;satrap&amp;quot; which is frequently used in sobriquets for the more corrupt and wicked eternals - particularly those of the Autumn realm.&lt;br /&gt;
&lt;br /&gt;
===Of Autumn===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:AutumnRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Estavus and Ephisis are tolerated&lt;br /&gt;
* &#039;&#039;&#039;Polyptoton is not entirely familiar to the Empire and is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Prospero, Callidus, Basilea, and the Lictors are anathema&lt;br /&gt;
* &#039;&#039;&#039;The Satrapy of Discord appear to be part of an unfamiliar city of the Autumn realm who is anathema&lt;br /&gt;
One of the more popular eternals among Sumaah magicians is [[Estavus|Fire Mountain]], also known as &#039;&#039;the Anvil of Thunder and Granite&#039;&#039;. The Republic is not rich in ore, and a common bargain between Sumaash and Fire Mountain involves the trade of [[Materials#Natural_Materials|natural materials]] for [[Materials#Natural_Materials|valuable metals]]. From the point of view of the Sumaah, the prices demanded by the Anvil of Thunder and Granite for its aid tend to be straightforward, and deeply transactional, in a way that does not threaten virtue. Even so, it is much more common to deal with Fire Mountain to secure raw materials than worked goods, however. There is a fairly common belief that purchasing worked goods from Fire Mountain deprives a mortal human of their industry and Prosperity.&lt;br /&gt;
&lt;br /&gt;
The [[Ephisis|Eternal Bazaar]] is tolerated, but carefully monitored due to its refusal to abide by the laws of the House of the People, or the dictates of the High Houses in what it will trade. Interactions with the Eternal Bazaar are limited to magician-präster of the High House of Prosperity. The ritual [[Ephisis&#039; Scale]] is not practised in the Republic; any deals with the Bazaar are undertaken &amp;quot;face to face&amp;quot; with heralds rather than being left in the hands of an easily-accessible and impossible to restrict ritual. The Eternal Bazaar is also a source of friction within the Republic; the High House of Prosperity argues that the boons it provides are worth the need for constant vigilance while other präster are often less convinced. So far, however, the High Houses have not declared the eternal to be anathema.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SaltAndSail001.png|caption=The &amp;quot;Great Turtle&amp;quot;, the eternal Polyptoton, the City of Salt and Sail - this eternal spoke with the Empire via its herald for the first time last season.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Polyptoton|Great Turtle]] or the &#039;&#039;Wandering Port&#039;&#039;, with the ability to carry messages across great distances almost instantaneously, is tolerated by the Sumaah. The heralds of the eternal rarely demand anything the Sumaah consider unvirtuous, although they have clashed with the censors of the High House of Vigilance in the past over their unnatural veneration of the written word over matters of virtue. The Great Turtle is also sought out for boons related to protecting or aiding ships, especially merchant vessels, particularly where they help them avoid or outrun the more powerful vessels of the Asavean Archipelago. Lisane believes that while the eternal was previously, largely unknown in the Empire, there have been [[Key_of_dreams#Many_Minds_Move_As_One_(Autumn)|recent developments]] that indicate this is no longer the case. &lt;br /&gt;
&lt;br /&gt;
The rest of the Autumn realm is kept at arms length, either because they have nothing Sumaah wants or because they are considered active threats. The [[Prospero|Satrapy of Rope]], the &#039;&#039;Wheedling Spider&#039;&#039; seeks to trap the virtuous with bonds of unnatural obligation, and all too often threaten to draw innocent people into idolatry. The [[Lictors|Satrapy of Cages]] are seen as an inhuman force trying to meddle in virtuous laws. The [[Callidus|Satrapy of Hunger]] and their leader &#039;&#039;Drooling Maw&#039;&#039; fundamentally preach materialism and obsession with the accumulation of wealth. Worst of all are the inhabitants of the [[Basileia|Satrapy of Lies]]; corrosive enemies of virtue who work to corrode the souls of the virtuous and want to mire every human in murder, betrayal, and treachery. The High House of Loyalty see the Satrapy of Lies as particular enemies. Whenever a herald from the &#039;&#039;City of Lies&#039;&#039; is found in the Republic it is summarily executed; nothing good is built on a foundation of lies.&lt;br /&gt;
&lt;br /&gt;
One other set of eternals - the &#039;&#039;Satrapy of Discord&#039;&#039; - are anathema in the Republic but are unfamiliar to Lisane. Reporting to a leader the Sumaah call &#039;&#039;Mockingbray&#039;&#039;, they apparently hail from a city that burns with the fire of riot, rebellion, and revolution. According to the High House of Wisdom, these heralds once offered aid in the rebellion against the hated Asavean satraps, but then immediately tried to ruin any attempt to create a new government. Mockingbray, the ruler of the City of Wreckage, is always looking for ways to undermine tradition; to burn everything down in pursuit of a state of abominable anarchy. Obviously, once its true nature was clear, it was immediately proscribed by the Sumaah.&lt;br /&gt;
&lt;br /&gt;
Lisane theorises that this &#039;&#039;might&#039;&#039; be a version of the entity once known as [[Mazen]], but the &#039;&#039;Lord of Masks&#039;&#039; is  widely recognised as part of the &#039;&#039;Satrapy of Lies&#039;&#039;. The Sumaah say the Satrapy of Discord is still active, which would mean that if reports of that creature&#039;s demise are to be trusted, this would have to be a different eternal.&lt;br /&gt;
&lt;br /&gt;
===Of Winter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:WinterRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Wise Rangara is tolerated&lt;br /&gt;
* &#039;&#039;&#039;An unfamiliar eternals named Pale Jaguar is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Agramant, the Thrice-cursed Court, Sorin, and Kaela are anathema&lt;br /&gt;
* &#039;&#039;&#039;Kobal Tavah appears to be unknown in the Republic&lt;br /&gt;
Only two Winter eternals are tolerated among the Sumaah. [[Wise Rangara|White Eye Serpent]] is a black-scaled creature associated with &amp;quot;wisdom&amp;quot; that is one of the oldest spirits known to the Republic. It isn&#039;t wisdom as the virtuous understand it, but more the importance of learning difficult lessons, questioning assumptions, and cleaving to tradition. It&#039;s a font of herbal lore, and has ways of bringing out human insight that can prove invaluable. One reason it is tolerated is that it rarely if ever seeks to provide answers, but will offer aid to nudge someone along the path towards understanding a situation through their own efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pale Jaguar&#039;&#039; or the &#039;&#039;Maiden of Mists&#039;&#039; is not an eternal familiar to Lisane. It seems to be a Winter eternal of trackless places, that represents becoming lost, the deep jungle, and a primaeval fear of the wilderness. It also speaks of the importance of memory, especially remembering the dead or the lost, and the importance of perserverence even against an end that seem inevitable. While few magicians deal with Pale Jaguar, a small group of Sumaah mystics interact with the eternal with the blessing of the High House of Wisdom. They engage in long durances in the wilds of the jungle, hoping to unlock visionary experiences or temper their bodies or spirits. One of Lisane&#039;s staff wonders if this might simply be a particular guise of the eternal the Empire knows as [[Sorin]], designed to circumvent his anathema. For the moment, there is no evidence one way or the other, but it appears that once one peels away the more mystical levels the Maiden of Mists is much more explicitly concerned with matters of [[Winter magic#Survival|survival]], [[Winter magic#Preservation|preservation]], and certain ideas of [[Winter magic#Wisdom|wisdom]] than the &#039;&#039;Whelpmaster&#039;&#039; seems to be.&lt;br /&gt;
&lt;br /&gt;
In the Republic Sorin is known as the &#039;&#039;Bone Dragon&#039;&#039;, and is depicted as a great skeletal [[Mundane_beasts#Drakes|drake]] whose encouragement of sacrifice, suffering, and hidden traps makes him anathema. He is depicted in stories as lurking on the edge of civilisation, seeking to steal away the unwary to devour their flesh or consume their spirits. Some of these stories cast Bone Dragon in the traditional role of a &amp;quot;bogeyman&amp;quot; - he appears in that role occasionally in cautionary tales for children especially.&lt;br /&gt;
&lt;br /&gt;
The [[Agramant|Traitor]], who has easily as many aliases as he does in the Empire, is anathema as a matter of course, but among the Sumaah is numbered as a member of the [[The Thrice-cursed Court|Satrapy of Woe]]. The &#039;&#039;Corrupters&#039;&#039; are active opponents of the Republic and particularly the High Houses of Virtue. The Vigilance assembly puts a great deal of effort into trying to prevent them from interfering in the affairs of the Republic or corrupting the foolish with their tainted gifts. The [[Kaela|Dread Condor on Silent Wings]] is anathema, primarily due to her open offer of what appears to be eternal servitude via her &#039;&#039;Silent Household&#039;&#039;, but responds by simply ignoring the Republic in a similar manner to Llofir.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Khobel Tavah]] is unknown in the Republic, and they express no interest in learning more about them.&lt;br /&gt;
&lt;br /&gt;
===Of Day===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:DayRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe, Kimus, Leviathan, and Phaleron are all tolerated&lt;br /&gt;
* &#039;&#039;&#039;Span of the Sky is an unfamiliar eternal who is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon, Roshanwe, Ylenwe, and Cold Sun are all anathema&lt;br /&gt;
The eternals of Day are among the most popular of the eternals the Republic deals with (for a given value). &#039;&#039;[[Zakalwe|Brilliant Javelin]]&#039;&#039; is one of the few martial eternals the Sumaah tolerate; its interest in encouraging rather than leading is seen as less of a challenge to the pursuit of virtue. Along with &#039;&#039;Thunder Lizard&#039;&#039;, they are the eternal most likely to see their boons accepted on the battlefield. &#039;&#039;[[Kimus|Mirror of Dawn and Dusk]]&#039;&#039; is considered to be a strange and esoteric entity, whose ability to gather information and willingness to provide it are as welcome as its requests to observe events are seen as unthreatening.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[Leviathan|Watcher in the Waters]]&#039;&#039; is tolerated because it seems to have little active agenda beyond discussing history and current events with mortals. The chief concern is that magicians are too ready to accept the answers the eternal provides, without stopping to consider that while the Watcher maybe eternal, they are not the Creator. Präster are quick to remind those who deal with this eternal that just because the being expresses boundless confidence in its abilities, it is not infallible.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[Phaleron|Archive of Rainbow Coral]]&#039;&#039; is likewise tolerated due to its limited agenda. It is clear that the Archive values the preservation of knowledge far and above the preservation of life, but that is something that can be managed by those who deal with it. More of a problem is Phaleron&#039;s jealous attitude to the information it contains, which is occasionally decried as counter to human destiny.&lt;br /&gt;
&lt;br /&gt;
A fifth eternal of the Day realm, unfamiliar to Imperial prognosticators, is also tolerated. &#039;&#039;Span of the Sky&#039;&#039; appears to be concerned with wind and water, and favoured by a small number of magicians that live along the coast including the &#039;&#039;Frieøyer&#039;&#039;. There is speculation this might be an aspect of Kimus, but it is treated as distinct by the magicians that deal with it. Notably, the groups that interact with it most apparently also field cadres of [[Magical_skills#Battle_Mage|battle-mages]] whose mastery of the [[repel]] and [[entangle]] spells are invaluable when fighting the Republic&#039;s enemies.  &lt;br /&gt;
&lt;br /&gt;
By contrast, &#039;&#039;[[Sinokenon|Stupid Moon]]&#039;&#039; is anathema; its efforts to undermine the House of the People and push the Houses of Virtue to prominence have won it the enmity of most of the Republic and any attempt to make contact with Sumaah magicians is met with violence. At first two others considered anathema - the siblings &#039;&#039;Salt Mask&#039;&#039; and &#039;&#039;Silk Mask&#039;&#039; - were assumed to be unfamiliar eternals but further investigation indicated there were Sumaash names for [[Roshanwe]] and [[Ylenwe]]. According to Chikkal, Assessor of Vigilance, these two creatures are deceivers and liars who present a false-face to mortals in which they appear to be concerned with matters of virtue but in fact seek to subvert and twist the faithful into engaging in idolatry.&lt;br /&gt;
&lt;br /&gt;
Finally, there is &#039;&#039;[[Cold Sun|Oblivion]]&#039;&#039;. The eternal has had no interaction with the Republic, but the High Houses of Virtue have lost no time in declaring it anathema. Anyone attempting to make contact with Cold Sun will be executed, and there is some discussion of whether it might be best to [[excommunication|excommunicate]] such criminals if they emerge. The High House of Vigilance regard the matter as settled there - given their emphasis on Virtue, they are confident that nobody will be unwise enough to approach the eternal, given how appalling the consequences have been elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Of Night===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:NightRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sung and Lashonar are tolerated in the Republic&lt;br /&gt;
* &#039;&#039;&#039;An unfamiliar eternal named Deep Drummer is tolerated&lt;br /&gt;
* &#039;&#039;&#039;Janon, Sadogua, Azoth, and the Whisper Gallery are anathema&lt;br /&gt;
&#039;&#039;[[Sung|Moon Moth]]&#039;&#039; is idly tolerated. She is depicted as a huge rainbow-winged moth who encourages mortals to pursue the great mysteries of the world and the spirit, without claiming to be an authority on either. This includes the mysteries of virtue and the Labyrinth, and apparently she has offered boons relating to both the cultivation of [[iridescent gloaming]] and the creation of [[potion|potions]] that help pursue spiritual matters. Lisane notes with interest that the Sumaah apparently believe that &#039;&#039;all&#039;&#039; moths are agents of Moon Moth, and that the reason they are never seen during the day is that they pass into the Night realm when the sun rises. This belief, and the toleration of Sung, apparently dates back to a time long before the foundation of the Republic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Lashonar|Chattering Bird]]&#039;&#039; is tolerated, but only just. As with the &#039;&#039;Great Turtle&#039;&#039;, it provides useful abilities for the Sumaah to communicate with others that they cannot achieve themselves - access to the [[Lashonar#Caucus_Forum|Caucus Forum]] is considered a valuable resource. Whenever it attempts to have an opinion on politics the virtuous quickly shut it and its followers down. One interesting proscription Lisane notes is that it is illegal to accept boons from Chattering Bird related to preaching the Way in the same vein in which it is illegal to accept the aid of Stone Dragon to build places of virtue.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Rainbow Moth.jpg|caption=&amp;quot;Moon Moth&amp;quot; is the most common Sumaah Republic name for the eternal the Empire knows as Sung; rather than a feathered serpent they depict her as an insect with beautiful iridescent wings.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is another eternal tolerated by the Sumaah that at first is mistaken for [[Janon]]. The &#039;&#039;Deep  Drummer&#039;&#039; is a creature that appears to represent mystical ideas of catharsis, the channelling strong emotions, and celebration of victories and achievements. It is popular not only with Sumaah warriors, but also with artists as it encourages them to both express and inspire strong feelings through their art. The High House of Vigilance has clashed with the High Houses of Courage and Pride in the past around the toleration of Deep Drummer, who are concerned that the eternals enthusiasm for celebration can lead the virtuous astray. The Sumaah apparently view &amp;quot;Deep Drummer as the sibling or spouse of &#039;&#039;Whirling Chaos&#039;&#039;, claiming the former is a creature of balance where the latter is a creature of discord.&lt;br /&gt;
&lt;br /&gt;
The rest of the Night realm is anathema in Sumaah. [[Sadogua|Seducer]], the &#039;&#039;Satrap of Bats&#039;&#039;, is famously despised in the Sumaah Republic. He shamelessly encourages magicians to put their own selfish concerns above virtue, and regularly opined that the assemblies should &amp;quot;butt out&amp;quot; of magicians&#039; affairs. He was also involved in early attempts to form a magical fraternity similar on paper to the Imperial Conclave, that was roundly rejected on grounds of being a terrible idea two hundred years ago. The eternal itself is one of those that still seeks to deal with Sumaash magicians, and its influence is actively resisted by the hunters of idolators.&lt;br /&gt;
&lt;br /&gt;
[[Janon|Whirling Chaos]], as has already been mentioned, is anathema. A dangerously unpredictable entity that appears on the surface to encourage Virtue but is actually a creature of anarchy who does not care what people feel as long as they allow their passions to consume them utterly. The [[Whisper Gallery|Screaming Monkey Kings]] are also anathema, not least because they cannot be trusted in any way not to support the Asavean Archipelago at every turn. Lisane mentions that Chikkal, Assessor of the High House of Vigilance, seems to take the existence of the Screaming Monkey Kings as a personal affront and that this attitude is by no means uncommon in the Republic.&lt;br /&gt;
&lt;br /&gt;
==Design Note==&lt;br /&gt;
* &#039;&#039;&#039;Unknown eternals begin disinclined to speak to the Empire&lt;br /&gt;
* &#039;&#039;&#039;This is the first part of an appraisal that will run over several events&lt;br /&gt;
The preliminary report includes an overview of the eternals, and introduces several that appear to be unknown in the Empire. While there is enough information here for Imperial magicians to attempt to contact one of these eternals, if they wished, all start from a position of disinterest in the Empire. While an eternal is bound to respond to a [[Archmage#Plenipotentiary|plenipotentiary]], as has been [[Hunter_of_stars#Capradan|seen previously]] on several occasions that response can be a polite (or impolite) refusal. &lt;br /&gt;
&lt;br /&gt;
Most Imperial magicians will be aware that if these eternals desired a relationship with the Empire, they would already be pursuing one. It&#039;s also important to bear in mind that none of the creatures mentioned here are more powerful or more inclined to offer better deals than the eternals the Empire already deals with. Whenever a new eternal starts paying attention to the Empire it will often create more problems than it solves - [[Ossegrahn|Lord Rain]] is arguable on this point, [[Cold Sun]] less so...&lt;br /&gt;
&lt;br /&gt;
The opportunity to send a prognosticator to the Sumaah Republic to engage with an appraisal means they will be unavailable for several seasons. In contrast to some previous opportunities, our intent is to present part of the appraisal each event until this time is up. One reason is to prevent the requirement to do a single massive appraisal at the end of the period, the other is to reinforce the idea that this is an &#039;&#039;opportunity&#039;&#039; - the invitation of the Sumaah presents further options to gather a deeper understanding of the situation. This wind of fortune presents the opportunity for the Conclave to engage in the Republic, and expands the information about magic in Sumaah and their attitudes to the eternals. The next stage of the appraisal will present opportunities related to adapting the Sumaah Republic attitude to the eternals. The nature of the final stage of the appraisal, presented at the Winter Solstice, will depend on which of the orders - if any - the Conclave has chosen to send to the Republic.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sumaah Republic]]&lt;br /&gt;
* [[Conclave]]&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Eternal]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=141175</id>
		<title>In the Court of Far Horizons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=141175"/>
		<updated>2026-07-03T19:38:32Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039; a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like &lt;br /&gt;
[[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than to remove all tariffs. The Court advise that the Senate might prefer to endorse wording that said trade should never hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionality protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]] for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#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;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Eastern Broker]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&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;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified five Imperial titles whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefitting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality was passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all five listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#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;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&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;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are three extant titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. It would be possible for the Court of the Far Horizons to appoint these three titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#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;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&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;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#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;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Otkodov]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&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 proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and the [[ambassador|ambassadors]], if the Senate were so inclined. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#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;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&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 amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=left|width=500}}&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders form the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden. &lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the three potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vardas&amp;diff=141148</id>
		<title>Vardas</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vardas&amp;diff=141148"/>
		<updated>2026-07-03T10:49:35Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Virtue==&lt;br /&gt;
Vardas was held to be a Paragon of Vigilance. In 34BE the [[Highguard|Highborn]] Assembly of the Virtuous recognised him as both an exemplar, and a paragon, a decision upheld by the [[Synod]] during their first general assembly. During the Autumn Equinox 386YE, following evidence uncovered by the [[Lepidean Librarian]], Vardas was denounced and had his status as a paragon revoked. All the evidence suggests Vardas himself was fictional, creation of a [[the League|League]] writer who combined a number of actual investigations related to several unknown wardens with fantastical events fabricated from whole cloth.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
The majority of what is known about Vardas has been passed down in the form of stories, whose authorship is attributed to Vardas&#039; staunch companion and friend, Ion. Ion started to accompany Vardas on his adventures after Vardas tracked down, and eliminated, the sinister cult that had abducted Ion.&lt;br /&gt;
&lt;br /&gt;
Very few of the stories told of Vardas go into his youth and upbringing. Accounts agree that he was one of the earliest of the &#039;true&#039; [[Varushka|Varushkans]], mingling the blood and the strengths of both the Vard and the Ushka. He grew up to become an excellent hunter and tracker with a keen eye for the small signs that detailed the movements of his prey. In later life, he joined a [[Warden]] fellowship and employed his skills in the active pursuit of larger, more intelligent, prey - criminals, cultists and monsters.&lt;br /&gt;
&lt;br /&gt;
The majority of stories about Vardas are structurally similar; he becomes aware of a threat or mystery, and then bends his exceptional mind and skills to tracking down and dealing with those responsible. The answer to the threat and mystery often hinges on Vardas noting something inconsequential that subsequently becomes instrumental in revealing a guilty party, giving him a strong reputation for vigilance and attention to details.&lt;br /&gt;
&lt;br /&gt;
Many of Vardas’ stories also relate to his ongoing conflicts with [[#Mikkal|Mikkal]], an anarchy cultist. The circumstances of Vardas’ death are unclear. They are tied up with the eventual fate of Mikkal, and fact and story have become inextricably intertwined. The most popular version of events (see below) is held to be unlikely, however it was sufficient for the priests of [[Bastion]] to recognise that Vardas was not only an Exemplar, but a true Paragon of Vigilance.&lt;br /&gt;
&lt;br /&gt;
Following Vardas&#039; demise, or ascension, his disciple, Ion, proceeded to spread the stories of his heroic deeds, vigilance and the lessons he had learned about identifying, tracking and disposing of monsters and other threats far and wide. Ion&#039;s own adventures in this time are worthy of note, and he was held up as a possible Exemplar of Vigilance. However, this did not receive recognition by the [[Synod]]. The consensus was that Ion would mostly likely be an Exemplar, or even a Paragon, in his next life.&lt;br /&gt;
==Controversy==&lt;br /&gt;
During the Summer Solstice 386YE, the [[Lepidean Librarian]] Hazelelponi of the Shattered Tower commissioned the Heirs of Lepidus to investigate the relationship between Vardas and Mikkal. This document was published following the Solstice as &#039;&#039;[[Life of Vardas]]&#039;&#039;. The report seems to prove that not only is Vardas entirely fictional, but that he was invented by a self-serving [[Mountebank]] of pre-Imperial [[Temeschwar]] who did it for the money. The consequences of this revelation about a beloved and respected paragon are still unfolding.&lt;br /&gt;
==Signs==&lt;br /&gt;
* Vardas is claimed to have demonstrated the sign of &#039;&#039;benevolence&#039;&#039; by distinction of the sheer number of monsters, criminals, saboteurs and villains he dispatched and thus removed as threats to the world.&lt;br /&gt;
* Vardas has been held up as an &#039;&#039;inspiration&#039;&#039; to many. Although he really only had one “sidekick” in the form of Ion, there are many who had admitted to being inspired by Vardas’ deeds and sought to emulate them, especially in identifying and eliminating Mikkalites.&lt;br /&gt;
* It is claimed that Vardas attained &#039;&#039;liberation&#039;&#039; and became a Paragon. There have been no past life visions attributed to him. It is even claimed, in one version of Vardas’ final encounter with Mikkal the Firestarter that Vardas even attained &#039;&#039;ascension&#039;&#039;, though some hold that account to be apocryphal.&lt;br /&gt;
* Vardas did undertake a &#039;&#039;pilgrimage&#039;&#039; to Bastion, though this was primarily in pursuit of Mikkal who had sought to steal some true liao. For his vigilance, Vardas was rewarded with a true liao vision, but there is no record of what he saw.&lt;br /&gt;
* Vardas is held to have demonstrated the sign of &#039;&#039;salvation&#039;&#039; by dint of having rescued many from peril and encouraged them to be more vigilant in the future, and thus prevent evil beings from being able to threaten them again.&lt;br /&gt;
* Vardas’ &#039;&#039;legacy&#039;&#039; is said to be a holy site where he confronted Mikkal for the last time, and potentially achieved ascension, leaving behind an enduring aura of vigilance. However, the precise location of this act was lost following Nicovar’s madness.&lt;br /&gt;
* No miracles are attributed to Vardas, nor has any proven link been made to a former incarnation, but neither of these have been disproven either.&lt;br /&gt;
&amp;lt;quote&amp;gt;As the last of his followers fell to my sword, I looked up to see Vardas aiming an arrow at Mikkal’s heart.&lt;br /&gt;
&lt;br /&gt;
“You have nowhere left to hide,” he said, “Nowhere left to run. It is over.”&lt;br /&gt;
&lt;br /&gt;
Mikkal lifted his arms displaying empty palms. His expression was rueful, but the dark malevolent fire that danced in his eyes was undimmed. “Perhaps it is,” he said, “My followers dead. Every hideaway exposed. Every plot and scheme foiled. Perhaps this truly is the end.”&lt;br /&gt;
&lt;br /&gt;
I started to advance on him. Vardas would have wanted me to bind him and search him thoroughly for any hidden surprises. Mikkal glanced at me. His lowered the fingers on his upraised left hand, leaving only the index one to indicate that I should come no closer. I hesitated.&lt;br /&gt;
 &lt;br /&gt;
“Except…” he went on, “there is one thing that has nagged at me for some time. Why did you not kill me at the Blackened Stump when you had the chance? You caught me completely unawares. That riddle has vexed me for quite some time, but I think I now have the answer.”&lt;br /&gt;
&lt;br /&gt;
I glanced at Vardas questioningly, for I had often wondered the same thing. Vardas’ jawline tensed, but he said nothing. The bowstring tensed even further at the arrow sighted on Mikkal.&lt;br /&gt;
&lt;br /&gt;
The oily, self-satisfied smile that I had grown to loath crept over Mikkal’s face. “It is because you lack faith, isn’t it? You are not certain, as those zealots of Bastion are, that the path of chaos that I walk will condemn me to the Labyrinth for eternity. For if I die, and am reborn, I shall be where you cannot follow. Where you cannot thwart me.”&lt;br /&gt;
&lt;br /&gt;
He flourished with his right hand and suddenly a small bottle appeared within it.&lt;br /&gt;
&lt;br /&gt;
“NO!” shouted Vardas, loosing the arrow which buried itself in Mikkal’s shoulder, but seconds too late for Mikkal had already emptied the bottle down his throat. The self-styled Firestarter slumped to his knees, as Vardas and I sprinted over to him. Already his lips were discolouring and his skin paling.&lt;br /&gt;
&lt;br /&gt;
“And so…” he coughed, blood splattering my tunic, “I escape you once again.” And he died.&lt;br /&gt;
&lt;br /&gt;
Vardas unleashed oaths and curses upon the air before sinking into silence. I did not know what to say. How many generations would it be before Mikkal returned? Only now did I understand why Vardas feared to put his mortal enemy beyond reach.&lt;br /&gt;
&lt;br /&gt;
Heavily, Vardas rose to his feet and looked at me. “Kill me,” he said. &lt;br /&gt;
&lt;br /&gt;
I was stunned, and immediately began to protest, but he would none of it. “You must. You above all others understand what he is, what he is capable of. I must pursue him into the Labyrinth and somehow, though I don’t yet know how, prevent his escape. The longer we delay the harder it shall be for me to find him.”&lt;br /&gt;
&lt;br /&gt;
“You don’t know that!” I said, “You don’t know what truly lies beyond life.”&lt;br /&gt;
&lt;br /&gt;
“Perhaps not,” Vardas said, “but I do know that I must do all that is within my power to protect the world from Mikkal, in this life or any other. I can entrust this generation to you now. You are ready.”&lt;br /&gt;
&lt;br /&gt;
With that, he handed me his bow. As I nocked the arrow and raised it, he nodded with the grim determination I recognised and loved in him.&lt;br /&gt;
&lt;br /&gt;
Yet, as I drew back to shoot, something incredible happened. As I looked at Vardas, I could see, not one, but a dozen – maybe more – people looking back at me. The aura of confusion and rebellion that Vardas and I had battled since entering Mikkal’s lair vanished, and, before my eyes, Vardas faded away, leaving behind his clothes and satchel.&lt;br /&gt;
&lt;br /&gt;
To this day, I cannot adequately describe the sensation of being in the presence of a true ascension. Yet I take reassurance from the truth that the Labyrinth of Ages is now under the watchful guardianship of Vardas the Paragon of Vigilance.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mikkal==&lt;br /&gt;
If the Synod recognised such a thing, Mikkal of Varushka - known as the Firestarter - would be an Exemplar of Anarchy.&lt;br /&gt;
&lt;br /&gt;
A cultist of this false virtue, Mikkal delighted in devising elaborate schemes to tear down both &amp;quot;&#039;&#039;the lies and hypocrisies of society&#039;&#039;” and &amp;quot;&#039;&#039;the illusion of security&#039;&#039;.” Mikkal’s madness is portrayed as being infectious, and he found it easy to attract followers - known as Mikkalites - who he used as pawns in his schemes. Frequently it is only the intervention of [[Vardas]], Paragon of Vigilance, that averts some terrible disaster.&lt;br /&gt;
&lt;br /&gt;
According to the stories and legends, Mikkal and Vardas had a fateful confrontation in which Mikkal committed suicide to escape into the Labyrinth of Ages and be reborn in a time when Vardas would be unable to stop him.&lt;br /&gt;
&lt;br /&gt;
In the year 53YE, a notorious figure arose claiming to be Mikkal reincarnated. Now styling himself as the “Sovereign of the Empire” he sought to undermine the entire Empire, sowing chaos, disharmony and ruin wherever he could and working to break down the tenuous links between nations. The Mikkalites were hunted down and destroyed and their leader, whose true identity was never uncovered, vowed that he would return again. Some claim that one of those who took the forefront of the battle to the Mikkalites was the reincarnated Ion, Vardas&#039; apprentice, whose timely appearance was not formally recognised.&lt;br /&gt;
&lt;br /&gt;
Staunch supporters of Vardas’ legacy deny that this the leader of this cult was Mikkal the Firestarter who was stopped for evermore by Vardas’ sacrifice, but others worry that should Mikkal be reincarnated again he will embark on another anarchist&#039;s crusade.&lt;br /&gt;
&lt;br /&gt;
Later, during the [[Freedom Heresy]], it was speculated that one of the rebels was Mikkal reincarnated to cause strife once again. However, no scholar was able to identify any person who claimed this identity, or mantle, and it is largely considered to be apocryphal.&lt;br /&gt;
&lt;br /&gt;
Mikkal is also discussed in some detail in the &#039;&#039;Life of Vardas&#039;&#039; document.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
===Winds of Fortune===&lt;br /&gt;
* [[True faith]] - outlining the Synod&#039;s potential responses to the discovery of Vardas&#039; fictitious nature&lt;br /&gt;
* [[Pride and paragons]] - detailing the aftermath of the Synod removing Vardas as a recognised paragon&lt;br /&gt;
* [[Friend_of_mine#Exemplars_and_Paragons|Friend of mine]] - Sumaah&#039;s reaction to the news of Vardas being shared with them&lt;br /&gt;
===Reports from the Lepidean Library===&lt;br /&gt;
* [[Life of Vardas]] - the research reporting on the truth behind the stories of Vardas and Ion&lt;br /&gt;
* [[The right question]] - follow-on examining the inception of the titles of exemplar and paragon&lt;br /&gt;
&lt;br /&gt;
[[Category:Inspirations]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=141002</id>
		<title>Scrutiny</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=141002"/>
		<updated>2026-06-30T22:43:46Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Rejection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;John of Meade, Speaker for the Senate, Winter 383YE&amp;quot;&amp;gt;There is a mark of ink on the treaty. If it is a comma, the treaty is constitutional. If it is a full stop, it is unconstitutional and the whole treaty will fail.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
All Senate motions are subject to the scrutiny of the Constitutional Court to ensure that they are compatible with the [[Imperial Constitution]]. The Constitutional Court performs a dual IC and OOC function:&lt;br /&gt;
&lt;br /&gt;
* IC They are responsible for ensuring that the founding principles of the constitution are protected.&lt;br /&gt;
* OOC They will not ratify a change to the constitution which Profound Decisions believe will adversely affect the enjoyment of the game. As the constitution is already written with this in mind, we are normally able to provide an in-character reasoning for any rejection of a constitutional change.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court will not accept a motion that violates the Constitution, but the Court will attempt to work with a senator to amend an unconstitutional motion that has passed the Senate to make it compatible with the Constitution where possible.&lt;br /&gt;
&lt;br /&gt;
Where possible, members of the Constitutional Court will attempt to provide advice to any [[senator]] or their [[proxy]] who requests it, to give senators the best chance of ensuring their motion is legitimate.  However, advice given by any individual member is not considered binding by the Court, and all Senate motions are subject to further scrutiny once they have been passed on the floor of the Senate.  Constitutional issues which are identified during the motion&#039;s implementation, after it has passed, will still cause it to be rejected or amended.&lt;br /&gt;
&lt;br /&gt;
Ultimately, scrutiny is the keystone of the fundamental [[senate design|game design of the Senate]] to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed on the roleplaying that happens in the field as much as humanly possible, scrutiny exists for out-of-character reasons to ensure Empire remains fun to play.&lt;br /&gt;
&lt;br /&gt;
==Constitutional Court==&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Scrutiny.jpg |caption=Gerard La Salle, Auditor of the Imperial Treasury.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham - Matt Pennington&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Archivist Leontes the Scribe - Andy Rafferty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Auditor of the Imperial Treasury Gerard La Salle - Graeme Jamieson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Stanislav Karkovich - Jon Creek&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Cosme i Zuhri i Guerra - Nat Saunders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court is composed of a number of magistrates and civil servants whose job is to ensure that the motions passed by the Senate can be implemented in accordance with the Imperial Constitution. The members of the Court discuss the precise [[motion wording|wording of a motion]] once it has passed the floor of the Senate to discuss how it will be implemented and whether that implementation is compatible with the Constitution. They will seek advice from the senator who submitted the motion to complete any [[motion_wording#Necessary_Details|necessary details]] that are missing and add the completed motion to the [[recent history]] in the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Members of the Court have different areas of expertise. The Auditor is concerned with what is physically possible for the Empire to achieve, what things cost, how long things take to construct. The Chief Magistrates are primarily concerned with maintaining the integrity of [[Imperial law]] and ensuring that the constitutional &#039;&#039;processes&#039;&#039; are followed. Magistrate Abraham and the Imperial Archivist examine motions to ensure that they are compatible with the spirit of the Constitution and will ensure the &amp;quot;dignity, freedom, and prosperity&amp;quot; of Imperial citizens. The Court usually strives for unanimous consensus decisions, but in extremis, they will vote; Abraham has the casting vote in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that the roles played by the members of the court are designed to accord with their OOC responsibilities in upholding Empire&#039;s [[Senate_design|game design]]. Jon Creek and Nat Saunders run the magistrate team that enforce Imperial law, Graeme is the head of rules for Empire, while Andy and Matt oversee the game itself. They have characters so that players can interact with them, seek them out in-character for advice, put in-character arguments to them, and discuss their pronouncements with other characters. These five members of the Empire team ultimately determine when and how a Senate motion is implemented, therefore they play the NPC characters who form the body that makes that determination in-character.&lt;br /&gt;
&lt;br /&gt;
==Advice==&lt;br /&gt;
* &#039;&#039;&#039;Players are recommended to take advice before submitting a complex motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advice is available outside events&#039;&#039;&#039;&lt;br /&gt;
Any character in Anvil who is looking to submit a Senate motion that they believe may have constitutional or practical implications are well advised to seek out the appropriate member of the Constitutional Court before submitting their motion. The Auditor is able to give general advice as well as provide costings for sinecures, ministries and other motions. The Chief Magistrates can provide advice on changes to [[Imperial law]] as well as matters of the Constitution itself. If a constitutional issue is particularly complex, then Abraham may be able to provide additional useful advice.&lt;br /&gt;
&lt;br /&gt;
The purpose of this advice is to give players an opportunity to talk to those characters best able to help them find the best wording for their motion and to minimise the chances that a motion will be amended or ruled unconstitutional &#039;&#039;after&#039;&#039; it has passed the Senate.&lt;br /&gt;
&lt;br /&gt;
It is perfectly fine to request advice from the Court before the summit begins. The Court will examine any provisional Senate motions [mailto:plot@profounddecisions.co.uk sent to us at plot@profounddecisions.co.uk] between events and provide the best advice available.&lt;br /&gt;
{{CaptionedImage|file=CourtPlushies.jpg|caption=Chief magistrates Cosmelotl and Barkovich, and Magistrate Abrasloth.|align=right|width=300}}&lt;br /&gt;
==Scrutiny==&lt;br /&gt;
Once a motion has passed the floor of the Senate, the civil service will try to ensure that all the necessary details have been completed and begin to scrutinise the motion to check that it is compatible with the Constitution. As a result of this scrutiny, the Constitutional Court may choose to accept, amend or reject a motion.&lt;br /&gt;
&lt;br /&gt;
When a motion is scrutinised, it is possible that different constitutional or legal interpretations of the wording of the motion or its intent will be identified. In situations where both interpretations are equally valid, the senator will be asked to provide further guidance, in effect, this forms part of the necessary details of the motion. Only interpretations of a motion which are compatible with the constitution will be considered, we will try to explicitly rule out any unconstitutional interpretations of a motion when it is added to the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Scrutiny cannot be completed until &#039;&#039;after the summit is concluded&#039;&#039;, when the Court have the time to discuss every motion at length and consider every possible ramification. It is often not possible to give definitive advice on a motion during the summit.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
* &#039;&#039;&#039;Once a motion is accepted it is added to the Imperial Archives&#039;&#039;&#039;&lt;br /&gt;
Any motion passed by the Senate that passes scrutiny will be accepted by the Constitutional Court. The motion passes into law and will be added to the Imperial Archives accordingly. Once a motion has been accepted by the Court, we will not make any further changes, unless it becomes clear that the motion is so profoundly game breaking that it warrants the game rules being changed.&lt;br /&gt;
&lt;br /&gt;
===Amendment===&lt;br /&gt;
* &#039;&#039;&#039;The court will attempt to discuss any proposed amendment with the senator who submitted the motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An amended motion will require approval by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Karkovich will raise an administrative motion at the next available Senate session to request approval&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the amendment is not approved then the motion is rejected&#039;&#039;&#039;&lt;br /&gt;
If the Senate pass a motion, then our game team will take that as indication that they would like the motion to pass scrutiny. If a motion is potentially viable - but has constitutional problems then we will propose the smallest possible amendments that we think would be necessary to make the motion pass scrutiny. These amendments will be discussed with the senator who submitted the motion. Once the wording of an amended motion can be agreed with the senator, then a representative of the Chief Magistrate will present the amended motion to the Senate using an administrative motion at the next available Senate session.&lt;br /&gt;
&lt;br /&gt;
If scrutiny of a motion identifies constitutional problems during a summit then we will attempt to discuss them with the senator during the event. In many cases, problems will only be identified after the summit is over, when there is time to consider the motion in detail. In these circumstances, we will attempt to email the player who submitted the motion to discuss the amendments with them before the next event. The amended motion will then be put forward for approval on Friday of the next event.&lt;br /&gt;
&lt;br /&gt;
If the amended motion is approved, then it is automatically accepted and will be added to the Imperial Archives. If the amendment is not approved, then the motion is rejected by the Constitutional Court. It will not be automatically raised again, although any senator who is able to raise a motion may attempt to raise the amended motion as normal.&lt;br /&gt;
&lt;br /&gt;
===Rejection===&lt;br /&gt;
* &#039;&#039;&#039;Motions that are completely incompatible with the Imperial Constitution will be rejected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Imperial Constitution is designed to allow us to preserve the spirit and ethos of the game, in line with the underlying game design. Motions that clearly violate the constitution will be rejected as unconstitutional. This is a relatively rare outcome; very few motions have been rejected in recent years and it is &#039;&#039;extremely&#039;&#039; unlikely to happen if the citizens who drafted the motion took good advice.&lt;br /&gt;
&lt;br /&gt;
Examples of things which are guaranteed to be rejected by the magistrates include expelling a nation from the Empire; dispossessing citizens of their wealth and property; centralising additional powers to The Throne or Senate; disestablishing the Bourse, Conclave, Military Council, or Synod; or frivolous or stupid laws.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&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=140880</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=140880"/>
		<updated>2026-06-24T21:55:58Z</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;
&lt;br /&gt;
==Military Archive of Zakalwe==&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;22/06/2026&amp;lt;/s&amp;gt; 24/06/2026&#039;&#039;&#039;&lt;br /&gt;
The assurance of this ritual, which is not in Imperial lore, has not been broken. The ritual continues to work as intended.&lt;br /&gt;
&lt;br /&gt;
==Magnitude Changes During Codification==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[college of magic]] page laying out that it is possible for an arcane projection to result in a ritual of different magnitude, especially when the final ritual has more general application than the specific arcane projection.&lt;br /&gt;
&lt;br /&gt;
==Multiple Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the rules on arcane projections to make it clear that you can&#039;t create multiple copies of the same arcane projection in the same season. &lt;br /&gt;
&lt;br /&gt;
==Somnolent Wanderer==&lt;br /&gt;
* &#039;&#039;&#039;21/05/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the ritual &#039;&#039;Somnolent Wanderer&#039;&#039; to make clear that it is only possible to cast the ritual on the Friday or Saturday of an event. The ritual has been adjusted on the database, and we can provide a new copy of the ritual text in return for the old one.&lt;br /&gt;
&lt;br /&gt;
==Heaven&#039;s Spear Sunders the Mountain==&lt;br /&gt;
* &#039;&#039;&#039;11/05/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the base magnitude of the ritual &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039; from 16 to 8, and the additional target magnitude from 12 to 6. The magnitude of this ritual was incorrect. It&#039;s been adjusted on the database, and we can provide a new copy of the ritual text in return for the old one.&lt;br /&gt;
&lt;br /&gt;
==Zemress Festival==&lt;br /&gt;
* &#039;&#039;&#039;22/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a page for the [[Zemress festival]], which is a [[The Brass Coast|Freeborn]] festival held on the Saturday of the Spring Equinox that has recently sprung up inspired by [[Zemress]], exemplar of [[Prosperity]].&lt;br /&gt;
&lt;br /&gt;
==Religious Crime==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some extensive changes to how [[religious crime]] is defined by the [[Synod]] and prosecuted by the magistrates. This included the creation of the new Synod [[judgement]] of [[proscription]], as well as changes to how [[castigation]], [[vindication]], and [[penance]] work. Further discussion can be found in the [[Figure of eight]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Rewarding==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the text for [[rewarding]] to add that the Tribune has the discretion to dispose of the funds if the priest raising the judgement dies.&lt;br /&gt;
&lt;br /&gt;
==Salt Council==&lt;br /&gt;
* &#039;&#039;&#039;02/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the information from the Grendel dossier on the Salt Lords to the [[Grendel#Salt_Council|Salt Council]] section of the Grendel page. This information was originally delivered by the eternal [[Basileia]] to the [[Imperial Magus]]. More information on the origins of the dossier can be found on the &#039;&#039;&#039;[[Fake_empire#Basileia&#039;s_Dossier|Fake empire]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Tribute==&lt;br /&gt;
* &#039;&#039;&#039;02/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed [[Tribute to the Thrice-Cursed Court]] to adjust the calculation whereby we determine how much [[vis#Heart&#039;s Blood|Heart&#039;s Blood]] the ritual produces. You can find further discussion of this on the [[Rules_update_2026#Tribute_to_the_Thrice-Cursed_Court|Rules Update]] page. As always, anyone who has this ritual mastered and no longer wants the updated version can email admin@profounddecisions.co.uk to remove it.&lt;br /&gt;
&lt;br /&gt;
==Ruining Forts==&lt;br /&gt;
* &#039;&#039;&#039;01/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[Limits of magic]] talking about using rituals to [[Limits_of_magic#Damaging_Fortifications|damage fortifications]]. While it may have been possible in the past to damage forts in a controlled fashion with ritual magic from a distance, that&#039;s no longer the case.&lt;br /&gt;
&lt;br /&gt;
==Rivers==&lt;br /&gt;
* &#039;&#039;&#039;01/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted [[Rivers of Life]] and [[Rivers Run Red]]. These [[curse|curses]] are now as effective on [[navy|navies]] and [[fortification#garrison|garrisons]] as they are on [[army|armies]].&lt;br /&gt;
&lt;br /&gt;
==Golden Voyage==&lt;br /&gt;
* &#039;&#039;&#039;01/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the magnitude and effect of [[Golden Voyage]] to bring it more into line with the way we approach personal resource enchantments, with particular reference to the [[Laws_of_magic#The_Law_of_Scale|Law of Scale]]. It now provides only five ranks for a fleet taking a [[Fleet#Questing|questing]] [[voyage]], but in the process, the magnitude has been significantly reduced from 18 to 10.&lt;br /&gt;
&lt;br /&gt;
==False Virtues==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several edits to the [[malign spiritual presences]] page to add some additional clarity, especially around the concept of so-called &amp;quot;[[Malign_spiritual_presences#False_Virtues|false virtues]].&amp;quot;&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
==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 [[Site_safety#Pyrotechnics|site 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 [[Combat safety#Battle Safety|Battle Safety]] section on the [[combat 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=Reikos&amp;diff=140863</id>
		<title>Reikos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos&amp;diff=140863"/>
		<updated>2026-06-23T22:56:30Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofReikos.png|caption=A peaceful place, once home to pleasure gardens and country estates, riven by war.|title=Regions of Reikos|align=left|width=540|height=300}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Reikos was once composed of sweeping plains with occasional patches of deciduous woodland or raised elevation. The only major woodlands outside of the [[Great Forest of Peytaht]] were in [[#Broken Ride|Broken Ride]], while only the south-eastern downs around [[#Chalcis Mount|Chalcis Mount]] really counted as being hills.&lt;br /&gt;
&lt;br /&gt;
There have been settlements in [[#Riverwatch|Riverwatch]] and [[#Haros Water|Haros Water]] for over 400 years. While Reikos was only conquered in 56YE, the Highborn had established settlements along its southern borders long before the foundation of the Empire. The chapters along the banks of the Haros were known as some of the hardiest and best-versed in the arts of war; during the civil war they played a major role in helping the Virtuous Assembly plan individual engagements against the forces of the Patricians.&lt;br /&gt;
&lt;br /&gt;
Before the [[Druj]] invaded, this formerly peaceful stretch of the Couros river was home to pleasure gardens, parks, and country estates. A [[Prosperity|prosperous]] [[territory]], the wealth of Reikos traditionally came from four places. Firstly, the [[#The Vigilant Swan|Vigilant Swan]] and the [[#The Great Forest at Reikos|Great Forest at Reikos]] produced quality stone and wood respectively, as well as highly sought after white granite and weirwood. Second, the [[Gardens of High Chalcis]] produced herbs sold all over the Empire. Third, the wide roads helped connect the [[Navarr]] in [[Therunin]] and the [[Urizen]] in [[Morrow]] with the rest of the Empire and several towns grew up to cater to the needs of merchants and pilgrims. Fourth, the beauty of Reikos itself made the territory wealthy - the great gardens, sweeping estates and peaceful surroundings made it a favourite place for Imperial citizens from across the Empire to convalesce after illness, or to spend time away from the cares of everyday life.&lt;br /&gt;
&lt;br /&gt;
For centuries, the only real threat to the peace of Reikos came from the abominable inhabitants of the dark forest of [[Brocéliande]]. All of this changed in 367YE with the arrival of the Druj.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The downfall of Reikos came from its border with the Great Forest of Peytaht. At its edges, the Great Forest is an abundant source of lumber; but its heart is wild and untamed. The long border with the dark forest was notoriously hard to defend, despite the efforts of [[Vigilance|vigilant]] [[Chapter|chapters]] such as the &#039;&#039;[[Highguard groups#Grey_Watchers_of_Peytaht|Grey Watchers of Peytaht]]&#039;&#039;, but at least the forest was equally hostile to human and orc alike. When the [[Druj]] barbarians launched a surprise attack through the forest in 367YE, the Highborn were woefully unprepared for it. Those chapters on the edge of the forest that did not retreat were overwhelmed in the first few months of the attack. &lt;br /&gt;
&lt;br /&gt;
The Druj quickly spread south, overwhelming the disorganised Imperial defences. The focus of the [[Military Council]] was elsewhere, and by the time the [[general|generals]] could coordinate their [[Army|armies]], the territory had already fallen. [[Emperor Hugh]] is said to have taken the loss of Reikos particularly badly, and campaigned to focus all Imperial resources on recovering it - unsuccessfully. The Military Council and the [[Senate]] had more pressing concerns facing a major mobilization of the [[Thule]] and the [[Jotun]].&lt;br /&gt;
&lt;br /&gt;
Many [[Benefactor|benefactors]] were ruined in the attack, and many more are still struggling to restore their fortunes. The gardens, parks and pleasant villages of Reikos were largely unprepared to face the onslaught of the Druj, and hundreds died in the initial attacks before they were able to take refuge in the fortified [[Chapter|chapter houses]]. The presence of refugees complicated matters severely; several northern chapters fell prey to disease and starvation. The malicious tactics of the Druj served to make the situation even words - they regularly poisoned supplies; publicly tortured and displayed the horribly abused corpses of captured [[Highguard_military_concerns|guardians]] and [[Highguard_religious_beliefs|priests]]; crippled and maimed Highborn refugees then allowed them to flee so that their presence would further damage morale and absorb valuable medical supplies. Slowly but surely they pressed their advantage and drove the Highborn defenders southward.&lt;br /&gt;
&lt;br /&gt;
Finally, in Autumn 377YE the Druj mounted a major offensive against the surviving Highborn chapters in [[#Riverwatch|Riverwatch]], [[#Haros|Haros]] and [[#Tabernacle|Tabernacle]]. The last regions of the territory fell beneath this assault, leaving only a scattered handfuls of fortified chapters as guttering beacons of hope in a sea of dread. it took some time for the Empire to rally after this defeat, but in Winter 378YE a combined Highborn and [[Navarr]] force [[378YE_Winter_Solstice_winds_of_war#The_garden_of_Highguard|crossed back into Reikos]] to begin the liberation. It was here that the Imperial soldiers gained first-hand experience of something that would later be referred to as the &#039;&#039;[[Druj miasma]]&#039;&#039;  or the &#039;&#039; shroud of dread&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a few skirmishes and the [[379YE_Spring_Equinox_winds_of_war#Blood_and_Stone|liberation of the Vigilant Swan]], the Druj forces in the area - represented by a single clan referred to as the Stone Toads, withdrew into the massive fortification they had built in the ruins of [[#High Chalcis|High Chalcis]]. They left guerrillas, traps and ambushers to harry the Imperial troops while they remained secure behind the great white granite walls of Urith Barath.&lt;br /&gt;
{{CaptionedImage|file=ShatteredGuardians.png|caption=Guardians of the Shattered Tower keep a watch on the borders of Highguard.|align=right|width=350}}&lt;br /&gt;
The territory was rejuvenated - and reconfigured - by a [[a season of mushrooms|wave of Spring magic]] that swept Reikos in early 380YE. The magic saw the restoration of great swathes of forest, and the eradication of much of the lingering taint of Druj occupation - but it was not without cost. Drawing on the power of the eternal [[Llofir]], the magic tore apart damaged and ruined structures without concern as to who had built them. The Highborn were able to protect some of their most valuable relics, but a great many damaged buildings were destroyed - including many chapterhouses. As the magic ebbed away, the eternal claimed the region of [[#Tamarbode|Tamarbode]] as its own demesne, until it was ultimately [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|forced to withdraw]] back to its own realm in the Summer of 383YE thanks to the combined efforts of the [[Towerjacks]], the [[Wolves of War]], and the garrison at &#039;&#039;Remember Exile&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The establishment of the [[Gardens of High Chalcis]], coinciding as it did with the [[Iron_and_wine|coronation message]] of [[Empress Lisabetta]], has seen an influx of healers and doctors into the territory - triggering a drive to see Reikos established as the centre for the healing arts in the Empire.&lt;br /&gt;
&lt;br /&gt;
In Summer 384YE a network of roads, tentatively dubbed &amp;quot;the Virtuous Roads&amp;quot; were [[Construct_White_Roads|commissioned]] by the Imperial Senate. Now the White Roads serve to link Reikos with both [[Necropolis]] and [[Reikos]]. They also provided a major boon to the [[farm|farms]] and [[business|businesses]] of the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_White_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
{{anchor|Urith Barath (High Chalcis)}}{{anchor|Urith Barath}}{{anchor|High Chalcis}}&lt;br /&gt;
===High Chalcis===&lt;br /&gt;
Prior to the Druj invasion, &#039;&#039;&#039;High Chalcis&#039;&#039;&#039; was one of the largest settlements in Highguard. Built on the hills of [[#Chalcis Mount|Chalcis Mount]], and famous for its beautiful gardens, the town was a centre for healing and the study of the [[Surgical skills#Apothecary|apothecary]] arts where the medical knowledge of the Empire was codified and expanded. The settlement fell to surprise attack in 367YE, the storehouses of knowledge raided, and the great Stone Toad fortress of &#039;&#039;&#039;Urith Barath&#039;&#039;&#039; built among the ruins. The Druj citadel fell to Imperial forces in Autumn 379YE, but little remained of the original town in the wake of the destruction. The [[A season of mushrooms|powerful Spring magic]] that washed away signs of Druj occupation devoured most of the remaining ruin.&lt;br /&gt;
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In the wake of this destruction, [[Construct_Gardens_of_High_Chalcis|extensive work]] was undertaken to restore the town, and especially the Gardens that once surrounded it. New chapterhouses were established around the one structure still standing - the miraculously restored &#039;&#039;&#039;Shining Towers&#039;&#039;&#039;. These four beautiful towers appeared shortly after the destruction of the Druj citadel on the site of the old chapterhouse of the [[Highguard groups#The_Shattered_Tower|Shattered Tower]]. Returned at last from exile, the Shattered Tower claimed the towers as their new chapterhouse. They report that not only do the towers surround a weak Summer [[regio]], but that they seem to be composed of the legendary magical material [[Stalwart_Stand_on_Solid_Ground#The_Nature_of_Adamant|adamant]]. In some parts of the territory has become a symbol of the unbreakable will of the people of Reikos. In the gardens around the towers stands the [[Keeper of the Cox#Grove of Golden Cox|Grove of Golden Cox]], famed for its unique apple tree that produces [[vis#Golden Apples|Golden Apples]] rich with Summer [[vis]].&lt;br /&gt;
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In the year since, the settlement has seen a remarkable spate of growth, heavily supported by Highborn exiles returning from [[Therunin#Peakedge_Song|Peakedge Stead]] in neighbouring [[Therunin]] and their [[Navarr]] allies. One of the more important structures is the beautiful [[Claviger_of_the_Basilica_of_Cora_Holdfast#Basilica_of_Cora_Holdfast|Basilica of Cora Holdfast]], completed shortly before the Autumn Equinox 381YE. Given that the [[Cora Holdfast|exemplar]] was of the [[Navarr]], it is perhaps only fitting that the basilica be built in High Chalcis.&lt;br /&gt;
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While a great deal of work has gone into restoring the town, attention was also focused on restoring the bountiful [[Gardens of High Chalcis]] that once surrounded the settlement. Today, the [[great work]] they represent has been restored, and the Chalcis Hills once again bloom with a great bounty of healing herbs, providing a great boon to the physicks and apothecaries of Reikos.&lt;br /&gt;
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=== The Sign of Tamar ===&lt;br /&gt;
This vast sigil incised into the plain in northern Reikos predates the first human settlements in Reikos. Created by digging long trenches in the earth, scholars have never been sure who constructed it, what purpose (if any) it served, or when precisely it was built. Scholars have paced out the sigil and drawn it, and declared it a humanoid figure that matches the constellation called [[The Drowned Shepherd]]. There is some evidence that the sign was part of, or contained, a very potent Spring [[regio]], possibly with an affinity for the darker and more destructive uses of [[Spring magic]]. If this is the case, its proximity to [[Brocéliande]] can surely be no coincidence. &lt;br /&gt;
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Even before the coming of [[Llofir]] to [[#Tamarbode|Tamarbode]] there was no viewpoint nearby where the entire figure could be seen clearly.  There has been a great deal of speculation as to who placed this sigil here, and whether there is any connection with the chalk figures of [[the Marches]]. Historians have also speculated extensively about how Tamar may have been, and why the region as a whole is called Tamarbode - it is assumed they were connected in some way with the original conquest of Reikos during the early Empire, but there are no records to support this or details of exactly who they may have been.&lt;br /&gt;
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The eternal [[Llofir]] claimed the Sign of Tamar, as it claimed the whole of Tamarbode. The sigil itself disappeared beneath the enchanted forest that now covers the entire region. Even with the liberation of Tamarbode in 383YE, the earthworks that made up the sign continued to be overgrown and there is every chance it will simply be reclaimed by nature. When Llofir was driven back to the Spring realm, whatever powerful Spring magic was focused here disappeared. You can read more about the battle for the Sign of Tamar in the &#039;&#039;[[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying Angels]]&#039;&#039; wind of war. In the Winter of 383YE, the Imperial Senate instructed the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] to [[appraisal|appraise]] the Sign for potential use now that Llofir&#039;s hold over Tamarbode was broken. The results of that appraisal are detailed in the &#039;&#039;&#039;[[Signs and sigils]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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=== The [[Great Forest at Reikos]] ===&lt;br /&gt;
The Great Forest at Reikos is a Bourse resource that covers the eastern hills of [[#Broken Ride|Broken Ride]]. Custodianship of the weirwood groves is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of weirwood every season; control is allocated to any Imperial citizen by open auction during the Winter Solstice.&lt;br /&gt;
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=== The [[Vigilant Swan]]===&lt;br /&gt;
The Vigilant Swan is a Bourse resource located in [[#Riverwatch|Riverwatch]]. Custodianship of the Vigilant Swan is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of white granite every season. It is assigned to the [[Highguard|Highborn]] candidate who receives the most support from the Highguard owners of [[congregation]] resources.&lt;br /&gt;
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During the Summer Solstice 386YE, the Senate [[Fortify Vigilant Swan|voted]] to fortify the Vigilant Swan as a result of an [[Metal_and_stone#Alabaster_and_Onyx_Swans|opportunity]] requested by the [[Archmage of Autumn]], &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039;, and the [[Conclave]]. The Swans of Alabaster and Onyx, handcrafted by the &#039;&#039;Manse of the Lionsmith&#039;&#039;, are seven warrior-constructs in the shape of swan-like humanoids; one for each of the Virtues. They are armed, armoured, and infused with the spirit of a herald of Estavus, which allows them to think, talk, and wield battlefield magics. They serve as unceasing watchers, protecting the quarry, and prepared to fight to defend it when called upon.&lt;br /&gt;
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===The Grand Ossuary===&lt;br /&gt;
{{CaptionedImage|file=Long Walk Home.jpg|title=The statue of Brother Gideon that stands in the Grand Ossuary is said by some to be his actual body, preserved forever by potent ritual magic.|caption=Not all those who fought to liberate Reikos lived to see it freed.|width=450|align=right}}&lt;br /&gt;
The Grand Ossuary stands in [[Reikos#Haros Water|Haros Water]], not far from the place where the settlement of Haros once stood. A square, stocky building of white stone, it is surrounded by a quiet park laid out with every attempt made to create a quiet atmosphere of contemplation and reflection. Within the structure itself, the dead of Reikos are interred or memorialised, and many relics of the past history of Reikos are kept here - primarily those from before the Druj invasion, but with at least a few connected to heroic deeds performed during the conquest, the occupation, and the later liberation. In particular, the top floor of the Ossuary contains a library where stories from the occupation are stored. Harrowing tales of despair and courage, they include many journals written by those who fell to the orcs.&lt;br /&gt;
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Work on the Ossuary was already underway when the [[A season of mushrooms|great wave of Spring magic]] swept over the territory - magic that destroyed the remains of the dead as easily as it expunged the lingering mark of the Druj occupation. Only the desperate action of a dozen independent captains and their [[military unit|retinues]] prevented the Ossuary from being overwhelmed. Their names are all immortalized on a simple white granite plinth that stands just inside the main gates of the park. Without their intervention, the (apparently well-meaning) servants of Llofir would have completely devoured the history of Reikos alongside the lingering Druj taint. &lt;br /&gt;
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Another monument of particular note stands in the Ossuary, and has become a point of pilgrimage for new settlers in Reikos. A statue of Brother Gideon of the Suns of Couros stands in the entrance hall of the Ossuary building proper. Gideon was instrumental in the creation of the Grand Ossuary of Reikos, but died before the work was completed. His memory will forever be linked to this great work, and to the [[Prosperity]] and [[Pride]] of the people of Reikos.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ianthe, Highborn Assembly, Winter 380YE (greater majority)&amp;quot;&amp;gt;Our assembly recognises the benevolent and saving Ambition and Loyalty of our departed Brother Gideon of the Suns of Couros in the creation of the Great Ossuary of Reikos. May his memory be forever linked to this Great Work and to the Prosperity and Pride of Reikos.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Ossuary is a [[great work]]; donations are made by visitors which are distributed to the priests of Reikos to help them with their work guiding the future, and commemorating the past. Every [[Highguard|Highborn]] priest who operates a [[congregation]] in [[Reikos]] receives money from the donations. The ossuary is overseen by the [[Steward of the Ossuary]], especially when situations call for the [[Steward_of_the_Ossuary#Distribution_of_the_Grand_Ossuary|distribution]] of the bounty.&lt;br /&gt;
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===Seminary of the Swan===&lt;br /&gt;
Raised a short distance from the [[#Vigilant Swan|Vigilant Swan]], this seminary stands on a small island in the middle of a shallow lake. Waters from the lake feed into the washing pools of the great white granite quarry, and were once the main breeding grounds for the swans that gave the Bourse seat its name. Poisoned by the Druj, the waters were slowly purified until they were safe to support life once again. New swans were brought to live in the waters, the previous birds having been butchered by the orc conquerors. &lt;br /&gt;
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The Seminary of the Swan itself serves as a school for the training of [[magister|magisters]]. Built in a classical Highborn style, a number of smaller white granite buildings surround a single tall tower - Obadiah Spire - which provides the best view of the surrounding countryside. The Seminary ensures that students of a priestly background understand magic, while those of a more magical bent have a sufficiently Orthodox understanding of the Way. &lt;br /&gt;
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It is an austere place of study, that demands much of its students and provides little in the way of comfort. To remove distractions the students are forbidden to set foot on the mainland while they are engaged in their studies. The most common diversion for bored students is to take shallow boats out onto the lake. Eight boats are moored at a small quay beneath the seminary, each named by one of the &amp;quot;[[benefactor|benefactors]] of Highguard&amp;quot; who helped complete the seminary.&lt;br /&gt;
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The training of new magicians requires a regular supply of crystal mana, thus creating a steady stream of income for the mana sites of Reikos.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 750px; clear: right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;&#039;&#039;&#039;At the Hall of Lost Chapters&#039;&#039;&#039;&amp;lt;br&amp;gt;Pilgrims seeking solace in the lessons of the past first walk through a covered colonnade that winds through a park of a labyrinthine design. In the middle of the park stands a tall granite bell tower. The bells do not tell the time, but instead are sounded the time and day when each chapter had fallen to the Druj. Arriving at the main building, the visitors are greeted by an imposing portico with massive columns, giving weight to what lies beyond. Passing the entrance, the pilgrims enter a cloister dominated by a huge statue of a basilisk - the protector of the place. &lt;br /&gt;
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On the north side, the cloister lies against a basilica that serves as a place for contemplation and meditation. The vast space inside is filled with large banners of all the chapters&#039; symbols bound into a greater whole by the single endless steel chain that gives the hall its name. On the east side of the cloister, the Wing of Memory preserves the chapter relics and memorabilia that were recovered after Llofir’s season of mushrooms. Very little sound filters through from the outside, as if the building itself demands a quiet respect for the fallen. The wing also houses a large collection of scrolls, cared for by the archivists. The scrolls contain stories of the chapters, both grand and subtle, their culture and teachings, and their legacies. Opposite, in the Chamber of Murmurs, the stewards recite the names of the dead, without pause, day and night, and they do not repeat themselves for many days. The Hall of Lost Chapters safeguards the Pride of the nation; here the fallen chapters forever remain a part of Highguard.&lt;br /&gt;
&amp;lt;small&amp;gt;Original text contributed by Tomáš Zdeněkovič Pilař&amp;lt;/small&amp;gt;&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Remember Exile===&lt;br /&gt;
Completed just before the Autumn Equinox 381YE through the use of a potent enchantment, this fortification is built in [[#Broken Ride|Broken Ride]]. The massive citadel is positioned so as to keep a close watch on both the Great Forest, and on the threat of [[Brocéliande]] to the north-west - and to guard against any potential danger coming out of [[#Tamarbode|Tamarbode]].&lt;br /&gt;
===The Unbound Steel Hall (Ruined)===&lt;br /&gt;
Built shortly after Reikos was liberated from the Druj, the Unbound Steel Hall of Lost Chapters stood in [[#Riverwatch|Tabernacle]]. It was a place of pilgrimage, dedicated to the history of [[Chapter|chapters]] who had fallen in service of the Empire and the nation. It was a place of pilgrimage seeking lessons of the past. Unfortunately, it was an early casualty of the war against [[Cold Sun]], [[To_the_last_syllable#In_Bastion_and_Reikos|ruined]] by the [[eternal|eternal&#039;s]] &#039;&#039;[[Cold Sun#Scions|scions]]&#039;&#039;.&lt;br /&gt;
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It was commissioned by &#039;&#039;&#039;Ella, Daughter of Zemira,&#039;&#039;&#039; of Reumah&#039;s Redoubt, using an [[Bearer of an Imperial Wayleave|Imperial Wayleave]] and financed by the Beneficent Order of Steel Chain in conjunction with several Highborn [[benefactor|benefactors]]. The [[opportunity]] to construct the Hall arose as a result of the [[In_brightest_day#The_Power_to_Exalt|inspiration]] following in the wake of powerful magic that washed across the Empire prior to the Winter Solstice 380YE. Built in the newly reborn town of [[#Riverwatch|Tabernacle]], the hall was located on the original high street in Tabernacle, covering multiple lots that were reduced to rubble during the invasion. The Unbound Steel Hall was for a time the largest structure standing on the site of the old settlement, and helped drive the rebuilding of the town.&lt;br /&gt;
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==Regions==&lt;br /&gt;
===Broken Ride===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The rolling woodlands of Broken Ride were regularly used for hunting and for training [[Unconquered]] recruits. Only a few scattered chapters were built here, such as [[Highguard groups#Grey_Watchers_of_Peytaht|Beacons Rock]] which stood on the very northernmost borders of Reikos. These isolated chapters were easy prey for the Druj when they invaded.&lt;br /&gt;
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In 369YE, the woods were the site of the massacre at &#039;&#039;&#039;Exile&#039;&#039;&#039;. Built round a chapter of Unconquered who trained in the solitude provided by the deep woods, Exile was a hard place, and the Highborn there embraced many trials designed to harden the soul. They held out for three years before they were finally overrun. The Druj desecrated the dead, and used their remains to construct one of their grim shrines of fear and despair, responsible for helping to spread a foul [[Druj miasma|miasma]] over the entire territory. &lt;br /&gt;
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In the last days of the siege, the choice to hold against overwhelming odds or leave with honour was given to all of the recruits, not a one of whom chose to leave. In battle, the Unconquered used to say: “Remember Exile. We will return” in memorial of fallen friends and mentors. Since the liberation, many have instead begun to say &amp;quot;Remember Exile. We will always return.&amp;quot;&lt;br /&gt;
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Today, the region is sparsely populated. The [[Great_Forest_at_Reikos|weirwood groves]] are still worked, and a [[#Remember Exile|fortification]] has recently been completed here. [[Reikos_Spoils_of_War#Broken_Ride_Blooms|Broken Ride Blooms]] still provides a bounty of [[Materials#Ambergelt|ambergelt]] to those brave enough to work the forest. A few scattered chapters have returned, many of them dedicated to keeping a [[Vigilance|Vigilant]] eye not only on the [[Great Forest of Peytaht]] to the north, but also on [[Brocéliande]] and [[#Tamarbode|Tamarbode]] to the west.&lt;br /&gt;
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Nestled in the heart of the forest, a white granite [[Construct Monument to Silent Bell|pillar]] stands, crested with a bell missing its clapper. Engraved at its base are the words, &amp;quot;&#039;&#039;To the [[Silent Bell (Sodality)|Sodality of the Silent Bell]], for their tireless work defending this Empire and furthering our knowledge of the Way&#039;&#039;.&amp;quot;&lt;br /&gt;
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===Chalcis Mount===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The gentle hills of Chalcis Mount are the site of [[#High Chalcis|High Chalcis]], and its eponymous [[Gardens of High Chalcis|garden]]. In some poems, they are called the &#039;&#039;Red Downs&#039;&#039; due to the distinctive hue of the [[Imperial Roseweald]] that grew profusely on their slopes - although in the wake of the Druj occupation the name has taken on sadder connotations. The Stone Toad clan built their citadel of Urith Barath here, and it was from that citadel that they ruled Reikos with an iron fist; the citadel is gone now. &lt;br /&gt;
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Chalcis Mount has a noticeably high population of [[Navarr]] residents. Primarily inhabitants of [[Therunin#Peakedge Song|Peakedge Stead]] in [[Therunin]], the Navarr came to help establish the Gardens to show their gratitude for Highborn support in dealing with a threatened Druj invasion, but many have chosen to stay - at least for the time being. They have established a small settlement on the edge of the region no more than a days march from the steading.&lt;br /&gt;
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Outside High Chalcis, the physicks and apothecaries are beginning to return. The [[Reikos_Spoils_of_War#Fields_of_Remembrance|Fields of Remembrance]] in particular stand as a reminder of the [[Courage]] of those who fought to defend, and to free, Reikos. Perhaps just as significantly, the [[mine]] known as the [[Reikos_Spoils_of_War#The_Wound_of_Chalcis|Wound of Chalcis]] is in business once again, drawing up fine quality [[materials#Weltsilver|weltsilver]] from the dark stone cliffs overlooking Therunin.&lt;br /&gt;
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===Grey Charge===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The wide plains of Grey Charge were avoided by the Druj themselves, but given over to the control of one of their brutal subject nations. The scattered chapterhouses were turned into twisted orc settlements, and the human populace reduced to the status of field slaves. After the liberation, the Spring magic devoured all the ruined chapters, villages, and [[farm|farms]] that once stood here leaving behind untouched forest. New chapters are being established here by the survivors, looking to the trees as a source of [[Prosperity]]. Already, farmland has been liberated from the clutch of the magically inspired woodlands - [[Reikos_Spoils_of_War#Grey_Watch_Grasses|Grey Watch Grasses]] weathered the storm of Spring magic reasonably untouched, and leads the way in providing food to the people of Reikos. The [[congregation]] known as [[Reikos_Spoils_of_War#Never_Again|Never Again]], formed by refugees in Bastion, is based here. They actively support rebuilding efforts across the entire territory.&lt;br /&gt;
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===Haros Water===&lt;br /&gt;
Haros Water takes its name from the tributary of the Couros that runs through it. Similar to neighbouring [[#Riverwatch|Riverwatch]], Haros Water was made wealthy by a combination of prosperous farms and regular trade passing along the road and the river. The town of &#039;&#039;&#039;Haros&#039;&#039;&#039;, once a major stopping point for trade passing through Reikos, was effectively destroyed during the liberation, and the [[a season of mushrooms|tide]] of [[Spring magic]] that followed after it. Most of the damage had already been done by the time the magic spread over the ruins - following a three day battle in the streets during Winter 378YE, the Druj [[379YE_Spring_Equinox_winds_of_war#Blood_and_Stone|fired the town]], creating a conflagration that lasted through the night and saw the entire settlement reduced to ruins. The beautiful river gates of Haros, which once allowed daring forays by expert boatmen supporting the defenders, were reduced to broken fragments, standing as mute testimony to the loss of the last Imperial foothold in the territory. &lt;br /&gt;
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Not everything is lost. A brave effort by several chapters managed to protect some remnants of the former town from the voracious appetite of [[Llofir]] and its agents. The ruins of the river gates in particular still stand, providing a memorial to those who died fighting to protect their homes. The only other structure still standing is now the tallest in the new town; the tower of [[Reikos_Spoils_of_War#Echoes_of_Wisdom|Echoes of Wisdom]] bell-makers business survived the fall of Haros, the Druj occupation, and the wave of [[Spring magic]] entirely untouched A new town is beginning to flourish around it, taking advantage of the influx of lumber from the new woodlands of [[#Grey Charge|Grey Charge]] and [[#Longshire|Longshire]]. The [[Highguard groups#The_Suns_of_Couros|Suns of Couros]] in particular have been active in re-establishing Haros. The [[Draughir]] chapter have established a new chapterhouse - a dim reflection of its previous splendour - and are encouraging other Highborn to participate in the rebuilding of Haros as a staging point for the settlement of western Reikos.&lt;br /&gt;
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===Longshire===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The plains of Longshire were not heavily settled even when Reikos was at its height; now that they are densely wooded this has not noticeably changed. During the occupation, the scattered chapters here were reduced to ruins and claimed by various barbarians. These unruly gangs of orcs squabbled among themselves, occasionally causing the Druj themselves to step in and make an example to restore order. Of particular note is the attack in 370YE when the Druj slaughtered every member of the clan living in the ruins of the old Granite Chain chapterhouse. &lt;br /&gt;
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An ambitious band of Unconquered soon took residence in the ruins, exploiting the superstitious dread of the local orcs to maintain a hidden chapterhouse that helped coordinate the resistance in the western territory. Today the chapterhouse has been rebuilt by the surviving Unconquered. Working closely with the [[Master_of_the_School_of_Exorcism#The_School_of_Exorcism|School of Exorcism]] in [[#Riverwatch|Riverwatch]], the chapter works to help lay to rest the remaining wraiths that haunt Longshire and to provide support to new chapters establishing themselves amidst the new grown forests.&lt;br /&gt;
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===Riverwatch===&lt;br /&gt;
The [[Vigilant Swan]] was the source of a great deal of prosperity for Riverwatch, but a significant amount also came from the [[farm|farms]] that sprawled across the wide, fertile plains north of the Haros river. As with [[#Haros Water|Haros Water]], the region was also made wealthy by trade passing along the road between [[Casinea]] and [[Sarvos]] in the east and the [[Navarr]] [[steading|steadings]] of [[Therunin]] to the west. Much of that trade passed through the town of &#039;&#039;&#039;Tabernacle&#039;&#039;&#039;, a well-fortified triple-ringed settlement whose residents sprawled outside its walls in long years of peace. Riverwatch held out against the Druj for a decade, the last site of major resistance to the invaders, with constant skirmishing along its borders that saw the farms devastated and Tabernacle reduced to the status of an armed camp. Riverwatch was the last region of Reikos to fall to the Druj, and even then only after many months of sustained assault. While some chapters survived the fall of Tabernacle, the survivors were forced to retreat across the river to [[Bastion#Sybella_Cross|Sybella Cross]] in [[Bastion]]. A year of occupation saw Tabernacle reduced to mud-choked ruins scattered with lethal traps and deadfalls that would have taken months of careful work to locate and disarm. In the end, the town was swallowed by Llofir&#039;s wave of Spring magic, devoured by the earth itself, ruins and traps and all.&lt;br /&gt;
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Today a village is slowly spreading around Riverwatch, named Tabernacle in memory of the town that once stood here. With trade caravans returning to the pre-occupation routes, the village is enjoying a little of its former prosperity. The re-establishment [[Reikos_Spoils_of_War#Tabernacle_Legacy_Claret|Tabernacle Legacy Claret]] in particular marked the beginning of the new prosperity; built over the extensive hidden cellars of the old vineyard, the wine produced here is said to have a particularly fine if bitter quality and has proved popular in several places damaged by war with the orcs. Further prosperity has been brought by a small family of respectable [[Faraden]] traders who have set up a small, permanent enclave in Tabernacle, trading herbs and wood with the citizens of Reikos as they serve as a hub for caravans trading into Therunin and [[Urizen]].&lt;br /&gt;
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===Tamarbode===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The desolate plains of Tamarbode were primarily known as the site of the enigmatic [[#The Sign of Tamar|Sign of Tamar]], and at least one chapter was dedicated to protecting and guarding the eerie earthworks. It was also home to a couple of fortified chapters on the borders of [[Brocéliande]], facing into the forests there and keeping a careful watch on the [[vallorn]] that slumbers fitfully at its heart. Contact with these chapters was lost when the last of them was overrun by Druj in 372YE. During the orc occupation, the region appeared to be under the control of an especially vicious Druj [[Druj#Magic|Ghulai]] nicknamed &amp;quot;&#039;&#039;Greenmask&#039;&#039;&amp;quot;. &lt;br /&gt;
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The region was never fully liberated from the Druj - even after the fall of Urith Barath, scattered orc warbands held out here for several months. In Summer 380YE, the great surge of Spring magic that began the rejuvenation of Reikos apparently began here, and the entire region was claimed by the eternal [[Llofir]]. Tamarbode became a primeval woodland that thrummed with unruly [[Spring magic]], and was largely unknown to Imperial forces. Indeed, there were indications that the woodland might be actively hostile to humans, possibly as a response to an [[380YE_Autumn_Equinox_winds_of_war#Our_Neighbour.27s_Field|abortive attempt]] by the [[Urizen]] [[Citadel Guard]] to drive out the eternal forces here.&lt;br /&gt;
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In the end, a [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|combined operation]] by the Wolves of War and the Towerjacks ultimately destroyed the Castle of Ruin, and Llofir&#039;s Garden collapsed and was withdrawn into the Spring realm. While there is still a profusion of mushrooms and toadstools amid the trees here, the forests of Tamarbode now seem to be entirely natural in nature.&lt;br /&gt;
{{CaptionedImage|file=Cyrus12292.jpg|caption=&#039;&#039;&#039;Cyrus, of Ebon&#039;s Hall&#039;&#039;&#039;, Senator for Reikos|align=left|width=400}}&lt;br /&gt;
{{Senate Elections|Senator_for_Reikos|Territory=Reikos|Season=Spring}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the end of the Summer Solstice 383YE, the Highborn control all the regions of Reikos, meaning it is an Imperial territory.&lt;br /&gt;
* The [[fortification]] of [[#Remember Exile|Remember Exile]] is a rank 2 fortification in [[#Broken Ride|Broken Ride]].&lt;br /&gt;
* The [[#The Vigilant Swan|Swans of Alabaster and Onyx]] are a rank 1 fortification in Riverwatch that only protect that region&lt;br /&gt;
* The [[Keeper of the Stand|Micah&#039;s Stand Wayhouse]] in Chalcis Mount allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Reikos and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
* [[congregation|Congregations]] in the territory benefit from the [[#The Grand Ossuary|Grand Ossuary]] and produce 72 rings each season.&lt;br /&gt;
* [[Herb garden|Herb gardens]] in the territory benefit from the [[Gardens of High Chalcis]] and produce an extra 3 drams of [[True Vervain|true vervain]], 2 drams of [[Cerulean Mazzarine|cerulean mazzarine]], 1 dram of [[bladeroot]], 1 dram of [[Imperial Roseweald|Imperial roseweald]], and 1 dose of [[realmsroot]] each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory benefit from the  [[#Seminary of the Swan|Seminary of the Swan]] and produce 36 rings each season.&lt;br /&gt;
* Prior to the [[a season of mushrooms|magic]] of Summer 380YE, several regions devastated by the Druj had the &#039;&#039;ruins&#039;&#039; quality. The powerful magic invoked over the territory removed these qualities as they removed the ruins themselves.&lt;br /&gt;
* While the majority of Reikos has been freed from the [[Druj miasma]] by a combination of hard work by Imperial forces and the powerful rejuvenating Spring magic that swept the territory in Spring and Summer 380YE, there are still some areas that suffer under its influence. They are for the most part isolated, hard-to-reach places immediately surrounding a miasma stone (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; these remaining areas exist primarily as a source of quests, or as inspiration for an individual player event, rather than as a threat to the territory as a whole).&lt;br /&gt;
&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mark_of_Agramant&amp;diff=140787</id>
		<title>Mark of Agramant</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mark_of_Agramant&amp;diff=140787"/>
		<updated>2026-06-23T12:33:54Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NBUrizen.jpg|title=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Interdiction&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;While [[Agramant]] is subject to the [[Amity and enmity#Enmity|enmity]] of the [[Conclave]], it is illegal to perform this ritual.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Winter|4}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The ritual must involve the invocation of Agramant by at least three of his commonly-known names.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{CaptionedImage|file=MarkofAgramant.png|title=Those who bear the mark of Agramant cannot be trusted.|align=right|width=200}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual places an enduring magical mark on the target character which can be perceived only with magical detection. The mark created by this ritual takes the form of a skull bleeding from the eye sockets.&lt;br /&gt;
&lt;br /&gt;
A mark of Agramant can be detected by a [[detect magic]] spell cast on the character for that &#039;&#039;specific purpose&#039;&#039; by a character with the mark of Agramant (a detect magic spell cast for any other purpose does not reveal the mark). If the caster of the detect magic also bears a mark of Agramant, then they discover that their marks are the same; otherwise they discover nothing.&lt;br /&gt;
&lt;br /&gt;
The mark of Agramant is not restricted to any part of the target&#039;s body; it cannot be hidden from detection by covering it up.&lt;br /&gt;
&lt;br /&gt;
The mark of Agramant remains; the only two known ways of removing it are the touch of [[Agramant]] or the use of [[Emulsion of Lye and Lightning|true stormlye]]. It may even persist through death.&lt;br /&gt;
&lt;br /&gt;
===Assurance===&lt;br /&gt;
This ritual loses all power and stops working if an Imperial [[the Throne|Throne]] bears the Mark of Agramant. While the ritual may lose power, the marks it has created remain as indelible as ever.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Agramant.jpg|caption=Those marked by Blood-on-the-Snow rarely find it to be an entirely pleasant experience.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual clearly functions in a similar manner to the Autumn ritual [[Arcane Mark]], and is most likely intentionally developed as a reflection of it. The ritual &amp;quot;&#039;&#039;marks&#039;&#039;&amp;quot; a person with a symbol which can only be recognised by somebody else bearing the same mark. There are notes in the original text that this was the first ritual that the &#039;&#039;Children of the Black Drop&#039;&#039; learnt in their attempts to understand the nature of Agramant, and the danger he possessed. By bearing the mark, they were able not only to allay the suspicion of his followers, but use [[detect magic]] to determine if someone had bound themselves to Agramant. While their intentions may have been simply to study Agramant, it is clear from later developments that they quickly succumbed to the temptation to try and use the boons Agramant offered, and then in turn to their own ambitions and cruelties: this was by no means the &#039;&#039;last&#039;&#039; ritual of Agramant&#039;s lore that they mastered.&lt;br /&gt;
&lt;br /&gt;
Some magicians are very concerned that this ritual somehow attracts the attention of the eternal in some fashion. Worse, there are Urizen illuminates who fear the ritual allows Agramant to circumvent the restriction of [[alignment#enmity|enmity]] but &#039;&#039;only&#039;&#039; for purposes of communicating with the person with the mark. In some fashion it functions as an invocation, inviting Agramant into one&#039;s life.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Mark of Agramant&#039;&#039;  [[Shake it off#Bad Lore and Black Drops|entered Urizen lore]] shortly before the Winter Solstice 384YE, as part of a book entitled &#039;&#039;Ceremonies of the Black Drop Society&#039;&#039;. The attendants of the [[Phaleron|Great Library]] were deeply uncomfortable with the rituals in that book and their presence among Urizen lore, more due to their illegal nature than any sentimental concerns about their origin. They were apparently all submitted at the same time as [[Treacher&#039;s Quill]], but Phaleron itself intervened to delay their appearance in lore while it pondered how best to respond. In the end it decided to do the only reasonable thing; present the rituals to the Urizen as part of their lore as agreed when the lore was established. The Celestial Library does not enjoy causing trouble for its Urizeni allies, but the [[Gift of Knowledge]] is available to every Imperial citizen; it cannot pick and choose who can contribute rituals via the ritual.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The most common tradition used in performances of this ritual is [[aspect_magic#Goetia|goetia]] calling on [[Agramant]] to mark the target, given the requirement to include three of his names in the performance. Ritualists who practice [[astronomancy]] will often call on the constellations of [[the Three Sisters]], representing ties of blood and consequences, or [[the Spider]], representing eternals. [[Dramaturgy]] lends itself to [[the Prince]], with a ritualist taking on that role representing Agramant himself while marking the target physically with [[the Ring]] specially prepared for that purpose, often in the context of the characters swearing an oath together.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Agramant#Childer of the Black Drop|Childer of the Black Drop]] - some history about the Childer of the Black Drop&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Exarch_of_Virtue%27s_Rest&amp;diff=140760</id>
		<title>Exarch of Virtue&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Exarch_of_Virtue%27s_Rest&amp;diff=140760"/>
		<updated>2026-06-22T16:44:37Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Virtuous Supply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Exarch of Virtue&#039;s Rest is an [[Imperial title]] awarded to a citizen of [[Highguard]]. The motion to remodel Virtue&#039;s Rest was [[Remodel Virtue&#039;s Rest|passed]] by the [[Senate]] in Winter 386YE. The Exarch of Virtue&#039;s Rest is responsible for supporting the supply and provision of Highborn armies, and helping to ready the territory of [[Bastion]] for the war against the vallorn. More information on the opportunity to create this title can be found in the &#039;&#039;&#039;[[The war of thorns and flowers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Exarch of Virtue&#039;s Rest has a responsibility to support the supply and provision of [[Highguard_military_concerns#Imperial_Armies|Highborn armies]] and help ready the territory of [[Bastion]] for the war against the [[vallorn]]. In addition, if Virtue&#039;s Rest, or the Highborn who run the hostels, were to be threatened in any way, it would be the responsibility of the Exarch to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Virtuous Supply===&lt;br /&gt;
The Exarch of Virtue&#039;s Rest receives twelve doses of liao each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
This title is appointed during the Spring Equinox. The Exarch of Virtue&#039;s Rest is appointed by citizens of Highguard who control [[congregation]] [[Resource|personal resources]]. The larger the congregation an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse. &lt;br /&gt;
&lt;br /&gt;
Only a Highborn citizen may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be [[revocation|revoked]] by the [[Synod]].&lt;br /&gt;
&lt;br /&gt;
{{UnconstitutionalTitle|sodality=Vallornguard}}&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Julius_Soloman.jpg|caption=&#039;&#039;&#039;Julius Soloman&#039;&#039;&#039;, Exarch of Virtue&#039;s Rest|align=left|width=300}}--&amp;gt;&lt;br /&gt;
{{RecentElections|Exarch_of_Virtue%27s_Rest}}&lt;br /&gt;
[[Category:Title]] &lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Vallorn]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
</feed>