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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_interlude&amp;diff=77610</id>
		<title>383YE Winter Solstice interlude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_interlude&amp;diff=77610"/>
		<updated>2019-09-20T10:34:27Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Urizen Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Winter]][[Category:Recent History]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Under Milk Anvil.jpg|align=left|caption=Twilight settles over Anvil as the night draws in. Winter is near.|width=500}}&lt;br /&gt;
==Interlude==&lt;br /&gt;
Downtime will be open shortly, allowing players to process their character&#039;s downtime choices. The Winter Solstice  winds of fortune will come out shortly before the next event (which is TBC to TBC). However, there are a number of significant events happening in the wake of the Autumn Equinox that may affect some players&#039; Downtime actions - primarily effects on personal resources or options for characters with [[military unit]] or [[fleet]] personal resources.&lt;br /&gt;
&lt;br /&gt;
On this page we&#039;ll be outlining, and offering some context for, these various effects on this page. In each case, there will be further information in the Winter Solstice Winds of Fortune. As always, these are quick OOC summaries to explain effects such as large-scale enchantments and curses. We&#039;ll cover all these and more when we start to present the Winds of Fortune for next event.&lt;br /&gt;
&lt;br /&gt;
Downtime is due to close at midnight on &#039;&#039;&#039;TBC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Warfare==&lt;br /&gt;
Any players whose character controls a [[military unit]] can choose from a number of downtime options. Left to their own devices, a military unit defaults to [[Military_unit#Take_Independent_Action|paid work]] guaranteeing an income of herbs, ingots or measures, money, or mana crystals. Otherwise, they may log into the downtime system and choose to support an army or fortification, or assign to a special project such as a [[spy network]] or one of the unique [[opportunity|opportunities]] available this downtime. Players who want to support one of the [[Imperial army|Imperial armies]] can also read the [[Army_orders|orders]] issued by each [[general]] before making their decision.&lt;br /&gt;
&lt;br /&gt;
As always, the guidelines around discussing military matters online can be found [[Online#You_may_not_post_Military_Updates|here]].&lt;br /&gt;
&lt;br /&gt;
===Imperial Guerdon===&lt;br /&gt;
The Imperial Guerdon is a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies, spy networks, and fortifications. The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The [[Quartermaster General of the Imperial Armies]] has the power to exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the Guerdon. If they do so, then a character who supports such a army, fortification, or special project will receive nothing for doing so.  &lt;br /&gt;
&lt;br /&gt;
The Guerdon stands at 350 thrones.  &lt;br /&gt;
&lt;br /&gt;
This season, the Quartermaster General of the Imperial Armies has announced that shares of the Guerdon will be shared between military units supporting the following armies or opportunities:&lt;br /&gt;
* Fist of the Mountain&lt;br /&gt;
* Tusks&lt;br /&gt;
* Valiant Pegasus&lt;br /&gt;
* Winter Sun&lt;br /&gt;
* Wolves of War&lt;br /&gt;
* Protect Hercynia.&lt;br /&gt;
&lt;br /&gt;
==Trade Opportunities==&lt;br /&gt;
{{stub}}&lt;br /&gt;
===Liao Trade===&lt;br /&gt;
* &#039;&#039;&#039;The amount of money received for selling liao via a congregation increases to 1 crown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Additional ships from Axos means additional tarrifs, meaning 10 additional crowns added to the Imperial Treasury each season.&#039;&#039;&#039;&lt;br /&gt;
Thanks to the [[mandate]] proposed by &#039;&#039;&#039;Sariel&#039;&#039;&#039; and [[383YE_Autumn_Equinox_Synod_judgements#Judgement_124|endorsed by the Assembly of Nine]], it is clear that it is acceptable to trade [[liao]] to the [[Axos|Axou]]. This increases the amount of money gained for selling liao via a congregation from 18 rings to a full crown, and also provides money for the Imperial treasury due to increased tariffs from Axou trading vessels.&lt;br /&gt;
&lt;br /&gt;
===Freeborn Traders===&lt;br /&gt;
* &#039;&#039;&#039;Every Freeborn [[fleet]] captain who engages in trade will suffer a -1 rank to their production for &#039;&#039;at least&#039;&#039; the next two seasons&#039;&#039;&#039;&lt;br /&gt;
The Brass Coast national assembly chose to support a [[mandate]] by Efenia i Maristela i Riqueza that [[383YE_Summer_Solstice_Synod_judgements#Judgement_121|urged Freeborn captains to engage in privateering]].&lt;br /&gt;
===Trading with Asavea===&lt;br /&gt;
* &#039;&#039;&#039;Every Imperial Fleet trading with [[Asavean_Archipelago_ports#Nemoria|Nemoria]] receives an additional measure of [[Materials#Iridescent Gloaming|iridescent gloaming]]&#039;&#039;&#039; ?&lt;br /&gt;
* &#039;&#039;&#039;Anyone trading with Asavea suffers a two-rank penalty to production due to trade sanctions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trading with Nemoria===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets trading with Nemoria receive a -2 rank penalty to their production.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets trading with Nemoria receive an additional measure of [[materials#Iridescent Gloaming|iridescent gloaming]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets can help evacuate the defeated insurrectionists by trading with Aracossa or Telios&#039;&#039;&#039;&lt;br /&gt;
The sanctions imposed by both the Empire and the Asavean government mean that any fleet captain trading with Nemoria itself suffers a significant loss of profit. That loss could have been offset by the presence of the two temples - one in Feroz and one in Nemoria. Unfortunately the Temple in Nemoria has been heavily damaged by the mob. As such, confidence among Asavean merchants trading with the Empire has been badly shaken. If the Temple in Nemoria is repaired by the Senate then the benefits of having an obvious symbol of Asavean and Imperial cooperation would resume.&lt;br /&gt;
&lt;br /&gt;
With the failure of the insurrection in Asavea, a wave of desperation sweeps through the people of Marracoss and Emphedor. There are two possibilities for Imperial fleet captains prepared to take refugees to a safe location, both found on the [[Fleet#Trade|trade]] dropdown. &lt;br /&gt;
&lt;br /&gt;
Imperial ships visiting &#039;&#039;&#039;Aracossa&#039;&#039;&#039;, find desperate insurrectionists eager to flee the reprisals of the Plenum forces. You can learn more about this opportunity [[Through_my_sails#Evacuation|here]].&lt;br /&gt;
&lt;br /&gt;
A ship that trades with Aracossa this downtime will receive 7 Crowns, with each rank of upgrade or enchantment adding a further 28 rings to this amount. This will represent the transportation of rebels and former slaves to safety either in the nearby Sumaah Republic, neutral territory outside of Asavea, or even in theory to begin new lives in the Empire.&lt;br /&gt;
&lt;br /&gt;
A ship picking up refugees from &#039;&#039;&#039;Telios&#039;&#039;&#039; will receive more money, but will be transporting wealthy citizens of Emphedor to safety in neutral territory. These people will leave their slaves behind. The fleet captain will receive goods worth 10 Crowns, with each rank of upgrade or enchantment adding a further 40 rings to this amount.&lt;br /&gt;
&lt;br /&gt;
===Trading with Axos===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets visiting Kantor experience a -1 rank penalty to their production this season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Synod has [[383YE_Summer_Solstice_Synod_judgements#Judgement_27|supported a mandate]] encouraging trade with Axos.&#039;&#039;&#039;&lt;br /&gt;
There has still been significant disruption in Axos. The sudden release of slaves, and the need for many wealthy concerns to reorganise themselves, means that the economy is in turmoil. This has had an immediate consequence on foreign trade, meaning there are significantly fewer goods available to purchase on the docks at Kantor.&lt;br /&gt;
&lt;br /&gt;
The Synod has [[383YE_Summer_Solstice_Synod_judgements#Judgement_27|passed a mandate]] encouraging trade with Axos. This has no effect on fleet production but may lead to opportunities for the Empire.&lt;br /&gt;
&lt;br /&gt;
===Trading with the Iron Confederacy===&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy has closed its borders to Imperial merchants and goods.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The port of [[Iron_Confederacy_ports#Robec|Robec]] has been closed to Imperial traders&#039;&#039;&#039;&lt;br /&gt;
The port of Robec is closed to Imperial ships. As such the Empire cannot trade directly with the Iron Confederacy.&lt;br /&gt;
===Trading with the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;Imperial captains visiting [[Commonwealth_ports#Leerdam_.28Eastern_Commonwealth.29|Leerdam]] receive an additional dose of [[Bladeroot]]; captains visiting [[Commonwealth_ports#Volkavaar_.28Western_Commonwealth.29|Volkavaar]] receive an additional vial of [[Artisan&#039;s Oil]].&lt;br /&gt;
Any Imperial fleet visiting Leerdam during the coming season will receive an additional dose of [[Bladeroot]] as a sign of Commonwealth enthusiasm for the Liberty Pact. Likewise, captains visiting Volkavaar will receive an additional vial of Artisan&#039;s Oil. It is not certain how long this enthusiasm will last, but it is anticipated to persist for at least a year.&lt;br /&gt;
===Trading with Jarm===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial fleet trading with Vezak or Kavor has a -2 rank penalty on their production.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eastern port of Rigia remains closed to Imperial shipping.&#039;&#039;&#039;&lt;br /&gt;
Imperial fleets visiting Jarm are struck by not one but two sets of tariffs; one imposed by the House of Princes on Imperial goods brought to Jarm, and then again when they attempt to bring Jarmish goods back to the Empire.&lt;br /&gt;
&lt;br /&gt;
==Major Effects==&lt;br /&gt;
Every season sees large-scale effects impact individuals and nations. Where possible we&#039;ve summarized these effects here.&lt;br /&gt;
===Love, Glory, and Virtue===&lt;br /&gt;
* &#039;&#039;&#039;Congregations in Highguard and Dawn each receive one additional liao and two additional votes until the end of the Spring Equinox 384YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Statements of principle passed with a greater majority in Dawn or Highguard also come to the attention of the congregations of the other nation, potentially providing opportunity to support, oppose, or otherwise react to such statements. This lasts until the start of the Autumn Equinox 384YE.&#039;&#039;&#039;&lt;br /&gt;
Thanks to the [[mandate]] raised by &#039;&#039;&#039;Yarona of the Chantry&#039;&#039;&#039; and [[383YE_Autumn_Equinox_Synod_judgements#Judgement_61|endorsed by the Highborn assembly]], a greater understanding is sought between the priests of Highguard and the troubadours of Dawn.&lt;br /&gt;
===Waters of Regret===&lt;br /&gt;
* &#039;&#039;&#039;Highborn [[business|businesses]] have a penalty of one rank to production until the start of the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
In line with the [[mandate]] raised by &#039;&#039;&#039;Lina of Felix&#039;s Watch&#039;&#039;&#039; and [[383YE_Autumn_Equinox_Synod_judgements#Judgement_13|endorsed by the Highborn assembly]], the business owners of Highguard are encouraged to provide support for the project to [[In_the_garden_of_defiance#The_Foul_Waters_of_Regret|purify the waters]] of [[Holberg]], fouled by the [[curse]] that devastated the gardens there. &lt;br /&gt;
===Blade of the Pilgrims===&lt;br /&gt;
* &#039;&#039;&#039;Highborn congregations receive 2 fewer votes and 1 fewer liao due to the call to fight the vallorn.&#039;&#039;&#039;&lt;br /&gt;
While the vallorn of [[Brocéliande]] has become quiescent, the threat still remains. During the Autumn Equinox, &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; proposed a [[mandate]] that was [[383YE_Autumn_Equinox_Synod_judgements#Judgement_16|upheld by the Highborn Assembly]] encouraging the [[congregation|congregations]] of Highguard to continue their efforts to oppose the vallorn. Until the start of the Autumn Equinox 384YE, every Highborn congregation produces one fewer liao and two fewer votes but may provide aid to &#039;&#039;any&#039;&#039; opportunity to fight the vallorn anywhere in the Empire.&lt;br /&gt;
&lt;br /&gt;
===The Feast of Tharim===&lt;br /&gt;
* &#039;&#039;&#039;Every [[herb garden]] and [[forest]] in [[Miaren]], [[Therunin]], and [[Hercynia]] will suffer reduced production until the start of the Winter Equinox 383YE&lt;br /&gt;
The [[Imperial Conclave]] chose to accept the aid of [[The_Thrice-cursed_Court#Tharim|Tharim]] in defending [[Brocéliande]], giving permission for the [[eternal]] to feast on every herb garden and forest in Miaren, Therunin, and Hercynia. Each herb garden will suffer a loss of two random herbs and each forest will lose two resources for the next year (until the start of the Winter Solstice 383YE). &lt;br /&gt;
===Blood and Gold===&lt;br /&gt;
* &#039;&#039;&#039;Every [[herb garden]] in [[Navarr]] receives 2 fewer random herbs until the start of the Winter Solstice 383YE.&#039;&#039;&#039;&lt;br /&gt;
The [[mandate]] [[382YE_Autumn_Equinox_Synod_judgements#Judgement_52|raised and enacted]] by Brat Umbral Path during the Autumn Equinox means every Navarr herb garden will suffer a loss of 2 random herbs per season for the next year. This comes as a consequence of the decision to support the creation of [[Steward_of_Good_Leaf_Gardens#Good_Leaf_Gardens|Good Leaf Gardens]] in [[Upwold]] in recognition of the sacrifice made by the people of [[the Marches]] in fighting the [[vallorn]] of [[Liathaven]].&lt;br /&gt;
&lt;br /&gt;
===Reject False Gods===&lt;br /&gt;
* &#039;&#039;&#039;Congregations in Redoubt, Temeschwar, Tassato, and Hahnmark gain two additional votes and one additional liao as long as the Synod clearly stands in opposition to idolatry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Congregations in Karsk receive four extra votes and two liao for a year, after which they receive the same benefit as congregations in the other territories.&#039;&#039;&#039;&lt;br /&gt;
The mandate [[383YE_Spring_Equinox_Synod_judgements#Judgement_14|approved by the general assembly]] and enacted by Rafael Barossa di Tassato sends bands of architects, masons, and builders to force their way into the buildings designed by the Asavean architect and forcibly redesign them. The mandate has a number of effects, one of which is to swell with pride congregations in the territories where the buildings are found. This bonus lasts as long as the Synod maintains a clear anti-idolatry stance.&lt;br /&gt;
===Varushkan Prosperity===&lt;br /&gt;
* &#039;&#039;&#039;The production of Varushkan [[mine]] and [[forest]] resources is increased by one rank.&#039;&#039;&#039;&lt;br /&gt;
The [[383YE_Spring_Equinox_Synod_judgements#Judgement_100|mandate upheld in the Varushkan assembly]] and enacted by Raskylov has a number of effects, one of which is to increase the production of [[mine]] and [[forest]] resources. Thanks to [[Varushka_religious_beliefs|the story provided]], the benefit will last until the start of the Spring Equinox 384YE.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* &#039;&#039;&#039;You can find details of the mandates, along with the rest of the Synod judgements, [[383YE_Autumn_Equinox_Synod_judgements#Mandate|here]].&#039;&#039;&#039;&lt;br /&gt;
TBC mandates were successfully upheld in the Imperial Synod, and enacted by named priests. As per our [[Wiki_Updates#Mandates|recent update]], all mandates have automatically been enacted as long as the named priest has sufficient liao in their inventory before Downtime opens.&lt;br /&gt;
&lt;br /&gt;
Some mandates were upheld by their respective assemblies but failed due to the [[Mercy is weakness|intervention]] of the Wisdom assembly and the [[sword scholar|sword scholars]]. [[383YE_Autumn_Equinox_Synod_judgements#Judgement_7|Judgement 7]] (encourage Imperial citizens to find opportunities for cooperation with the [[eternal|eternals]]), [[383YE_Autumn_Equinox_Synod_judgements#Judgement_17|Judgement 17]] (encourage citizens to travel to [[Zenith]] and offer aid there), and [[383YE_Autumn_Equinox_Synod_judgements#Judgement_53|Judgement 52]] (encourage Marcher pilgrims to make a pilgrimage to Holberg) were all ineffective as a consequence.&lt;br /&gt;
&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
No rituals were added to Imperial lore during the Autumn Equinox.&lt;br /&gt;
==Urizen Lore==&lt;br /&gt;
Several rituals were added to Urizen lore during the Autumn Equinox. Details are forthcoming.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_religious_beliefs&amp;diff=76848</id>
		<title>Highguard religious beliefs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_religious_beliefs&amp;diff=76848"/>
		<updated>2019-08-29T17:14:15Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* The Inquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;“Virtue is contagious; so is vice.”&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Inquisitor1.jpg|title=The Highborn know it is vital to preserve the purity and unity of the Imperial Faith.|caption=Seraiah Armand of the Suns of Couros.|width=275|align=right}}&lt;br /&gt;
Bastion is the birthplace of [[The Way|the Way of Virtue]] and the [[The Synod|Imperial Synod]] was founded here. In the days before the Empire was founded, [[chapters]] like the Winds of Virtue sought to take The Way to other nations. This in turn led many pilgrims to travel to Highguard seeking to experience their past lives. During the early decades of the Empire a constant influx of visitors came to the great city, many of whom engaged in discussion with the Highborn priests and each other before carrying the seeds of the Way of Virtue back to their own nations.&lt;br /&gt;
&lt;br /&gt;
Highborn priests are dedicated to the Way of Virtue, and in ensuring that it does not become corrupted by outside forces. Through virtue, the Empress was able to forge a union of the disparate human nations. It is that same virtue that keeps the Empire strong to this day. Highborn priests at home, in the Synod and throughout the Empire continue to preach the Orthodox Imperial Creed, ever vigilant for heresy that might undermine it.&lt;br /&gt;
&lt;br /&gt;
The Highborn [[National assembly]] is the oldest gathering of priests dedicated to [[the Way]] in the Empire. Founded shortly after the [[Highguard_history#Rebuilding|Highborn civil war]], the assembly serves as the model for the gatherings of priests in other nations to this day. The assembly is supported by the [[Speaker of the Highborn Assembly]], an [[Imperial title]] charged with chairing the meetings of the National assembly, encouraging the priests of Highguard to vote on [[judgement|judgements]] of the Synod and express the will of their congregations, organising the [[Highguard_culture_and_customs#Day_of_the_Dead|Day of the Dead]] memorial, and serving as custodian of the [[#Basilica of Seven Doors|Basilica of Seven Doors]].&lt;br /&gt;
&lt;br /&gt;
=== Wayfarers ===&lt;br /&gt;
Highborn priests know that the strength of the Empire is intimately bound to the Imperial Faith. This has lead to the tradition of the Wayfarers - priests who act like missionaries, travelling the Empire to encourage the people to actively embrace not only the Imperial Faith but the ideals of the Empire itself. They often make a close study of the people they move amongst, reminding them of their own heroes and virtuous exemplars.&lt;br /&gt;
&lt;br /&gt;
Warfarers tend to wear a wide sash of braided black and white cloth as a symbol of their office. It is usually worn over a traditional Highborn robe with a heavy cowl or veil. They try to help people make up their own minds and come to their own conclusions, through careful questioning and encouragement to examine motivations, actions and beliefs.&lt;br /&gt;
===Grey Pilgrims===&lt;br /&gt;
[[Grey Pilgrim]] is the name adopted by the devout [[Highguard|Highborn]] who over the course of 381YE chose to join the [[Navarr]] walking the [[trod|trods]]. Spurred to action by claims that the [[vallorn]] traps the souls of those who fall under its influence, they seek to free those souls that have been caught, unable to move on to the Labyrinth or cross the Abyss. As the nascent pilgrimage was beginning the Highborn seized the opportunity to encourage the pilgrims to also spread [[The Way]] across the Empire. By rooting out heresy and blasphemy as they walked the lands; and by proselytising the faith to foreigners they can save more souls than just those trapped by the vallorn. The desperate need to weaken the vallorn by walking the trods defines the physical nature of the pilgrimage, but it has become a spiritual crusade, aiming to renew [[the Way]] throughout the Empire.&lt;br /&gt;
{{CaptionedImage|file=Jachins 2.jpg|caption=Highborn priests are ever vigilant for heresy that might undermine the Way of Virtue.|width=450|align=left}}&lt;br /&gt;
&lt;br /&gt;
=== The Inquisition ===&lt;br /&gt;
Highborn history teaches the dangers inherent in the senate system. When the Patrician Council turned from serving the good of the nation and became self-serving, it nearly destroyed Highguard. Ever mindful of the dangers, Highborn priests are vigilant for treason, hypocrisy and corruption. They watch the Imperial Senate for warning signs that it has become corrupted, and are prepared to take action to ensure it remains the servant of the Empire and not its master. They also look closely at outside influences – foreigners, Eternals, so-called “free thinkers” and the like. &lt;br /&gt;
&lt;br /&gt;
The Highborn know how important it is to preserve the purity of the Imperial Faith, and the Empire as a whole. Highborn priests ensure that the Imperial Synod retains the powers of Inquisition and Revocation, and actively use those powers to ensure the Empire thrives. Priests who embrace an inquisitorial role often use the image of the Basilisk Awake – a lizard with terrible red eyes that legend says can strike the unworthy dead with its piercing gaze.&lt;br /&gt;
&lt;br /&gt;
The Synod has occasionally debated requesting the Senate authorise the formalisation of an official Imperial Inquisition, to give it additional binding powers. Support for this is mixed; some priests argue that enhanced powers would make the Inquisition more effective, others argue that the duty of vigilance and inquisition is one that all priests should exercise - that it should not be restricted to members of a separate body. All attempts to create a formal body have foundered in the past - instead there have been countless unofficial groups, often acting in secret, who have dedicated themselves to the spirit of Inquisition, looking to root out heresy and those guilty of less-than-virtuous behaviour.&lt;br /&gt;
{{CaptionedImage|file=Torchlight.jpg|title=The Highborn know it is vital to preserve the purity and unity of the Imperial Faith.|caption=Ceremonies such as the [[Highguard_culture_and_customs#Day_of_the_Dead|Day of the Dead]] procession reinforce the idea that the living have a responsibility to the departed.|width=550|align=right}}&lt;br /&gt;
&lt;br /&gt;
=== Stewards of the dead ===&lt;br /&gt;
Some priests become stewards of the dead. Dedicated to recording the deeds of heroes of the Empire, they maintain the tombs and mausoleums of the Necropolis. Their calling means they do more than simply tend graves – they collect stories and histories of the dead, and use these stories as a method to encourage and inspire the living. They officiate at funerals in Highguard, generally an entombment of the body, but regardless of whether mortal remains are involved every Highborn wants their name inscribed on a monument in the Necropolis.&lt;br /&gt;
&lt;br /&gt;
By tradition, every dead Emperor and Empress should be entombed in the Necropolis, and the stewards take this responsibility very seriously. They also “collect” the bodies of heroes of other Nations, and offer to inter them in the Necropolis which serves as a reminder of the deeds of heroes. &lt;br /&gt;
&lt;br /&gt;
It is also the role of the stewards to deal with the excursions of dead spirits. Usually this takes the form of a shade or spirit with pressing business that reaches out towards its living relatives in a terrifying manner. The stewards are charged with interceding and laying the spirit to rest. At the same time they work with the Magi to ensure that the occasional ambulatory corpses that appear in the necropolis are dealt with respectfully but effectively.&lt;br /&gt;
&lt;br /&gt;
The stewards generally dress in simple robes in the style of whichever chapter they belong to. They often carry a book to record the deeds of heroes, and at festivals recite tales to bring to life the memory of those who have gone before. They ring bells and speak to the accompaniment of wind-chimes, allowing the breath of the dead to add their own contribution to the tales of their deeds.&lt;br /&gt;
{{CaptionedImage|file=Stewards of the Dead.jpg||caption=Stewards of the Dead are often tasked with laying unquiet spirits to rest.|width=750}}&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crystal_Architect_of_the_Spires&amp;diff=76786</id>
		<title>Crystal Architect of the Spires</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crystal_Architect_of_the_Spires&amp;diff=76786"/>
		<updated>2019-08-26T18:33:21Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Commission construction of mana structures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Crystal Architect of the Spires is an [[Imperial Title]] appointed by the [[senator|senators]] of [[Urizen]], empowered to [[commission]] structures that produce valuable crystal mana. The title was [[Create title of Crystal Architect of the Spires |created]] at the Spring Equinox summit of 379YE, and was one of the titles [[Amend_powers_of_the_Crystal_Architect_of_the_Spires|amended]] in Spring 380YE following the need to restrict the number of projects commissioned each season.&lt;br /&gt;
&lt;br /&gt;
As of the end of the Autumn Equinox 381YE, the Crystal Architect has commissioned three [[sinecure|sinecures]]: the [[Custodian_of_the_Claw#The_Caves_of_the_Claw|Caves of the Claw]] in [[Morrow]], and the [[Keeper_of_the_Tower_of_the_Fall#The_Tower_of_the_Fall|Tower of the Fall]] and the [[Custodian_of_the_Storm_Vault#The_Storm_Vault|Storm Vault]] in [[Zenith]].&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Crystal Architect is responsible for overseeing the creation of mana [[sinecure|sinecures]] in [[Urizen]]. They can only authorise construction in Urizen [[territory|territories]], and they can only authorise the construction of structures that provide mana - not votes of any sort.&lt;br /&gt;
==Powers==&lt;br /&gt;
===Commission construction of mana structures===&lt;br /&gt;
Once per summit, the Crystal Architect can [[commission]] the construction of structures in Urizen that will produce crystal mana. The materials required for construction are provided by the Crystal Architect.  Each such commission automatically creates a [[sinecure|sinecures]], one that is appointed by unanimous decision of the Urizen senators. Control of the sinecure is a lifetime title, unless it is revoced by the General Assembly, the Council of Nine or the Urizen Assembly.&lt;br /&gt;
&lt;br /&gt;
To use this power, the Crystal Architect provides an [[Senate_announcement|announcement]] to the Civil Service, who present the decision to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Crystal Architect. The [[Imperial Synod]] may, however, choose to exercise their [[veto]] over the Crystal Architect&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
When it was created, this power was unlimited. The Senate chose to [[Amend powers of the Crystal Architect of the Spires|amend]] the powers during the Spring Equinox 380YE as part of an administrative motion.&lt;br /&gt;
{{CaptionedImage|file=TiberiusEchostorm.jpg|title=The first Crystal Architect of the Spires, Tiberius Echostorm.|align=right|width=450}}&lt;br /&gt;
Because this is a national position, the title can only be held by a citizen of Urizen.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Crystal Architect of the Spires is appointed during the Spring Equinox each year. It is chosen by unanimous decision of the [[Urizen]] [[senator|senators]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Imperial Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any Urizen citizen. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Urizen [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Summer_Solstice_interlude&amp;diff=73942</id>
		<title>383YE Summer Solstice interlude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Summer_Solstice_interlude&amp;diff=73942"/>
		<updated>2019-06-18T11:07:38Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Trading with Asavea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE]][[Category:Recent History]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Winds of Fortune]][[Category:383YE]][[Category:Recent History]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Interlude==&lt;br /&gt;
Downtime will be open shortly, allowing players to process their character&#039;s downtime choices. The Spring Equinox winds of fortune will come out shortly before the next event (which is 26th July to 28th July). However, there are a number of significant events happening in the wake of the Spring Equinox that may affect some players&#039; Downtime actions - primarily effects on personal resources or options for characters with [[military unit]] or [[fleet]] personal resources.&lt;br /&gt;
&lt;br /&gt;
As a temporary measure we&#039;ll be outlining, and offering some context for, these various effects on this page. In each case, there will be further information in the Summer Solstice Winds of Fortune - once they&#039;re ready, they&#039;ll replace this content. As always, these are quick OOC summaries to explain effects such as large-scale enchantments and curses. We&#039;ll cover all these and more when we start to present the Winds of Fortune for next event.&lt;br /&gt;
&lt;br /&gt;
Downtime is due to close at midnight on &#039;&#039;&#039;TBC&#039;&#039;&#039;.&lt;br /&gt;
==Warfare==&lt;br /&gt;
Any players whose character controls a [[military unit]] can choose from a number of downtime options. Left to their own devices, a military unit defaults to [[military unit#Paid Work|paid work]] guaranteeing an income of herbs, ingots or measures, money, or mana crystals. Otherwise, they may log into the downtime system and choose to support an army or fortification, or assign to a special project such as a [[spy network]] or one of the unique [[opportunity|opportunities]] available this downtime. Players who want to support one of the [[Imperial army|Imperial armies]] can also read the [[Army_orders|orders]] issued by each [[general]] before making their decision.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that we&#039;ve recently tightened up our guidelines around discussing military matters online which you can find [[Online#You_may_not_post_Military_Updates|here]].&lt;br /&gt;
&lt;br /&gt;
===Imperial Guerdon===&lt;br /&gt;
The Imperial Guerdon is a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies, spy networks, and fortifications. The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The [[Quartermaster General of the Imperial Armies]] has the power to exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the Guerdon. If they do so, then a character who supports such a army, fortification, or special project will receive nothing for doing so.  &lt;br /&gt;
&lt;br /&gt;
The Guerdon stands at 175 Thrones.  &lt;br /&gt;
&lt;br /&gt;
This season, the Quartermaster General of the Imperial Armies has announced that shares of the Guerdon will be shared between military units supporting &#039;&#039;&#039;TBC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Trade Opportunities==&lt;br /&gt;
The owners of [[fleet]] resource have a number of options this downtime - including the chance to support a [[dominate the bay]]. There are additional effects and opportunities in the [[Asavean Archipelago]], and any trader operating out of the [[Bay of Catazar]] should be aware of the ongoing pirate raids that threaten ships from [[the Brass Coast]], [[Highguard]], [[Urizen]] and parts of [[the League]]. There have also been significant effects on Imperial trade with foreign nations following the [[Tariffs#Sanctions|sanctions]] imposed in the way of the [[Ratify Liberty Pact|Liberty Pact]], and the chaos in [[Axos]] caused by their decision to abandon slavery.&lt;br /&gt;
===Grendel Pirates===&lt;br /&gt;
* &#039;&#039;&#039;During the coming season all fleets from [[Tassato]], [[Sarvos]], [[the Brass Coast]], [[Highguard]], or [[Urizen]] will suffer a 1 rank penalty to production if they engage in trade.&#039;&#039;&#039;&lt;br /&gt;
If you are a [[fleet]] captain trading out of the Bay of Catazar territories, the Grendel pirates continue to attempt to raid your ships. &lt;br /&gt;
===Trading with Asavea===&lt;br /&gt;
* &#039;&#039;&#039;Every Imperial Fleet trading with [[Asavean_Archipelago_ports#Nemoria|Nemoria]] receives an additional measure of [[Materials#Iridescent Gloaming|iridescent gloaming]] and an additional ingot of [[Materials#Orichalcum|orichalcum]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial captains can visit the insurrectionist port of &#039;&#039;Maragladia&#039;&#039; or &#039;&#039;Timor&#039;&#039; to trade supplies and weapons to the rebels.&#039;&#039;&#039;&lt;br /&gt;
Any Imperial captain that trades with the port of Nemoria continues to gain additional resources thanks to the existance of the [[Feroz#The_Temple_of_Balo_and_the_Black_Bull|Asavean temple in Feroz]] and the [[Liaison_to_the_Temple_in_Nemoria#The_Temple_of_the_Way_in_Nemoria|Imperial temple of the Way in Asavea]]. &lt;br /&gt;
&lt;br /&gt;
Imperial [[fleet]] captains are also able to [[Fleet#Trade|trade]] with two insurrection-aligned ports in Asavea. Each will be found in the trade dropdown alongside the usual ports. Imperial captains are assumed to be trading weapons and supplies in return for money - both in the form of actual cash and in the form of valuables and &#039;&#039;objets d&#039;art&#039;&#039;. Each represents a different approach to that trade with different rewards. The actual impact of this trade is the same regardless - support for the rebels is the same whichever port an Imperial captain frequents.  &lt;br /&gt;
&lt;br /&gt;
The coastal fortification of &#039;&#039;&#039;Maragladia&#039;&#039;&#039; is hard pressed by the Nemorian legions and the people there are desperate. Imperial captains visiting this port will be able to engage in [https://en.wikipedia.org/wiki/War_profiteering war profiteering]. A basic fleet trading with Maragladia will receive &#039;&#039;&#039;TBC&#039;&#039;&#039; crowns, with each rank of [[Fleet#Uprades|upgrade]] or [[enchantment]] adding a further &#039;&#039;&#039;tbc&#039;&#039;&#039; rings to this amount.  &lt;br /&gt;
&lt;br /&gt;
Well behind the insurrectionist lines, the situation in the port of &#039;&#039;&#039;Timor&#039;&#039;&#039; is less fraught. Imperial captains visting this port will be able to get a good price for herbs and other medicines, or even basic necessities like blankets and bandages, but for significantly less profit than they would get selling weapons in Maragladia. A basic fleet trading with Timor will receive &#039;&#039;&#039;tbc&#039;&#039;&#039;, with each rank of upgrade or enchantment adding a further &#039;&#039;&#039;tbc&#039;&#039;&#039; rings to this amount.&lt;br /&gt;
&lt;br /&gt;
If more than half a dozen fleets trade with the rebels, however, the Plenum &#039;&#039;will&#039;&#039; become aware that Imperial merchants are supporting the rebellion. It is impossible to predict how they will respond, but they are unlikely to be happy - and the more fleets trading with Maragladia and Timor the less happy they are likely to be.&lt;br /&gt;
&lt;br /&gt;
===Trading with Axos===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets visiting Kantor experience a -2 rank penalty to their production this season.&#039;&#039;&#039;&lt;br /&gt;
There has still been significant disruption in Axos. The sudden release of slaves, and the need for many wealthy concerns to reorganise themselves, means that the economy is in turmoil. This has had an immediate consequence on foreign trade, meaning there are significantly fewer goods available to purchase on the docks at Kantor.&lt;br /&gt;
&lt;br /&gt;
Ilarch Maxatious has appealed to Imperial traders not to let this disruption discourage them from coming to the Towers of Kantor, and reassures captains that the chaos will certainly be short lived. Civil servants associated with the Imperial embassy in Axos are a little more cautious - they anticipate that the situation will be better following the Summer Solstice but trade with Axos will not resume normal levels until after the Autumn Equinox at the very earliest.&lt;br /&gt;
===Trading with the Iron Confederacy===&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy has closed its borders to Imperial merchants and goods.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The port of [[Iron_Confederacy_ports#Robec|Robec]] has been closed to Imperial traders&#039;&#039;&#039;&lt;br /&gt;
The port of Robec is closed to Imperial ships. As such the Empire cannot trade directly with the Iron Confederacy.&lt;br /&gt;
===Trading with the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;Imperial captains visiting [[Commonwealth_ports#Leerdam_.28Eastern_Commonwealth.29|Leerdam]] receive an additional dose of [[Bladeroot]]; captains visiting [[Commonwealth_ports#Volkavaar_.28Western_Commonwealth.29|Volkavaar]] receive an additional vial of [[Artisan&#039;s Oil]].&lt;br /&gt;
Any Imperial fleet visiting Leerdam during the coming season will receive an additional dose of [[Bladeroot]] as a sign of Commonwealth enthusiasm for the Liberty Pact. Likewise, captains visiting Volkavaar will receive an additional vial of Artisan&#039;s Oil. It is not certain how long this enthusiasm will last, but it is anticipated to persist for at least a year.&lt;br /&gt;
===Trading with Jarm===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial fleet trading with Vezak or Kavor has a -2 rank penalty on their production.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eastern port of Rigia remains closed to Imperial shipping.&#039;&#039;&#039;&lt;br /&gt;
Imperial fleets visiting Jarm are struck by not one but two sets of tariffs; one imposed by the House of Princes on Imperial goods brought to Jarm, and then again when they attempt to bring Jarmish goods back to the Empire.&lt;br /&gt;
&lt;br /&gt;
==Major Effects==&lt;br /&gt;
Every season sees large-scale effects impact individuals and nations. Where possible we&#039;ve summarized these effects here.&lt;br /&gt;
==Mandates==&lt;br /&gt;
&#039;&#039;&#039;TBC&#039;&#039;&#039; mandates were successfully upheld in the Imperial Synod. You can find the details of all the mandates, along with the rest of the Synod judgements, [[383YE_Sping Equinox_Synod_judgements|here]]. As always, these mandates only have an effect if the named priest provides the appropriate amount of liao. As per our [[recent rules change]], all mandates will now be enacted automatically as long as the named priest has sufficient liao in their inventory before Downtime opens.&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
One ritual, [[Tithe of Bats]], has been submitted by the [[Imperial Conclave]] to form part of [[Imperial Lore]]. Assuming the required 10 Thrones are provide, the ritual will become available to all Imperial magicians.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Summer_Solstice_interlude&amp;diff=73941</id>
		<title>383YE Summer Solstice interlude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Summer_Solstice_interlude&amp;diff=73941"/>
		<updated>2019-06-18T11:04:23Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE]][[Category:Recent History]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Winds of Fortune]][[Category:383YE]][[Category:Recent History]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Interlude==&lt;br /&gt;
Downtime will be open shortly, allowing players to process their character&#039;s downtime choices. The Spring Equinox winds of fortune will come out shortly before the next event (which is 26th July to 28th July). However, there are a number of significant events happening in the wake of the Spring Equinox that may affect some players&#039; Downtime actions - primarily effects on personal resources or options for characters with [[military unit]] or [[fleet]] personal resources.&lt;br /&gt;
&lt;br /&gt;
As a temporary measure we&#039;ll be outlining, and offering some context for, these various effects on this page. In each case, there will be further information in the Summer Solstice Winds of Fortune - once they&#039;re ready, they&#039;ll replace this content. As always, these are quick OOC summaries to explain effects such as large-scale enchantments and curses. We&#039;ll cover all these and more when we start to present the Winds of Fortune for next event.&lt;br /&gt;
&lt;br /&gt;
Downtime is due to close at midnight on &#039;&#039;&#039;TBC&#039;&#039;&#039;.&lt;br /&gt;
==Warfare==&lt;br /&gt;
Any players whose character controls a [[military unit]] can choose from a number of downtime options. Left to their own devices, a military unit defaults to [[military unit#Paid Work|paid work]] guaranteeing an income of herbs, ingots or measures, money, or mana crystals. Otherwise, they may log into the downtime system and choose to support an army or fortification, or assign to a special project such as a [[spy network]] or one of the unique [[opportunity|opportunities]] available this downtime. Players who want to support one of the [[Imperial army|Imperial armies]] can also read the [[Army_orders|orders]] issued by each [[general]] before making their decision.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that we&#039;ve recently tightened up our guidelines around discussing military matters online which you can find [[Online#You_may_not_post_Military_Updates|here]].&lt;br /&gt;
&lt;br /&gt;
===Imperial Guerdon===&lt;br /&gt;
The Imperial Guerdon is a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies, spy networks, and fortifications. The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The [[Quartermaster General of the Imperial Armies]] has the power to exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the Guerdon. If they do so, then a character who supports such a army, fortification, or special project will receive nothing for doing so.  &lt;br /&gt;
&lt;br /&gt;
The Guerdon stands at 175 Thrones.  &lt;br /&gt;
&lt;br /&gt;
This season, the Quartermaster General of the Imperial Armies has announced that shares of the Guerdon will be shared between military units supporting &#039;&#039;&#039;TBC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Trade Opportunities==&lt;br /&gt;
The owners of [[fleet]] resource have a number of options this downtime - including the chance to support a [[dominate the bay]]. There are additional effects and opportunities in the [[Asavean Archipelago]], and any trader operating out of the [[Bay of Catazar]] should be aware of the ongoing pirate raids that threaten ships from [[the Brass Coast]], [[Highguard]], [[Urizen]] and parts of [[the League]]. There have also been significant effects on Imperial trade with foreign nations following the [[Tariffs#Sanctions|sanctions]] imposed in the way of the [[Ratify Liberty Pact|Liberty Pact]], and the chaos in [[Axos]] caused by their decision to abandon slavery.&lt;br /&gt;
===Grendel Pirates===&lt;br /&gt;
* &#039;&#039;&#039;During the coming season all fleets from [[Tassato]], [[Sarvos]], [[the Brass Coast]], [[Highguard]], or [[Urizen]] will suffer a 1 rank penalty to production if they engage in trade.&#039;&#039;&#039;&lt;br /&gt;
If you are a [[fleet]] captain trading out of the Bay of Catazar territories, the Grendel pirates continue to attempt to raid your ships. &lt;br /&gt;
===Trading with Asavea===&lt;br /&gt;
* &#039;&#039;&#039;Every Imperial Fleet trading with [[Asavean_Archipelago_ports#Nemoria|Nemoria]] receives an additional measure of [[Materials#Iridescent Gloaming|iridescent gloaming]] and an additional ingot of [[Materials#Orichalcum|orichalcum]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial captains can visit the insurrectionist port of &#039;&#039;Maragladia&#039;&#039; or &#039;&#039;Timor&#039;&#039; to trade supplies and weapons to the rebels.&#039;&#039;&#039;&lt;br /&gt;
Any Imperial captain that trades with the port of Nemoria continues to gain additional resources thanks to the existance of the [[Feroz#The_Temple_of_Balo_and_the_Black_Bull|Asavean temple in Feroz]] and the [[Liaison_to_the_Temple_in_Nemoria#The_Temple_of_the_Way_in_Nemoria|Impreial temple of the Way in Asavea]]. &lt;br /&gt;
&lt;br /&gt;
Imperial [[fleet]] captains are also able to [[Fleet#Trade|trade]] with two insurrection-aligned ports in Asavea. Each will be found in the trade dropdown alongside the usual ports. Imperial captains are assumed to be trading weapons and supplies in return for money - both in the form of actual cash and in the form of valuables and &#039;&#039;objets d&#039;art&#039;&#039;. Each represents a different approach to that trade with different rewards. The actual impact of this trade is the same regardless - support for the rebels is the same whichever port an Imperial captain frequents.  &lt;br /&gt;
&lt;br /&gt;
The coastal fortification of &#039;&#039;&#039;Maragladia&#039;&#039;&#039; is hard pressed by the Nemorian legions and the people there are desperate. Imperial captains visiting this port will be able to engage in [https://en.wikipedia.org/wiki/War_profiteering war profiteering]. A basic fleet trading with Maragladia will receive &#039;&#039;&#039;TBC&#039;&#039;&#039; crowns, with each rank of [[Fleet#Uprades|upgrade]] or [[enchantment]] adding a further &#039;&#039;&#039;tbc&#039;&#039;&#039; rings to this amount.  &lt;br /&gt;
&lt;br /&gt;
Well behind the insurrectionist lines, the situation in the port of &#039;&#039;&#039;Timor&#039;&#039;&#039; is less fraught. Imperial captains visting this port  will be able to get a good price for herbs and other medicines, or even basic necessities like blankets and bandages, but for significantly less profit than they would get selling weapons in Maragladia. A basic fleet trading with Timor will receive &#039;&#039;&#039;tbc&#039;&#039;&#039;, with each rank of upgrade or enchantment adding a further &#039;&#039;&#039;tbc&#039;&#039;&#039; rings to this amount.&lt;br /&gt;
&lt;br /&gt;
If more than half a dozen fleets trade with the rebels, however, the Plenum &#039;&#039;will&#039;&#039; become aware that Imperial merchants are supporting the rebellion. It is impossible to predict how they will respond, but they are unlikely to be happy - and the more fleets trading with Maragladia and Timor the less happy they are likely to be.&lt;br /&gt;
===Trading with Axos===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets visiting Kantor experience a -2 rank penalty to their production this season.&#039;&#039;&#039;&lt;br /&gt;
There has still been significant disruption in Axos. The sudden release of slaves, and the need for many wealthy concerns to reorganise themselves, means that the economy is in turmoil. This has had an immediate consequence on foreign trade, meaning there are significantly fewer goods available to purchase on the docks at Kantor.&lt;br /&gt;
&lt;br /&gt;
Ilarch Maxatious has appealed to Imperial traders not to let this disruption discourage them from coming to the Towers of Kantor, and reassures captains that the chaos will certainly be short lived. Civil servants associated with the Imperial embassy in Axos are a little more cautious - they anticipate that the situation will be better following the Summer Solstice but trade with Axos will not resume normal levels until after the Autumn Equinox at the very earliest.&lt;br /&gt;
===Trading with the Iron Confederacy===&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy has closed its borders to Imperial merchants and goods.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The port of [[Iron_Confederacy_ports#Robec|Robec]] has been closed to Imperial traders&#039;&#039;&#039;&lt;br /&gt;
The port of Robec is closed to Imperial ships. As such the Empire cannot trade directly with the Iron Confederacy.&lt;br /&gt;
===Trading with the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;Imperial captains visiting [[Commonwealth_ports#Leerdam_.28Eastern_Commonwealth.29|Leerdam]] receive an additional dose of [[Bladeroot]]; captains visiting [[Commonwealth_ports#Volkavaar_.28Western_Commonwealth.29|Volkavaar]] receive an additional vial of [[Artisan&#039;s Oil]].&lt;br /&gt;
Any Imperial fleet visiting Leerdam during the coming season will receive an additional dose of [[Bladeroot]] as a sign of Commonwealth enthusiasm for the Liberty Pact. Likewise, captains visiting Volkavaar will receive an additional vial of Artisan&#039;s Oil. It is not certain how long this enthusiasm will last, but it is anticipated to persist for at least a year.&lt;br /&gt;
===Trading with Jarm===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial fleet trading with Vezak or Kavor has a -2 rank penalty on their production.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eastern port of Rigia remains closed to Imperial shipping.&#039;&#039;&#039;&lt;br /&gt;
Imperial fleets visiting Jarm are struck by not one but two sets of tariffs; one imposed by the House of Princes on Imperial goods brought to Jarm, and then again when they attempt to bring Jarmish goods back to the Empire.&lt;br /&gt;
&lt;br /&gt;
==Major Effects==&lt;br /&gt;
Every season sees large-scale effects impact individuals and nations. Where possible we&#039;ve summarized these effects here.&lt;br /&gt;
==Mandates==&lt;br /&gt;
&#039;&#039;&#039;TBC&#039;&#039;&#039; mandates were successfully upheld in the Imperial Synod. You can find the details of all the mandates, along with the rest of the Synod judgements, [[383YE_Sping Equinox_Synod_judgements|here]]. As always, these mandates only have an effect if the named priest provides the appropriate amount of liao. As per our [[recent rules change]], all mandates will now be enacted automatically as long as the named priest has sufficient liao in their inventory before Downtime opens.&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
One ritual, [[Tithe of Bats]], has been submitted by the [[Imperial Conclave]] to form part of [[Imperial Lore]]. Assuming the required 10 Thrones are provide, the ritual will become available to all Imperial magicians.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legalise_Asavean_mercenary_work&amp;diff=72755</id>
		<title>Legalise Asavean mercenary work</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legalise_Asavean_mercenary_work&amp;diff=72755"/>
		<updated>2019-05-18T10:27:25Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{scrutiny}}&lt;br /&gt;
&amp;lt;ic&amp;gt;To make it legal for Imperial captains to send their military units to support or engage with either the Asavean state or the current uprising.&amp;lt;br&amp;gt;&#039;&#039;Proposed by Miaren, seconded by Sarvos.&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* Relating to the legal situation regarding the [[The_divide_between|current turmoil]] in the [[Asavean Archipelago]].&lt;br /&gt;
* This motion was judged to have Constitutional implications.&lt;br /&gt;
* Passed&lt;br /&gt;
&lt;br /&gt;
==Date==&lt;br /&gt;
* Winter 382YE&lt;br /&gt;
==Campaign Outcome==&lt;br /&gt;
* It is legal to sent [[military unit|military units]] to support either [[The_divide_between#Suppress_Asavean_Uprising|suppress]] or [[The_divide_between#Support_Asavean_Uprising|support]] the uprising in Asavea.&lt;br /&gt;
* Chief Magistrate Karkovitch expressed some concerns about the implementation of this law, but the Senate&#039;s intent is clear.&lt;br /&gt;
{{Senate Motion}}&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Asavean_Archipelago&amp;diff=72661</id>
		<title>Asavean Archipelago</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Asavean_Archipelago&amp;diff=72661"/>
		<updated>2019-05-15T19:49:39Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ForeignNationWarning}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A predominantly island culture, Asavea possesses a small empire scattered across a sprawling archipelago, far across the ocean to the west. A timeless and cultured nation, it sees itself as having moved beyond the questioning and struggle of more primitive lands. The Asavean people consider their society to approach perfection; change is considered unnecessary and disruptive and should be avoided as much as possible.&lt;br /&gt;
&lt;br /&gt;
Until around a hundred years ago, the Asavean empire had holdings all over the world. Over the last century they have slowly withdrawn, turning their attention inwards. They appear to be a nation in decline, although they are still powerful enough to maintain a presence on the &#039;world stage&#039;.&lt;br /&gt;
&lt;br /&gt;
Of particular interest to Imperial citizens are the [[Asavean Archipelago ports|Asavean ports]] which are open to trade with the Empire.&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Asavea is much warmer than the Empire, and centred around several chains of volcanic islands. Their land mass isn&#039;t huge (probably about the equal of any two Imperial nations), but it is densely populated. Each island is surrounded by floating shanty towns inhabited by the poorest members of Asavean society. The Asavean engineers are experts at creating structures on and in water, draining swamps and performing other tasks that allow them to expand the habitable land-mass of their archipelago. In the past they have regularly used powerful ritual magic in the pursuit of more living space, but these days they prefer to do their land-sculpting with large numbers of slaves over many decades.&lt;br /&gt;
&lt;br /&gt;
In addition to the islands that make up the heart of the &amp;quot;Asavean republic&amp;quot;, the nation consists of a number of subject states called &amp;quot;satrapies&amp;quot;. In theory these satrapies are sovereign nations &amp;quot;advised&amp;quot; by Asavean satraps; in practice they are part of the Asaveans empire in all the ways that matter.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The people of Asavea are almost exclusively human. Members of all six [[lineage|lineages]] are known among them, but only the [[merrow]] &lt;br /&gt;
lineage really prospers. Members of other lineages (especially [[cambion]] and [[briar]]) are often seen as being &#039;troublemakers&#039; and exiled to positions in the subject territories. Several of the ruling families have strong merrow blood. Orcs are almost unknown; they are usually considered to be exotic, primitive savages who none-the-less enjoy a level of mystique and feature in several lurid Asavean tales of adventure (usually as cannibalistic worshippers of dark god-spirits who bring the foolish adventurer&#039;s expedition to a nasty end).&lt;br /&gt;
&lt;br /&gt;
The archipelago is ruled through a system of shared hereditary nobility known as the Plenum. The head of each major household has a seat on the Plenum and receives a set share of the nation&#039;s wealth. While the Plenum can make laws and take decisions, they rarely do so quickly, and years of debate and consultation of precedent can be required to make major changes. In truth the Plenum more often discusses matters such as art and philosophy, preferring to let their slave-run civil service administer to the day-to-day affairs of state.&lt;br /&gt;
&lt;br /&gt;
Almost all manual labour, and a good deal of skilled labour is done by the slave class, which constitutes the majority of the population. However, slaves are strictly stratified and spend a lot of time trying to advance themselves. A high-caste slave could wield similar influence to an Imperial citizen, and slaves are generally well treated. However, children of slaves automatically start at the lowest caste, and must work their way up through effort and rigorous examinations. Slaves cannot be granted freedom, as it is an accepted part of the natural order of things that they remain so. The vast majority accept the stratification of Asavean society without question; those who do not are exiled or executed.&lt;br /&gt;
&lt;br /&gt;
Although the Asaveans still regard themselves as sprung from heroic stock, the truth is that they no longer regard the military as either glorious or important. Members of the Plenum caste often serve as officers, but this is merely considered tedious civic duty, and most allow their competent slave-soldiers to handle things.&lt;br /&gt;
&lt;br /&gt;
The Asaveans are extremely wealthy due in part to their large slave-fleets and their dominant position for shipping. They trade extensively to both east and west, and are known to deal with nations far beyond those familiar with Imperial traders in lands beyond the setting sun. Despite their emphasis on social stability, Asavea has an enormous and insatiable appetite for luxury goods and rare objects. Anything unique, novel or aesthetically pleasing fetches a high price, as the nobles are always looking for items to add to their collections.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
According to the legends of the islands, the archipelago was once home to monsters, with the only safety to be found in walled city-states who feuded continually with each other.  Starvation was common, and resources were scarce because the interior lands were so dangerous.  In myth, the heroes known as the Asav were born directly out of the ocean; shining champions who conquered the bickering cities, united the people of the archipelago and destroyed the monsters.  The Asav brought order and civilisation, and by tradition the members of the Plenum caste claim blood descent from them&lt;br /&gt;
&lt;br /&gt;
The rulers of a number of smaller nations near the Asavean Archipelago are &#039;advised&#039; by &#039;&#039;satraps&#039;&#039; appointed by the Plenum. These nations maintain a polite fiction of independence but are Asavean subjects in all but name. The satraps often help the smaller nation maintain order through the use of Asavean troops. Imperial citizens who have visited these smaller nations often comment that the Asaveans they encounter there seem more alert, competent and committed to the ideals of their nation than those they encounter in the Archipelago itself. These lesser nations tend to speak the same mix of languages that are spoken on Asavea proper, and it is likely that they form the root from which the Asavean people have sprung.&lt;br /&gt;
&lt;br /&gt;
The defences of the island chains are impressive, with fortifications that have been added to for centuries, and standing armies of well equipped and drilled slave-soldiers. Many Asavean structures, especially those built outside the Archipelago proper, are heavily fortified - a remnant of a time when their ancestors were constantly under threat of war or invasion. With deep pockets, and large stores, they can always afford to simply retreat behind their walls, allowing time for their allies to send aid. Modern Asavean architecture focuses more on beauty than defensibility.&lt;br /&gt;
&lt;br /&gt;
While they have a large navy, their vessels are more commonly trading or pleasure ships. Almost all Asavean ships use banks of oars and slaves to supplement their sails, and are based on developments of the [http://en.wikipedia.org/wiki/Dromon dromon] and the [http://en.wikipedia.org/wiki/Liburnian_(ship) liburna]. Although they maintain a small number of military vessels, they often rely on mercenaries to protect their fleets. While the Asavean shipwrights were the best in the world just over a century ago, their designs have been superseded by those of younger nations such as the Empire and the [[Sarcophan Delves]]; Imperial vessels may be more dependant on the vagaries of the wind but they do not require slaves, and those of the Sarcophan Delves are often moved by entirely reliable crews of tireless unliving creatures rather than slaves that require food, drink and discipline.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
At their height, the Asavean sorcerers were powerful wielders of ritual magic. Over the last century or so, their magical power has declined. The Asavean Archipelago has fewer magicians than the Empire, although this is likely to be more due to a lack of access to teaching than to any lack of actual magical ability. Most of their ritual magicians are now slaves, although every coven is lead by a member of the Plenum caste. &lt;br /&gt;
&lt;br /&gt;
Magicians of the Plenum caste perform their civic duties in a perfunctory way, spending most of their time in private research into the wonders of the universe - or &#039;&#039;naval gazing&#039;&#039; as many Imperial magicians would have it. There are some very loose ties between the Asavean magicians and the Imperial [[Unfettered Mind|Order of the Unfettered Mind]], as well as with similar cabals in other parts of the world.&lt;br /&gt;
{{CaptionedImage|file=Balo of the Foam.jpg |caption=The Asaveans worship a complex pantheon of fictional deities.|title=Balo of the Foam is the Asavean god who protects sailors, and any who travel over water.|align=right|width=400}}&lt;br /&gt;
==Religion==&lt;br /&gt;
They are polytheistic, and completely open to any religion that doesn&#039;t interfere with the smooth functioning of their state. However, fervent belief is seen as uncouth and uncivilised, and those of the Plenum caste see religion as being a matter of tradition rather than spirit. Slaves are often deeply religious, but know well enough to be quiet and discreet in public.&lt;br /&gt;
&lt;br /&gt;
There are over a hundred Asavean god-spirits, and only their priests are likely to know more than a handful. Priests are often extensively tattooed with images that represent the god-spirits to which they feel the closest connection. Offerings are made to the god-spirits by those who need good fortune in an area that god-spirit oversees, or who wish a rival to suffer bad luck in that area, or who wish to fend off bad luck. Offerings are usually burnt before an image of the god-spirit in question by a priest. Human sacrifice is not a common practice but is known to have taken place in the past, and there are dark mutterings among Imperial missionaries that in some extreme cases it continues to this day.&lt;br /&gt;
&lt;br /&gt;
This practice informs the belief among members of the Plenum caste that goods burned with the body accompany the soul into its afterlife. Hence members of the nobility have a tradition of amassing enormous collections of exotic items to be burned with them on a slave-ship when they die. In the past, the slaves were also burned with their masters, but these days this only applies if the slaves themselves constitute a collection. They amass libraries, treasure vaults and halls full of antiquities, only to have them all burned to ash with them upon death. They regard this as rather obvious, and engaging in one-upmanship for collections is a major past-time amongst the Plenum class.&lt;br /&gt;
&lt;br /&gt;
Recently the Way of the Imperial faith has begun to find a foothold amongst the slaves of Asavea, and several members of the Plenum are becoming alarmed – objecting to its strident and atheistic tone. They have exhorted the Imperial missionaries to “tone down” their rhetoric for the public good. However it is a little unclear whether this growing dissatisfaction is a result of Imperial missionaries, or whether agents from the [[Sumaah Republic]] are to blame.&lt;br /&gt;
&lt;br /&gt;
In Spring 378YE, a pamphlet claiming to offer insight into the Asavean religion began to circulate in the Empire. Parts of the pamphlet appear to have clearly been intended for children, but it apparently details several of the prominent Asavean Gods. It is an easy matter for an Imperial citizen to lay their hands on a copy of the pamphlet if they wish ([[File:Asavean_Religion_Pamphlet.pdf]]).&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
Asavea is much warmer than the Empire, and this is reflected in their dress. Long tunics are common, sometimes with a loose robe in a contrasting colour worn over the top. Tunic and robe alike will often possess decorative embroidery - even slaves have access to materials that allow them to decorate their clothing. White is the most common colour for the tunic, with red, purple and green being the most common colours for the loose robe. The most valuable tunics are bleached brilliant white with [[materials#Beggar&#039;s lye|beggar&#039;s lye]], while the most valuable robes are dyed in a number of deep blue hues using [[materials#iridescent gloaming|iridescent gloaming]] and [[Cerulean Mazzarine]]. Asavean blue is a valuable coloured cloth that is sold throughout the known world.&lt;br /&gt;
&lt;br /&gt;
Members of the Plenum caste of all genders usually wear a [http://en.wikipedia.org/wiki/Toga toga] over the top of their tunic, rather than a robe. Only the highest ranking slaves are allowed to wear the toga, and only the Plenum caste are allowed to wear the prestigious black toga on pain of death. The toga is usually worn only out of doors or in very formal situations, and is rarely embroidered or decorated.&lt;br /&gt;
&lt;br /&gt;
Jewelry tends to be ostentatious but an Asavean would rather wear one or two pieces of extremely fine and valuable jewelry than drip with gold and gems - &#039;&#039;quality over quantity&#039;&#039; is a traditional Asavean saying and applies especially in this area.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
The Asavean people are the descendants of a number of tribes from a wide geographic area. The dominant languages of the archipelago are represented by those from the [http://en.wikipedia.org/wiki/Romance_languages romanic language group] especially French, Italian, Portugese, Romanian and Spanish. French and Spanish are slightly more dominant than the others, and at various points in their history one or the other has dominated Plenum business; when people refer to Asavean they may be talking about any of these tongues.&lt;br /&gt;
&lt;br /&gt;
==Asavean Archipelago in play==&lt;br /&gt;
The Asavean Archipelago is a nation that has become hide-bound, inward-looking and decadent. It is facing a slow decline into obscurity, and whether it goes quietly, explodes in a frenzy of violence, or somehow renews itself, only time will tell. At its peak a hundred years ago, it can be seen as an &amp;quot;elder statesman&amp;quot; of the other nations active on the &#039;world stage&#039;. It combines a number of ideas and images from real-world Roman, Greek, Byzantine, Phoenician and Egyptian empires as well as diverse fictional sources such as Mervyn Peake&#039;s &#039;&#039;Gormenghast&#039;&#039; or even David Eddings&#039; &#039;&#039;Mallorea&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Asavea is a nation based on slavery, the institution is so old and hierarchical that the majority of the slaves consider it entirely normal. For the most part, only those slaves on the very bottom rung of society - those who perform manual labout such as those who work in fields and mines, or who load and unload ships - have a poor quality of life. Many of the slaves in the higher echelons have a lifestyle that peasants in other parts of the world would envy. To many Asaveans, freedom is a terrifying prospect which is generally believed to lead to starvation and death, or murder at the hands of criminals. The entire society reinforces this belief, and those who agitate for freedom are viewed at best as insane and at worst as anarchists who want to destroy society. This is not the prevalent attitude among the subject territories, but even there the presence of Asavean troops and the protection of Asavean naval forces is seen as a good thing that helps prevent society collapsing into widespread anarchy.&lt;br /&gt;
&lt;br /&gt;
The Asavean people as a whole are traditional and hierarchical, introspective and faintly smug but they are no more stupid or cruel than anyone else. They consider their society as close to perfect as makes no difference, and tend to ignore critics as being irrelevant, ignorant or rude.&lt;br /&gt;
&lt;br /&gt;
Asavean merchants travel to several locations favoured by the Empire, and their languages are spoken all over the known world as a consequence. Characters who speak French, Italian or other &#039;Asavean&#039; languages might never have visited the archipelago itself, and may have only a tenuous connection to the distant island empire.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the Asavean god-spirits are not &#039;real&#039; in the way the virtues of [[the Way]] are real - these are not [[eternal]] cults, and Imperial scholars suggest that many of them are defied versions of folk heroes whose stories have taken on a supernatural edge. Asavean priests lack access to any [[religious skills]]; have no use for [[liao]]; and while they believe in reincarnation they assume that people are reincarnated into the same caste they were in their previous life. Their faith is very institutionalised and secularised, and it seems that few Asavean people actually &#039;&#039;believe&#039;&#039; in the god-spirits. Some of these god-spirits have odd similarities to [[Paragons and Exemplars]], and the Asaveans are quite happy to absorb the gods, folk-heroes and ancestors of other nations into their bloated pantheon.&lt;br /&gt;
&lt;br /&gt;
In short, while many Imperial citizens find Asavean society offensive, it will take a lot more to change it than a foreigner going to [[Asavean_Archipelago_ports#Nemoria|Nemoria]] and telling the teeming citizenry that they are &#039;doing it wrong&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Winter_Solstice_Conclave_sessions&amp;diff=72215</id>
		<title>382YE Winter Solstice Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Winter_Solstice_Conclave_sessions&amp;diff=72215"/>
		<updated>2019-05-05T19:38:46Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Candidacy : Gloaming Sentinel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
===Precedence and the Font===&lt;br /&gt;
*&#039;&#039;&#039;The basic font at this summit was 122 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The income from the Principle of Proportions was 223 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The remainder from previous seasons was 4 mana.&#039;&#039;&#039;&lt;br /&gt;
The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the [[Principle of Precedence]]. The income of mana following the previous summit is listed above and was distributed as per the table below. This left 4 mana, which will be added to the font to be divided at the end of the next summit along with the income from the Principle of Proportions at this summit.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Order&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Precedence&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Members&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mana&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ilium&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Rod and Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;89&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Shuttered Lantern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Golden Pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;63&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Sevenfold Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;58&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Unfettered Mind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Silver Chalice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Celestial Arch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Friday Declarations==&lt;br /&gt;
===Candidacy : Archmage of Day===&lt;br /&gt;
* &#039;&#039;Raised By:&#039;&#039; Skywise Gralka and Gancius Archmage of Day&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039; Skywise Gralka becomes Archmage of Day&lt;br /&gt;
===Sorcery : Benedict Pacelli===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Benedict Pacelli&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Benefict Pacelli seeks the jugement of conclave on himself, on past acts.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. &lt;br /&gt;
===Candidacy : Archmage of Autumn===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Emundo&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Edmundo becomes Archmage of Autumn&lt;br /&gt;
===Candidacy : Gloaming Sentinel===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tiberius Echostorm&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
&lt;br /&gt;
===Candidacy : Watcher of the Wheel===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Mercatio Sederi&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed.&lt;br /&gt;
===Sorcery : Medea Ruth===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Medea Ruth&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Medea Ruth Irremais committed sorcery and treason deserving of the death penatly.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Imperial Lore : Madyn&#039;s Gift===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Simargl, the Empty One&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Accepts into [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] the ritual &amp;quot;Madyn&#039;s Gift&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Concord : Brocéliande and Llofir===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Abel the Bursar&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That it accepts the Bursar&#039;s prosperous offer to fight the vallorn in Brocéliande and rejects Llofir&#039;s tainted aid.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Interdiction : The Celestial Library===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Skywise Gralka&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
==Saturday Declarations==&lt;br /&gt;
===Candidacy : Watcher of the Wheel===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lina of Felix&#039;s Watch (Adelina Barossa), Naia i Souza i Guerra, Lord Colborn of House Videre, and Megara&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Lina of Felix&#039;s Watch became Watcher of the Wheel&lt;br /&gt;
===Candidacy : Archmage of Autumn===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Eliza Serafini di Sarvos and Edmuno of Damakhan&#039;s Forge&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Edmundo of Damakhan&#039;s Forge remained Archmage of Autumn.&lt;br /&gt;
===Concord : Aid of Jaheris===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Solomon&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That conclave accepts Jaheris aid, as outlined by it&#039;s herald Garret to the Archmage of Summer in regards access to its rituals.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord : Rituals for Maykop===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Palaphon Ankarien&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That, should Maykop require magical assistance to abolish slavery, conclave would be willing to provide three rituals without payment over the next three seasons.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
===Concord : Support  for Diora University===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Gancius della Notte di Sarvos&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That the Conclave supports the development of an Autumn college at Diora University that draws on visiting scholars.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord : Dissemination to the Thule===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Simargl, the Empty One&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The conclave agree that in support of our allies in the war with the Druj, the Empire should disseminate the ritual &amp;quot;The Immaculate Architect&amp;quot; to the Thule.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Concord : Imperial Necromancer===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Enhantress Claudia Vakulova Remys&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave would support the creation of the role of Imperial necromancer and urge the Senate to action.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
===Sorcery : Aquillian===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Aquillian&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That Aquillian is a sorcerer.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Sorcery : Aethelric the Grounded===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Aethelric the Grounded&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Self as sorcerer.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Sorcery : Skywise Gralka===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ser Arianna Weaver&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Gralka Skywise to be a sorcerer.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Sorcery : Tamar of Enlightenment===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tamar of Enlightenment&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Tamar of Enlightenment to be a sorcerer.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Sorcery : Dr Tolame ===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Dr Tolame of the Virtues of Autumn&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
=== Concord : Sadogua and Terunael===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Elyssiathain, Archmage of Night&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave declares that Sadogua is not at fault for the fall of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord : Saddogua and Iridescent Butterflies===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Elyssiathain, Archmage of Night&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave declares that Sadogua is allowed to give Iridescent Butterflies to Faraden to help with their blight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Enmity : Llofir===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Solomon&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
===Concord: Support for Emissary of Phaleron===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Brynn Lonerock&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave would support the creation of the position Emissary of Phaleron and rquest the Senate to action.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Imperial Lore : Gift of Knowledge===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Skywise Gralka&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That the ritual &amp;quot;Gift of Knowledge&amp;quot; be added to Imperial lore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Neutrality : Ira Harrah===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ser Fabienne De Miel&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Amity : Ira Harrah===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Asenath&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Reconciliation : Rivers Run Red===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Saeros Splitroot&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concor : Tharim and the Forests===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Saeros Splitroot&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; This Conclave asks Tharim the Bound King of the Thrice-cursed Court to feast on the forests and herb gardens of Miaren, Therunin, and Hercynia for the next year. This is in return for sending its powerful servitors to offer direct assistance in Brocéliande.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Sorcery : Armand i Erigo===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Bakar i Erigo&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That Armand i Erigo (deceased) is a sorcerer.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
==Changes of Title==&lt;br /&gt;
{{stub}}&lt;br /&gt;
* A new [[Archmage]] of Day, Skywise Gralka, was appointed.&lt;br /&gt;
* A new [[Archmage]] of Autumn, Edmundo, was appointed.&lt;br /&gt;
* A new [[Watcher of the Wheel]], Adelina Barossa, was appointed.&lt;br /&gt;
The full list of Imperial Titles held in the Conclave at the end of the summit can be found [[382YE_Winter_Solstice_Imperial_titles|here]].&lt;br /&gt;
&lt;br /&gt;
==Changes of Sorcery==&lt;br /&gt;
* Benedict Pacelli was declared to be a sorcerer.&lt;br /&gt;
* Medea Ruth was declared a sorcerer.&lt;br /&gt;
* Aquillian was declared a sorcerer.&lt;br /&gt;
* Aethelric the Grounded was declared a sorcerer.&lt;br /&gt;
* Doctor Tolame was declared a sorcerer.&lt;br /&gt;
* Armand i Erigo (deceased) was declared a sorcerer&lt;br /&gt;
&lt;br /&gt;
==Changes of Interdiction==&lt;br /&gt;
* [[The Celestial Library]] has been placed under interdiction.&lt;br /&gt;
==Changes of Amity and Enmity==&lt;br /&gt;
* The eternal [[Irra Harah]] was granted amity.&lt;br /&gt;
* The eternal [[Llofir]] was placed under enmity.&lt;br /&gt;
&lt;br /&gt;
==Principle of Proportions==&lt;br /&gt;
During the summit, TBC mana was collected in accordance with the Principle of Proportions. The breakdown was as follows - on Friday, TBC. On Saturday, TBC.&lt;br /&gt;
&lt;br /&gt;
This means that TBC.&lt;br /&gt;
&lt;br /&gt;
[[Category: Conclave]]&lt;br /&gt;
[[Category: Conclave Sessions]]&lt;br /&gt;
[[Category: 382YE]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_repairs_to_Heliopticon&amp;diff=72197</id>
		<title>Construct repairs to Heliopticon</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_repairs_to_Heliopticon&amp;diff=72197"/>
		<updated>2019-05-05T14:08:37Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Campaign Outcome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;ic&amp;gt;To repair and rebuild the Heliopticon in Urizen.&amp;lt;br&amp;gt;&#039;&#039;Proposed by Redoubt, seconded by Astolat.&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* Commission to repair the central heliopticon towers in Morrow and Spiral in line with [[Fight_or_flight#A_New_Hope|recent proposals]].&lt;br /&gt;
* &#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Date==&lt;br /&gt;
* Winter 382YE&lt;br /&gt;
==Cost==&lt;br /&gt;
* This commission uses [[Fight_or_flight#A_New_Hope|non-standard costs]].&lt;br /&gt;
* 12 wains of Mithril&lt;br /&gt;
* 24 Crowns&lt;br /&gt;
* Takes three months to complete.&lt;br /&gt;
*  This project will add additional costs to each Urizen territory, and require the usual upkeep of a college of magic (at the moment 25 Thrones).&lt;br /&gt;
==Progress==&lt;br /&gt;
* None&lt;br /&gt;
==Campaign Outcome==&lt;br /&gt;
* When complete, creates a unique Imperial title [[Doyen of the Spires]], appointed by majority decision of the magicians of Urizen. Title is held for as long as it takes them to codify a single arcane projection. They will be able to be revoked by the Imperial Synod.&lt;br /&gt;
* The magicians of Urizen will function like a college of magic, but the speed of research will depend on how many territories are part of the Urizen nation and connected to the Heliopticon network.&lt;br /&gt;
{{Senate Motion}}&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Game_overview&amp;diff=69202</id>
		<title>Game overview</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Game_overview&amp;diff=69202"/>
		<updated>2018-10-23T21:20:44Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Getting Together.jpg|align=left|width=600}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The game is set in a powerful [[the Empire|Empire]] that is surrounded by hostile barbarians on all sides. The Empire has grown in power and size for centuries but has experienced a decline in recent decades with territories along the borders being overrun by barbarians. Around a fifth of the territory the Empire controlled at its height has been lost to a series of incursions that an Empire focused on internal politics was ill-equipped to repulse.&lt;br /&gt;
&lt;br /&gt;
The game began shortly after the death of [[Empress Britta]], leaving the collective player base as the most powerful individuals in the Empire. While the [[Imperial Senate]] has since elected a new [[the Throne|Throne]], [[Empress Lisabetta|Lisabetta]], the challenge remains - to restore the Empire to its former glory by regaining the lands that have been lost, and to secure its future.&lt;br /&gt;
&lt;br /&gt;
The Empire is formed from ten culturally distinct [[The Nations|nations]]. Each nation has its own culture and customs but they are politically and legally unified. Although the players are all fundamentally on the same side there is rivalry between nations, with players competing with each other to lead the Empire and achieve their own goals.&lt;br /&gt;
&lt;br /&gt;
Events represent the moments when the powerful and significant members of the Empire come together to shape its future. These are times when characters can take bold actions - there will be votes in [[the Senate]] and [[the Synod]], opportunities to practise powerful magic, chances to make your fortune and battles to be fought that will determine the outcome of the Empire&#039;s military campaigns.&lt;br /&gt;
&lt;br /&gt;
==Look and feel==&lt;br /&gt;
The inspiration for the setting is drawn from the late Byzantine period to the early Renaissance era. In creating the visual styles for the nations we have been inspired by some of the images from the Lord of the Rings movies, the Assassin&#039;s Creed and Dragon Age computer games, HBO Borgias and the Game of Thrones television series, the Starz Camelot series and even the BBC Merlin series.&lt;br /&gt;
&lt;br /&gt;
The setting and the style of the game has also been influenced by modern fantasy literature, especially the highly political worlds of Jim Butcher&#039;s Codex Alera and Joe Abercrombie&#039;s The First Law. &lt;br /&gt;
&lt;br /&gt;
The game is not a historical setting; history is just one of the starting points that has been used to create the distinctive looks and the culture of each nation. We want players to create characters and wear costume that fits the setting and their part within it. To help with this the wiki includes extensive information about each nation, the costumes that are appropriate and advice on how to create the right look.  The goal is for everyone involved to be ambitious and work together to create a game that looks stunning and sets new standards for immersion.{{CaptionedImage|file=Wecanbeheroes.jpg|align=right|width=800|caption=&amp;quot;We can beat them, just for one day&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==The nations of the Empire==&lt;br /&gt;
The Empire is formed from ten culturally distinct [[the Nations|nations]]. Nations exist to provide the players with their primary source of identity - in the way that players in other fest systems are Malathians, Greeks or Lions, our players are Highborn or Navarr. The game is organised logistically along nation lines, with camps laid out for each nation. Nationality has no rules impact on a character’s skills or abilities, because we want to encourage players to choose their nation purely for its aesthetic and setting rather than for reasons of optimisation.&lt;br /&gt;
&lt;br /&gt;
Nations are not politically independent, but they have a cultural identity that is identifiable and reflected in their dress, customs and attitude. The Empire has a single set of laws that applies to each citizen, and each nation elects senators to represent its political interests as well as generals to direct its armies in service to the Empire.&lt;br /&gt;
&lt;br /&gt;
==The Senate==&lt;br /&gt;
Political control of the Empire is primarily through [[the Senate]]. Each nation selects its own senators, who serve for fixed terms. Senators vote on motions and make decisions that affect the Empire directly. The debates and business of the Senate is facilitated and administered by our NPC Civil Service and the Speaker. The Speaker’s role will be to chair and officiate meetings of the Senate.&lt;br /&gt;
&lt;br /&gt;
In the absence of an Emperor or Empress, the Senate is largely in charge. Creating an Emperor or Empress is the responsibility of the Senate, but is not easy and we do not envisage it happening in the early part of the campaign. Even with the Throne occupied, the Senate continues to have a vital role in shaping the future of the Empire.&lt;br /&gt;
&lt;br /&gt;
The point of the Senate is to provide a focus for political conflict between characters. It gives PCs the levers to control the Empire - but in uptime, rather than in downtime.&lt;br /&gt;
&lt;br /&gt;
==The Synod==&lt;br /&gt;
[[The Synod]] is a political body and meeting place for the faithful of the Empire. It serves as the moral conscience of the Empire, but also possesses potent political powers supported by the Imperial Constitution. Membership of the Synod is open to all priests of the Imperial Faith with a congregation (represented by a personal resource), but a priest who is part of the Synod cannot simultaneously be a Senator or General.&lt;br /&gt;
&lt;br /&gt;
The Synod has several powers including the ability to veto certain decisions of the Senate, to call Imperial Citizens before it to answer questions about their actions, and ultimately to dismiss senators and generals it deems to be corrupt or unvirtuous. They are also the only body able to intercede with [[The Law|the judiciary]] to plead for clemency for convicted criminals.&lt;br /&gt;
&lt;br /&gt;
==The Military, the Bourse and the Conclave ==&lt;br /&gt;
Three other &amp;quot;Imperial Structures&amp;quot; exist that rival the power of the Senate and Synod.&lt;br /&gt;
&lt;br /&gt;
[[The Military]] is run by the generals who oversee war and conflict with the Empire&#039;s enemies. A position in the Military will give a character influence over the wars the Empire fights as well as the battles that take place at each event.&lt;br /&gt;
&lt;br /&gt;
[[The Bourse]] is an arena for characters who are interested in trade and commerce. A position in the Bourse allows characters control of valuable resources that can be used to influence the economic development of the Empire.&lt;br /&gt;
&lt;br /&gt;
[[The Conclave]] is a political arena for the powerful wizards in the Empire. Positions in the Conclave will be associated with magical prowess and power and characters involved in the Conclave will be able to shape the magical destiny of the Empire.&lt;br /&gt;
&lt;br /&gt;
==The Civil Service and magistrates==&lt;br /&gt;
The Empire has an efficient and orderly civil service that helps administer the Empire. These are NPC roles played by crew. Their job is to facilitate the player leadership and keep the game immersive and challenging. They present details of the setting to the players in a purely IC manner, bringing onto the field aspects of the game that might otherwise have required referees, print outs or computers. The Civil Service lets the players enjoy the challenge of controlling an empire without getting bogged down in the bureaucratic details of administering an empire.&lt;br /&gt;
&lt;br /&gt;
The Civil Service will also perform tasks such as managing meetings in the Senate, holding trials for accused parties and presenting intelligence to help the generals choose which battle opportunities to pursue. The Civil Service makes it possible for us to recognize what players are doing, and to ensure that their actions and decisions are reflected in the game world. The NPC Civil Service carry out a wide range of logistical functions, without being in charge.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Law|The Magistrates]] are a specific branch of the Civil Service whose role is to enforce the law. Laws are created by the players in the Senate, but enforced by our NPC magistrates. PCs can be directly involved in the legal process, gathering evidence and arresting suspects, but trials will be conducted and judged by our NPCs. This ensures that  breaking the law is meaningful and credibly dangerous, as well as keeping the resulting trials short and interesting.&lt;br /&gt;
&lt;br /&gt;
==Eternals==&lt;br /&gt;
[[The World|The world]] of Empire is known to touch six other [[Realms|planes of existence]]. These are home to magical entities called [[Eternals]], some of whom are interested in the human world. Players - especially magicians - can meet and negotiate with the Eternals. The Eternals are not gods but possess magical powers that players will find useful. They have their own motivations and personalities, and characters will be able to bargain with them to advance their own agendas.&lt;br /&gt;
&lt;br /&gt;
==Lineage==&lt;br /&gt;
Human PCs may choose one of six distinct [[lineage overview|lineages]]. Lineage represents a supernatural quality in a human character&#039;s make-up. This quality might be due to Eternal blood in their ancestry or represent exposure to powerful magic. The strength of lineage varies between individuals. Each lineage has a list of suggested roleplaying and physical trappings that offer guidance on how to play the lineage. The more of the trappings the player adopts for their character, the more like an Eternal and less like a human their character becomes. Characters with lineage are still human, and lineage has no impact on a character’s skills or abilities. It may however influence how other characters (especially Eternals) interact with them.&lt;br /&gt;
&lt;br /&gt;
Lineage fills the role that race often plays in fantasy games. Only human characters have Lineage - orc characters, specifically, do not.&lt;br /&gt;
&lt;br /&gt;
==Barbarians, foreigners and Orcs==&lt;br /&gt;
[[Barbarian|Barbarians]] are people who are not part of the Empire, that the Empire is currently at war with.&lt;br /&gt;
There are several distinct barbarian powers which represent hostile tribes, kingdoms, and nations. The barbarians are designed to look cool in massive numbers in battles, to provide immersive, exciting and dramatic combat encounters, and to allow a range of interactions outside of combat. Most of the barbarian powers that currently surround the Empire are orcs. Players are not able to play barbarian characters - by definition, they are not welcome on the playing field.&lt;br /&gt;
&lt;br /&gt;
Players are able to play [[Imperial Orcs]]. Imperial orcs are those orcs who were brought into the Empire decades earlier; as such, they are politically assimilated and loyal to the Empire. Imperial orcs have their own unique culture; effectively they are a nation of their own, although they lack territory and the political power that the nations of the Empire wield.&lt;br /&gt;
&lt;br /&gt;
Other species exist in the world, but currently players may only create human or Imperial Orc characters.&lt;br /&gt;
&lt;br /&gt;
[[Foreign Nations|Foreigners]] are people that are not part of the Empire, that the Empire is not currently at war with. &lt;br /&gt;
The Empire trades with many of these foreign powers, and may host delegations from them. Foreigners have no ability to directly influence the future of the Empire, but may have political agendas that guide their interaction with the players.&lt;br /&gt;
==Technology==&lt;br /&gt;
While the basic technology of the game is aimed at a magical-medieval tone, there are a few things that go beyond the historical equivalents in the setting. The [[technology]] page lays out some of the important elements of common technology in the Empire that distinguish the setting from historical Europe. Most of these additions are designed to provide in-character explanations for real world technology - to make the setting fit the game better.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Empire is not a game of technological exploration - technological advancement and invention are not themes of the game. This means that you cannot invent binoculars by putting two spyglasses together - this is against the spirit of the game and would fail if you tried it. Substances like gunpowder are not part of our setting and cannot be researched or discovered. &lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=What_we_do&amp;diff=69114</id>
		<title>What we do</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=What_we_do&amp;diff=69114"/>
		<updated>2018-10-14T12:40:46Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crew]][[Category:Game Design]]&lt;br /&gt;
==Overview==&lt;br /&gt;
These are short articles written by crew members about what they do during, or between, events. Originally written for Facebook, they maintain the same sort of informal tone found in the more game-design oriented essays you can find [[Writing about Empire|here]].&lt;br /&gt;
&lt;br /&gt;
==Exhausting But Worth It==&lt;br /&gt;
* &#039;&#039;Robin Tynan is a hard-working Blue Cap, part of the [[Referee#GOD|GOD]] team who deal with admin and general queries. They&#039;ve written about what their event entails, and about some of the less obvious tasks Blue Caps can end up doing.&#039;&#039;&lt;br /&gt;
Hi I’m Robin! I’ve been playing PD events since 2008 but only jumped the fence to crewing at the start of this year. Now I have four events of being in GOD under my belt and I love it!&lt;br /&gt;
&lt;br /&gt;
Other than maybe a quick bit of Skype training with Waz (the boss)  if there’s been any changes to the database, my Event starts on Thursday morning. (&#039;&#039;You can read some words from Waz [[What_we_do#Shiny_Happy_People_in_Blue_Caps|further down the page]] - Raff&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
As soon as we arrive it’s work time. The Red Caps will have the tent up and most of the electrics in by then, but it’s our job to make sure the computers are set up, plugged in and working, get the player pack boxes out, and get all the other bits and bobs needed to run an event in place and organised. We may also spend some time getting last minute plot documents, ribbons or items into people’s players packs as well as getting those last packs printed, packed and into the right boxes. &lt;br /&gt;
{{CaptionedImage|file=Ezra.png|caption=Robin Tynan|width=250|align=right}}&lt;br /&gt;
Thursday’s are pretty busy but we have a good laugh doing it - the stereo is on and we have a good energy going. Well sort of keeping us going. I am one of the many members of crew who has a disability and there are times when I need to rest. I usually have to take a nap mid afternoon, but that means I am free and able to get on the front desk if we open up on Thursday evening. Waz and the rest of the senior GOD members are lovely and understand that we have to look after ourselves if we want to be a functional team. &lt;br /&gt;
&lt;br /&gt;
We usually don’t stay in GOD until late on Thursday as we are saving ourselves for the next day. I’m usually out of GOD by 9pm and have a little time to socialise before getting an early night as I know I’ll need my energy for the weekend to come!&lt;br /&gt;
&lt;br /&gt;
Friday sees us all in GOD by 9:30 after the heads of department have had their meeting. This gives me time to have breakfast, coffee (I love the coffee stand so much) and say hi to friends before getting to work. Friday mornings are all about last minute training and brushing up on odd queries as well as the inevitable last minute player packs. Waz and his deputies will decide what tasks we are going to be on for the day and check our rotas with us. Then I’ll scurry off for a quick snack and cup of tea, or to make sure we have everything we need before 12. At 11:55 we’ll all be in our places running through our personal checklists (where’s my pen? Did I take my meds? Have I got time to run to the loo?) before the tent doors open to players.&lt;br /&gt;
&lt;br /&gt;
I usually start on the Concessions desk - it lets me sit down so I don’t end up too exhausted or in pain. I’ll spend a frantic couple of hours there checking your IDs and handing out player packs. I absolutely love seeing you all come through, getting to meet you and hopefully sorting out any problems. &lt;br /&gt;
Then it’s 2pm and we close for lunch and a well needed break. I don’t know about the others but I get super dehydrated - all that talking, laughter and my water bottle always runs out. So now is time for lunch, maybe a quick nap and rehydrate. Once self care is dealt with it’s back to printing out and filling any new player packs from gate bookings and checking everything is still working smoothly. &lt;br /&gt;
&lt;br /&gt;
Then we open again at 4pm. We are open then from 4pm until 1am and it is pretty none stop for the entire time. We do get breaks for dinner of course and it’s nice to stretch my legs and see everybody getting ready to go time in. I’ll still be on the concession desk for this period and the enthusiasm of players is fantastic. Later in the evening we will all have some time in the rota off which we can use to go IC if we want. I generally have mine organised so I can head to bed at 11pm - it just suits my health best that way though I am sometimes tempted to kit up and head onto the field. &lt;br /&gt;
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Saturday morning is another 9:30am start getting ready to open at 10am. At this point I am starting to feel it! The main rush for player packs has eased up by now so though I am still sat at the same computer, as well as sorting out concession player packs I will also start taking general enquiries which can be anything from bonding an item to sorting out a gate payment to doing some exciting magic for you. A lot of the time it can be uncertain if a question we get is something we can help with as GOD or if it requires a Ref or member of plot. I’ll always do my best to help but if you see me looking properly confused it’s probably because it’s something I need to refer to a Ref. &lt;br /&gt;
&lt;br /&gt;
Saturday morning also brings with it a slew of players who sadly lost their character in battle. As well as the admin of activating a new character or helping with character creation I also like to take the time to chat to every player. Pretty much everybody in GOD has had a character die at some point and we know it can feel a bit crap. We also know it can be awesome and the source of amazing roleplay and stories. I always like to find out how characters died and do my best to make it a good death for players, especially those with less LARP experience.&lt;br /&gt;
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At some point on Saturday I get time to kit up and head on to the field to play (after another nap probably). This is always great fun. GOD crew have proper player characters but because of the time we spend in GOD and the access we have to back-of-house stuff we have some restrictions on what we can do - we don’t hold imperial titles and priests can’t have congregations (because it throws off the synod votes). But that doesn’t mean I can’t really get into the game and have some fun with my group in Highguard.&lt;br /&gt;
&lt;br /&gt;
After some dinner I am usually back in GOD for the evening until we close for the night at 1am. Because we are the easy OC point of contact for players we often act as a kind of “triage” for player questions. Most of the questions players have are GOD related and we can help with right away but there are times when we may need to refer you to other departments such as the ref team, player welfare, monster or accessibility. No matter what time is it I am always happy to talk to a player or even crew member and see how we can help them. It keeps the job interesting and varied. &lt;br /&gt;
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By Saturday night I am normally tired and aching but things slow down a little - the camaraderie of the rest of GOD always keeps me going until we close. We spend a little bit of time shutting down computers and tidying up before it’s off to bed.&lt;br /&gt;
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Sunday is another 9:30 start and much as the previous day I fire up a computer and get started with general enquiries - after breakfast and coffee of course. We start the wind down early on Sundays and I might start the day with breaking down unclaimed character packs or filing away things that haven’t been used that event. We get busy post battle, and again I always try and take time to chat to those players who have lost a character.&lt;br /&gt;
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At some point on Sunday as players start to pack down their camps we get resources being handed in. There is usually a team member or two supervising the hand-ins and then myself and another team member will start to log them all into the system. It’s slow at first with time to answer other enquiries but as the day goes on my focus is entirely on booking in resources. Once time out is called, we have a quick break for a team meeting which is always lovely, but then it’s straight back to the hand in baggies! All-in-all I may be working solely on those hand-ins from 11am until 5pm. We aim to have as much of GOD packed away and ready to go to storage by 5pm (give or take) so it’s all hands on deck to get that done. &lt;br /&gt;
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Then we say our goodbyes.&lt;br /&gt;
&lt;br /&gt;
I stay on site that night for a crew meal and to catch up with friends (plus my partner is a redcap and there until Monday) and get some well deserved rest until the next event. It’s exhausting but totally worth it.&lt;br /&gt;
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==Security APPROVED==&lt;br /&gt;
* &#039;&#039;Sandy has been part of the security team for two years; she helps keep us safe while we sleep (among other jobs).&#039;&#039;&lt;br /&gt;
Hi, I’m Sandy from the security team, and here is my account of what we do at events (naturally, all sensitive information has been redacted ;-) ).&lt;br /&gt;
&lt;br /&gt;
We are on duty every night of the event from 1am until 8.30 to make sure that there are members of staff awake and ready to help round the clock. On Thursday, it’s just our team: [NAME REDACTED] known as “The Boss” and [NAMES REDACTED] known as “The Minions”. The best place to find us is the crew welfare hut located between GOD and Monster; even when we’re out on patrol, we regularly return there. On Friday and Saturday nights we are joined by the lovely first aiders. While we roam around, they stay in their warm little home by GOD, so if you need help, head straight there and they will summon us.&lt;br /&gt;
{{CaptionedImage|file=Cherry Matcham.jpg|caption=Sandy Wragg|width=250|align=right}}&lt;br /&gt;
Our shift starts at [BAR NAME REDACTED] where we help the staff to close down for the night. Then we proceed to the welfare hut for a nice hot brew to get us ready for the first patrol. And then we walk, and walk, and walk some more, returning to the hut from time to time for more caffeine and sugar. The site is really big now - it stretches all the way from [FIELD NAME REDACTED] to [LAKE NAME REDACTED] - and we visit each area at least twice during the night. &lt;br /&gt;
&lt;br /&gt;
What we actually get to do is variable and unpredictable (apart from walking, of course). In my two years with the team, we dealt with anything from first aid incidents to tent troubles to overflowing showers. Sometimes, more serious things happen; other times, nothing at all. &lt;br /&gt;
&lt;br /&gt;
Our main concern are the people. Everyone should be safely tucked away for the night and if we find someone who isn’t, we make sure they reach their home-from-home and have everything they need. When the weather is bad, we also keep an eye on the infrastructure, especially the biggest tents, making sure they are secure. Which means that, after being a good walker, being waterproof is the next most important job requirement.&lt;br /&gt;
&lt;br /&gt;
What I like about it is being able to help people (obviously) but wandering around at night offers many nice surprises. We get to see the site like nobody else does, and visit all the nooks and crannies. People often talk about sounds and smells of Anvil - to me it sounds like gentle noises of sleeping people, and smells like fresh grass in the morning. A night in Anvil is a very peaceful, relaxing time (well, once partying is over). The nature is amazing too: falling stars, beautiful sunrises, mysterious mists in the forest...&lt;br /&gt;
&lt;br /&gt;
My favourite bit is when, just after sunrise, we visit [CAMP NAME REDACTED] and put their lanterns out. The sun comes into the forest much later than to the rest of the field so, while there may be light outside, here the night magic still lingers...&lt;br /&gt;
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==The Secret Life of Bog Otters==&lt;br /&gt;
* &#039;&#039;Ben Stevens heads up the hygeine team at Empire. As he says... no toilets means no event.&#039;&#039;&lt;br /&gt;
The Bog Otter, in it&#039;s native habitat, can be frequently observed utilising tools, such as the plunger...okay enough of that. The hygiene team is one of the less desirable yet critically important jobs on the field. &lt;br /&gt;
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As no toilets of course, means no event.&lt;br /&gt;
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The sight of us running around, plunger in blue stained hands, shouting about “brown trout” is a fairly rare one and the better things are going, the less of us you&#039;ll actually see. The job is a bit like an iceberg, with most of the stuff happening quietly behind the scenes, with a lot of prep before, a fair bit of upkeep during and then a bunch of clearing up afterwards.&lt;br /&gt;
.{{CaptionedImage|file=BenStevens.jpg |align=right|width=300|caption=Ben Stevens|title=Without the bog otters... no event.}}&lt;br /&gt;
My event starts about 3 or 4 weeks before the actual start date, at the crew prep weekends. This is where the deep cleaning and major repairs, such as boiler replacement, pump servicing and such like go on. It allows us to try to stay on top of the inevitable wear and tear that 2000 odd bottoms will do to the toilets!&lt;br /&gt;
Then it&#039;s a case of showing up on Wednesday or Thursday to actually get them operating. Running power to them, filling up the waste tank with water n blue and stocking the consumables.&lt;br /&gt;
&lt;br /&gt;
The actual event is a bit more hectic, with an 8.30 start to go pump out the tanks before time in and refill them with fresh water n chem, so that they are fresh for time in. This is also when any tools, consumables and spare parts get ordered every day, to make sure we don&#039;t run out of the vital stuff. Then during the day it&#039;s half a dozen at minimum checks on the stock levels, making sure the secret storage boxes are loaded and ready and bins emptied. Plus making sure the bogs are reasonably clean, making sure the showers storage tanks have water along with gas for the boilers, as well as filling the tanks to refill the toilets the next day.&lt;br /&gt;
And of course, any repairs or emergencies that need to be dealt with.&lt;br /&gt;
&lt;br /&gt;
Then on Sunday around 5, all of those nice hire blocks need to be cleaned down so that we can return them in the condition we received them in.&lt;br /&gt;
This takes me and three others about 3 hours to do, then we can finally relax and have a shower. But, it&#039;s not all over yet!&lt;br /&gt;
&lt;br /&gt;
Before I leave on Monday, all of the storage tanks need to be emptied from the toilets and replaced with clean water. All tools and stock boxes collected, all bins emptied n put away, power disconnected and the main storage cabin tidied  Then, in the evening I get to go home and rest my weary little otter head.&lt;br /&gt;
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So there you have it, an insight into the very literal PD “S**t job” but someone really does have to do it.&lt;br /&gt;
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And oddly, I&#039;m happy for it to be me as there is always something new to learn and something (often gross) to discover.&lt;br /&gt;
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Certainly beats a desk job!&lt;br /&gt;
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==Weekend in the Life==&lt;br /&gt;
* &#039;&#039;This piece was written by Jonathon Cooper, a fairly new ref, after the Autumn Equinox 382YE. It recounts a day in the life of a (fairly new) ref.&#039;&#039;&lt;br /&gt;
I started reffing two events ago, having been a player for 3 years. Normally refs focus on either field reffing or skirmish and battle reffing, but having just started I&#039;ve recently experienced all three, so I thought I&#039;d write about it.&lt;br /&gt;
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Getting to site, I check in with Emma and set up my tent, then head to GOD to get my tools of the trade ready. Printing off and guillotining my Signs and Portents pack, checking out my radio and tablet and making sure I have my notebook (essential for writing down details of rituals and bondings in places the wifi doesn&#039;t reach) and picking up traumatic wounds. After that I hit the field before time in to catch up with friends. After time in it&#039;s difficult to interact with people socially, being an incorporeal part of the fabric of reality, so I really value the time I get to spend with them while timed out.&lt;br /&gt;
{CaptionedImage|file=Jonathon Cooper.png|align=right|width=300|caption=Jonathon Cooper}}&lt;br /&gt;
&#039;&#039;&#039;Field Reffing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After time in I start doing what I spend most of my weekend doing - field reffing. I head to the regio and gate, expecting there to be people who need rituals processed and items bonded before they go on their first skirmishes, and sure enough there are many. After clearing that backlog I start walking the field. After checking things are under control at the regio, I set off on my chosen route through Urizen and the Brass Coast to Dawn and Wintermark, through the back alley to Navarr and the Imperial Orcs, then turn around and do the same again, being available for people to grab me if they need me. This role involves a lot of walking. Interspersed with that are calls over the radio for free refs to process things, such as a Signs and Portents party, or (my favourite) reffing a cursing.&lt;br /&gt;
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&#039;&#039;&#039;Battle Reffing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
On Saturday instead of going to the field I head straight to monster where the battle refs are mustering. For battles we need more refs than the crew ref team can handle, so some players put on tabards to help out. We&#039;re briefed on any special rules for the battlefield, what the player objectives are and any information we&#039;ve been given from players and monsters on what they&#039;re planning, which players and monsters have mass effect rituals, etc, all so we can make good decisions about where to be, where crushes might appear and how to resolve them. The refs and medics then do a battlefield walk together to make sure everyone knows the likely locations for fighting, and we look for specific hazards and how we plan to handle them. Saturday&#039;s battle was almost entirely on the field, so this was simple and brief, but on Sunday we had a much more in-depth inspection of the woods and fort area, planning how we&#039;d handle fighting around the fort and ensuring we all knew the landmarks to describe our location if we needed to summon a medic, since navigation is harder in the woods.&lt;br /&gt;
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This battle had two miasma pillars, and I volunteered to handle one, standing nearby and calling out the effect to people that strayed too near. Once the battle moved off from my pillar I joined the other refs watching the battle lines, making sure fallen people aren&#039;t stepped on, ensuring rules are followed properly and handling Man Downs (none for me today thankfully). I also spent some time checking in on fallen players, letting them know the terminal rules and that they&#039;re doing ok OC.&lt;br /&gt;
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After the battlefield is timed out the refs gather and we have a debrief, talking about what went well and what could have gone better as a ref team, and raising any specific problems.&lt;br /&gt;
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&#039;&#039;&#039;Skirmish Reffing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Saturday afternoon I&#039;d asked to ref some skirmishes. We have two concurrent skirmish teams going and I joined the team working in the woods. We&#039;d start by finding our plot writer, get the briefing and any special conditions we need to be aware of. We ask how the skirmish is expected to go, and also plan for what should happen if things don&#039;t go as planned - I didn&#039;t expect a fight to kick off between summer heralds and players on the senate floor, but you have to be prepared for if it does! The skirmish and plot crew get themselves kitted up and ready, then one ref heads to the gate to meet the players while everyone else set up in the woods. The players open the gate and then we take them to the woods entrance, and the skirmish happens. As refs we then stand back and handle safety, rules and the occasional Man Down, while the skirmish unfolds as played out by the NPC crew and players, though sometimes we need to step in to give briefings for specific events such as rituals. I can&#039;t go in to too many details about happenings on quests, but highlights from this event were some highly entertaining exorcisms and some players encountering their ancestors.&lt;br /&gt;
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Each team runs a quest every 30 minutes, each lasting 20 minutes, so after we finish one we get a short break, then we start the cycle again. Time to track down a plot writer...&lt;br /&gt;
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==She Doesn&#039;t Even Go Here==&lt;br /&gt;
* &#039;&#039;Clare Evans is an old hand at Profound Decisions and the second member of the Game Team to write about the Autumn Equinox event. She has a lot of responsibilities which come roughly together under the heading of &amp;quot;Player Support&amp;quot; - organising the egregores, civil servants, Academy, and Three Refrains; heading up the New Player team; and working with the Conduct team among other jobs.&#039;&#039;&lt;br /&gt;
“You should do one yourself” &lt;br /&gt;
&lt;br /&gt;
My first thought was that would give the secret away and everyone would know that I mostly drink tea and gossip at events. So between events I answer emails to the new player email address, the backgrounds address and by PM. These are mostly directing people to the most helpful area of the wiki, helping them with confidence to come to the event, helping with backgrounds and answering the strangest most unpredictable questions about life in the Empire you can think of. I exist in a permanent guilt bubble about not answering these fast enough as my real life job takes a lot of my time. I also plan schedules for player support events before time in, sweet talk people into field NPC roles and take part in conduct meetings and decisions. I also try to post on the Empire LRP and Player Support pages highlighting parts of the game and wiki that would be good to read and brush up on the rules/style of the game. Then there’s finalising crew levels and requirements for them from GOD and admin. &lt;br /&gt;
{{CaptionedImage|file=ClareEvans.png|align=right|width=300|caption=Clare Evans|title=Our glorious leader.}}&lt;br /&gt;
Every Wednesday there’s a Skype meeting which covers everything from tiny rules change details, to battle numbers, to ethical decisions about how we run our game. &lt;br /&gt;
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I also try and manage the field NPC kit and prop needs. &lt;br /&gt;
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The week before the event I finalise the Player Support for the event and post it online. I make sure everyone has the kit and props they need. Check that Dave is ok to print briefs for the egregores, bards and civil service. Pack the van and go to work for the week. Wednesday night I go to Als, make sure I’ve answered all the emails I can before the event and drink rum. &lt;br /&gt;
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Thursday morning I go to site via a shop to buy cherry coke and as many lollipops as possible to keep people quiet in the new player meetings. Then there’s a big breakfast and a quick psyche up session before getting to site. &lt;br /&gt;
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I check in with Andy, Matt and Graeme, talk to as many of my team as possible and distribute meal tickets to them as I see them. Thursday evening my team and I meet outside the Senate building and talk to everyone we can find who looks like they might be new, might need company or otherwise doesn’t move fast enough to get away from us. Usually at this point I find someone who’s at their first event alone and take them off to meet people. &lt;br /&gt;
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Friday morning starts with tea and the Heads of Department meeting in GOD where we get a general overview of how things are going and anything to be aware of over the weekend. I don’t usually have much to add at this point as I’ve not really started. &lt;br /&gt;
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I then move all my things about to the correct places, get stuff down to the Hub, talk to anyone I see from the night before and get a pep talk about it being ok. &lt;br /&gt;
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The new player meetings start at 2 and we run two of them most events. Friday then disappears into a blur of being reassuring, excited about all the new people about to have their first event and checking the other scheduled events go off ok. We’ve been running more and more each event nd I’m really excited about how it’s all developing. Last event I went to the start of the Public Speaking Class, ran a new player meeting, checked on the skirmish and then ran a second meeting. When time in hits I’m trying to rush all my OC stuff off the field to be out of the way of the Hub.&lt;br /&gt;
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There’s a few things I have to be in set places for during the event and around them I walk and talk and answer radio calls. At 9 am Saturday and Sunday the field NPCs, Matt, Andy, Graeme and any plot writers who want to have a meeting. It’s like chairing a meeting of cats, who wander off, don’t listen, get distracted and turn up late. We are pretty good at keeping it to half an hour – ish! This is where field staff get to feedback what’s happening and if plot is hitting or missing and any queries or concerns. I make a list during this and that details most of what I do that day. &lt;br /&gt;
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I always make sure I’m at both gate openings to liaise with Emma and Tom and the egregores to make sure the gate opens at 11 on the dot! Then the team who aren’t on the battle go for breakfast together and scoop up any loitering players and take them too. If there’s anything big happening which I think might be a bit contentious for any reason I try to be in the background to offer back up to the NPCs and help any players who might need it. &lt;br /&gt;
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I try to do a couple of circuits of the field every day to see what’s happening and stop to talk to anyone I recognise from the New Player Meetings and my team. &lt;br /&gt;
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I swing through the Hub and try and help with any problems they’re having. Sometimes I remember to drop into the box and catch up with Matt, Andy and Graeme. &lt;br /&gt;
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At dusk I try to be sat on the box outside the Imperial Orc camp to watch the lights of Anvil come on, that’s’ straight up just for me, it’s the moment I get to look at our living breathing town and be smug about what we’ve achieved. &lt;br /&gt;
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At any point during this I might get a radio call to summon me across site, I get called for all the odd and weird stuff, flooded tents, plot queries that need a person to investigate backstage, dead or alive queries for egregores, can they really do this queries from egregores, helping people get involved in the game, helping people after character death, talking people through IC problems and helping them realise that they aren’t as bad as they first seemed. &lt;br /&gt;
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I also am on call to Emma to help with conduct queries. &lt;br /&gt;
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Basically I kind of do nothing and everything. Sometimes I remember to eat. Sometimes it’s really hard and I wonder why I volunteered to do it all. But when I see someone who was extra nervous at the first event come back again and love it or people show me how much they’ve done since they started coming, or show me what they’ve made or tell me their adventures or are too busy to talk to me because they’re throwing it all at the game it’s the best feeling.&lt;br /&gt;
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==Shiny Happy People in Blue Caps==&lt;br /&gt;
* &#039;&#039;Waz Bretherick is the head of Games Operation Desk (GOD) at Profound Decisions. Working alongside his two deputies Jon Merrifield and Francesca Brett he is responsible for overseeing all of Profound Decision&#039;s administrative tasks. He also works closely with James Toze, who runs the Gate Team.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Before the event&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Part of my role at PD between events is herding cats in the form of making sure all the other Heads of Department get their crew members to book for events. Once that is in hand our real work starts the weekend before each Empire event. We gather some of the GOD crew and travel over to Profound Decisions headquarters in order to prepare all the player packs that are required for the event&lt;br /&gt;
{{CaptionedImage|file=Waz Bretherick.jpg|align=right|width=300|caption=Waz Bretherick}}&lt;br /&gt;
Starting at 8am on Saturday morning with six or seven staff we spend the next thirteen hours solid packing between 2000 and 2300 player packs with all the stuff for the players to use at the event. That’s your passport, money, herbs, mana, liao, league bonds, ribbons, artisan oils and at the end of all that we sort the packs into three boxes dependant on whether they are standard players, players who need to confirm concessions, or crew members.&lt;br /&gt;
&lt;br /&gt;
Finally on Sunday once Andy and Matt have finished the last bits of the plot approval process we print and pack all the pre-event plot into those player packs. We also have to pack everything from the stores into the van ready to take to site.&lt;br /&gt;
&lt;br /&gt;
Once on site at the event out work starts on a Thursday, We set up the GOD tent and then start with all the additional tasks we do in the field. These tasks include making up all the encounter packs for our lovely plot team, getting resources ready for our civil servants to run the public auctions and Bourse seat auctions and packing any packs for players who have booked between the last weekend and the event.&lt;br /&gt;
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&#039;&#039;&#039;Open House&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We normally manage to open on Thursday night for a couple of hours about 6pm till 8pm to allow those staying the extra night to collect their packs. At that time you can come and speak to any of my front desk staff in GOD and check any queries at all regarding problems with your pack, or character problems. We open at Noon on Friday at most events, closing for a brief lunchbreak and to allow us to process and pack the packs for all of our lovely players who pay on the gate. At 4pm we reopen again and then straight through to one in the morning.&lt;br /&gt;
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Saturday we open the tent at 09:30 when all our lovely players come in wanting to make potions before the battle begins. We have busy periods on Saturday this tends to be post battle when people are coming in to register deaths and create new characters. However &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do blue caps actually do?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
So what else do we do during time in? Well when we hit time in at 6pm on the Friday all the front desk staff can continue to deal with all your OOC queries as well as process rituals and ceremonies for your characters exactly the same as any ref can on the field. We have a lot of overlap at events with Emma Woods and her lovely Ref team and they share our GOD tent with us. In GOD you can also change your herbs in to potions. Our back office crew lead by Jak Horner and Lesley Sweetman will do that as well as change money and resources for you as well.&lt;br /&gt;
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Lastly Lost Property Dave and Choo are responsible for dealing with all the lost property that the players and crew produce at PD. If you lose anything you should go and see them or if you have an IC items stolen, go and see them to get the phys reps back.&lt;br /&gt;
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We are the first point of contact for all enquiries on site and the place you should come to if you don’t know where else to go, we have radio contact here with all the other departments.&lt;br /&gt;
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&#039;&#039;&#039;Takedown and back to the start&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Having done all your admin for you all weekend we get to Sunday. On Sunday we prepare all the herb gardens and mana sites ready to go in your packs at the next event. You can hand in resources to GOD that you want to use in downtime. We do ask that you only hand in stuff that you intent to use in downtime and not treat it like a bank for us to store your stuff. We then count the stuff in your bags make sure it matches your hand in sheets and then data entry all that data onto your accounts so it appears for you when downtime opens after the event.&lt;br /&gt;
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Then it’s time to pack it all away again ready to go back to PD headquarters.&lt;br /&gt;
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==It Would Help If Players Stayed In One Place==&lt;br /&gt;
* &#039;&#039;This is a short piece written by Kit Armstrong-Gardner, one of our NPC Crew, after the Autumn Equinox. In reality, there&#039;s several departments that come under the very broad heading of &amp;quot;NPC Crew&amp;quot; - but usually when we say talk about NPC crew specifically we mean people who play assorted roles over the course of a weekend in collusion with plot writers. They spend a lot of their time on the field at Anvil... looking for the right player-characters.&#039;&#039;&lt;br /&gt;
Hi I&#039;m Kit, one of your friendly NPC crew. Different to skirmish in that we &#039;&#039;probably&#039;&#039; aren&#039;t trying to kill you. &lt;br /&gt;
{{CaptionedImage|file=Kit.jpg|align=right|width=300|caption=Kit Armstrong-Gardner}}&lt;br /&gt;
What I do at empire starts usually a couple weeks before hand, on the NPC crew Facebook, where our wonderful plot writers start putting up short snippets of plots or roles they need going out into the field at the next event, that might need the NPC to familiarise themselves with a complex brief or a section of the wiki. I usually check in the writer with whom I have a recurring NPC as to how much they&#039;re likely to need me on field before I sign up to any precast roles, and ensure I only sign up to roles at times that NPC isn&#039;t needed. &lt;br /&gt;
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A few days before the event I write out my schedule, check in with any writers that I haven&#039;t had briefs from etc to get everything straight. &lt;br /&gt;
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On the actual Friday of the event, there is an NPC briefing at 4pm where the main information we need to know for the weekend is given out (well, as I understand it. Being a teacher in my real life means I&#039;ve yet to make it on site by 4pm...). Then it&#039;s final briefs and getting kitted up for any roles that need to role out ready for time in, consulting Beth Charlton&#039;s magical board of plot to see if anything needs filling if not in a precast role. &lt;br /&gt;
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The rest of the weekend is spent between the encounter tents, skirmish field and Anvil being a variety of people and things for players to poke, question, interact, annoy and make deals with. After each role I return to the monster tent to complain about players being impossible to find, be shouted at by Beth to eat something and most importantly write my debrief. This is electronic, and how we are able to let plot writers have a record of what we did, who we spoke to, and what ramifications we think it might have on their plot as currently written. &lt;br /&gt;
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Roles I have played range from reccuring Heralds, to thug number three, but all of them are designed to enrich you as players games and push plots forward. I am often out on plot from time in to 10/11 at night each night, and time out on Sunday. I can play upwards of 10 roles a weekend if it&#039;s a particularly plot heavy event. I circle Anvil more times than my body can realistically handle, and I love every second that is interacting with players! &lt;br /&gt;
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But it would be much easier if you all stayed put!&lt;br /&gt;
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==Reffing Empire==&lt;br /&gt;
* &#039;&#039;David James has been reffing Profound Decisions events for longer than anyone can remember. Indeed, he was there at the first ever rules meeting where the earliest attempt at the Empire rules set was made. Here he talks about what he does as an Empire [[referee]]. You can learn more about what it takes to become an Empire ref [[Current_crewing_opportunities#Referees_.286_spaces.29|here]] - from what I understand it is somewhat different to the role played in some other fest LRP systems.&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Afternoon everyone, as part of this ongoing series on behind the scenes looks I&#039;m going to present at least part of the ref perspective. I&#039;ve been reffing for PD on and off since about 2007 and hope to supply some insight into how reffing works at Empire and how that differs from previous games.&lt;br /&gt;
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&#039;&#039;&#039;Overview&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
One big difference between Maelstrom and Empire is the organisation of the ref teams - we never had more than about half a dozen at Maelstrom, often only 3 or 4 and we all tended to cover all roles. At Empire the overall team is much larger - around 10-12 depending on attendance. There are also more tightly defined roles - skirmish, field and desk, though people tend to jump to what&#039;s required when there&#039;s a shortage in one area.  I’ll also mention at this point we’re often short handed and would love to pick up some more crew refs.  &lt;br /&gt;
{{CaptionedImage|file=DavidJames.png|align=right|width=300|caption=David James|title=I have no idea what is going on in this picture.}}&lt;br /&gt;
I&#039;ve mostly done field and desk jobs in my time on the team so this won&#039;t really cover battle and skirmish reffing but I&#039;m reliably informed that there&#039;s one of these coming from one of the fine folks on that topic.&lt;br /&gt;
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&#039;&#039;&#039;Rules design and principle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before I get into the day to day task, I&#039;d like to say a few words on rules designs and reffing principles. One thing that&#039;s very important in a game of this scale is that everyone gets the same treatment as far as rules go - from the newest player to the Empress or a Triumvir bringing an NPC onto the field. As such the rules aim to be clear and definitive with little room for interpretation and one of the tasks of a ref is to aim to keep this true by not allowing effects onto the field that require that kind of interpretation or break one of the basic rules principles. You may have heard of the of the principle of &amp;quot;Rulings not Rules&amp;quot; applied to tabletop roleplaying games, but here the opposite needs to be in effect to ensure fair treatment for all participants.&lt;br /&gt;
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This is also why you&#039;ll often see a ref call the desk for clarification - we don&#039;t want rules calls to be inconsistent, so we&#039;ll push the request up to either Emma (our formidable Head Ref) or one of the Triumvirs depending on the nature of the query. This means we don&#039;t have the same kind of free-form experimentation that we saw at Maelstrom, but this game isn&#039;t really about that and it means you can be confident that if you get a call, you&#039;ll get the same one next time - and so will your rivals.&lt;br /&gt;
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&#039;&#039;&#039;Between events&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike a lot of the teams, the work of the Ref is almost completely limited to time-in. We don&#039;t handle rules queries directly - in accordance with the above principles they get handled by Graeme or Emma. We do have facebook group where we discuss the odd rules topic but mostly engagement is limited to a couple of days beforehand where we volunteer to ref for specific encounters.&lt;br /&gt;
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&#039;&#039;&#039;Arrival and briefing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Set up for the ref desks is fairly straightforward - everything gets packed down at the end of the event and the snakes nest of laptops, tablets and chargers are re-deployed in the vain hope that this time this time they&#039;ll all still be working at the end of the event. There&#039;s a ref briefing on the Friday afternoon covering any plots needing refs and any important rules or safety information but there&#039;s little else formal to do - time is spent helping with other set up, making up Traumatic Wound lammies and double checking there are no outstanding issues from last event. Doug helps with the New Player orientation and it&#039;s fairly common to walk the site to re-familiarise yourself with the layout, you&#039;ll often be getting direction to a tent somewhere in the dark woods so it pays to keep up to date.&lt;br /&gt;
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&#039;&#039;&#039;On the Field&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After time in is when we really go on shift. We head out with tablets, radios and bags full of Traumatic Wounds and visions and await player requests. There can often be long periods where we just patrol without being needed then bursts where all hands are needed on deck, inevitable as a result of the reactive nature of what we try to do. The aim is to be visible without being obtrusive so we can be easily found when needed but easily ignored when not. This is kind of a synthesis of the Maelstrom and Odyssey approaches - at Maelstrom we were in bright hi-vis, clearly OOC intrusions into the game world whereas at Odyssey the Drowned Dead existed as IC entities. Both approaches had problems - the glaring OCness of one lead to immersion breaking whereas the IC nature of the other lead people who needed refs for IC nefariousness avoiding them incase it fed back IC.&lt;br /&gt;
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The field tends to be pretty quiet so if you need a ref and there&#039;s one wandering past they may be just racking up their Fitbit high score so feel free to approach them, they&#039;ll be able to summon another for you if they are on some other task.&lt;br /&gt;
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&#039;&#039;&#039;At the Regio&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While we do get requests to ref rituals elsewhere on the field, the real magical action is at the Regio. I enjoy taking shifts there - there&#039;s a constant flow of players and cool roleplay going on (as well as a nice dry chair and the chance to spook people with the SFX). Chasing off after a curse laden player aiming to throw a Pronouncement of Doom is always a highlight, particularly when the ritualist has got several on them...&lt;br /&gt;
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&#039;&#039;&#039;Behind the Desk&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Partly a nerve centre, partly somewhere to put your feet up after getting that high score, the desk acts as second line support for GOD and a way for refs who are out of tablet battery or connectivity to get player actions processed while out in the field. During quiet periods it&#039;s also where we dream up new and unusual trama to add to the decks.&lt;br /&gt;
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&#039;&#039;&#039;Supporting Plot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whether in encounter tents or on the field many plots require a ref presence to communicate unusual effects or to ensure that rules are being followed in the high-intensity situations that sweep after the various denizens of the world of Empire that Plot send out. The job here is to be available but out of the way, which can be tricky in the smaller encounter tents! Ideally here you don&#039;t have to do anything other than be present and shuttle the players too and from from the Sentinel Gate for off-field encounters - and we typically manage that - but the disruption inherent in needing a ref when there isn&#039;t one means ensuring that these always have someone assigned. The opportunity to help facilitate the more elaborate experiences of the game make this a fulfilling way to spend a couple of hours every event.&lt;br /&gt;
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&#039;&#039;&#039;Debrief&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Inevitably there are issues arising every event, from IT failures meaning that we need to take player details for rituals or ceremonies down by hand to seeing the impact of rule changes in action and whether these are having the desired effect so we dump all this into a document that gets reviewed at event end and between to make sure we&#039;re on top of it all - this then sparks the discussions that lead us back to next events preparations.&lt;br /&gt;
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&#039;&#039;&#039;Hunt for &amp;quot;Some Ref&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I hope that&#039;s given you all some insight into what Refs do and why, and so I&#039;d like to ask for some help finding a rogue. We from time to time hear that &amp;quot;Some Ref&amp;quot; told a player that they didn&#039;t have to fall down from being hit by STRIKEDOWN, or that they could just ignore roleplay effects they didn&#039;t like or similar japery. This nefarious devil clearly needs to be caught so we are offering a reward for information leading to their capture. (The reward is lammies) (The lammies are Traumatic Wounds)&lt;br /&gt;
{{CaptionedImage|file=Graeme2.png|align=right|width=300|caption=Graeme W. Jamieson|title=Fails to mention the barely diluted orange drink he supplies.}}&lt;br /&gt;
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==Graeme&#039;s Event Cycle==&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Graeme W. Jamieson&#039;&#039;&#039; is a senior member of the game team. Of the four of us, Graeme is usually the one who spends the most time on the field IC providing &amp;quot;clarity&amp;quot; to various people, usually in the Military Council and the Senate. He is also &amp;quot;the Numbers and Strategy Guy&amp;quot; in our particular event heist team, and has the strongest grasp of the actual Rules of the Game.&lt;br /&gt;
&#039;&#039;&#039;PROLOGUE&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My event starts several weeks before the actual event. This is when Matt will close downtime. At this point, we take the data of what everyone has done at the event, where the armies are fighting, what enchantments and curses are relevant, process them all through one big spreadsheet, and use cold hard logic to decide who wins each fight. This then gets passed to Andy, who turns my unfeeling numbers into wonderous prose for players to enjoy.&lt;br /&gt;
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Next major event is 1-2 weeks in advance. This is when we&#039;ll start looking at the Arcane Projections for the event. These vary from the ingenious to the... less ingenious (&amp;quot;I&#039;d like to turn Navarr into a Trifle!&amp;quot;), and take between 5 minutes and an hour each depending on complexity. Average is about 15 minutes I think, and for the last event we had 90 (Though that&#039;s the final number, at this point we&#039;ll probably have about 60-70)&lt;br /&gt;
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On the Wednesday of the week before the event, I&#039;ll download my google docs with all the data we&#039;ve been working on, stick it on my laptop, and get ready to leave the next morning.&lt;br /&gt;
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&#039;&#039;&#039;THURSDAY&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
One sleep and a 7 hour car drive later, I&#039;m now in a field, and it&#039;s mid-afternoon Thursday. At this point I&#039;ll start processing data frantically, with the following priorities:&lt;br /&gt;
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# Arcane Projections - Any APs that we&#039;ve put aside to discuss or that have been submitted since the last check are now due. These need to to go GOD to be handed out, so this is crucial to cause them as few issues as possible. This includes any that we are failing, which need to have details on why we&#039;re failing them. This is then signed off for Matt to manually add compassion for failures.&lt;br /&gt;
# Army Locations and Force Strength - Casualties and resupply and anything else we might have missed are checked, and the data is then move from the spreadsheet to the Database, so that Matt can spit out the army reports&lt;br /&gt;
# Fort and Contested Territory progress - This is new, but needs updated at this point.&lt;br /&gt;
# The Imperial Treasury - I now process the Imperial Accounts, applying any changes to Taxation, Costs, income, validating to motions which were passed to give out funds or abrogate Imperial Stuff. This spits out the bottom line of the Budget for the Senate, and a complete set of accounts for the Master of the Mint.&lt;br /&gt;
# Eyes - I now go about finalising the Eyes data for scrying results upon the Empire. This covers: Shrouds that are in place; and the results of the Rituals Eye of the High Places; Eyes of the Sun and Moon; and Dreams in the Witch House. This is then saved off for Andy to add Flavour and to verify there&#039;s not any relevant plot effects we&#039;ve missed.&lt;br /&gt;
# Battle Options - I now sign off on and format the Battles options that Tom has written. These will have been being worked on for some time, but this is the final check.&lt;br /&gt;
# Compile General&#039;s Reports - The 3 reports for generals are then compiled into a pack for each individual general. If I&#039;m really lucky I&#039;ll remember the Scouting Report for the Scouting Army.&lt;br /&gt;
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&#039;&#039;&#039;FRIDAY&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, it&#039;s now magically about 5pm on Friday, if I&#039;m lucky, and 7pm if I&#039;m not. I might have squeezed in a meeting with the Refs in there, but probably not, as I am the worst. No doubt a number of weird and wonderful crises will have also passed through The Cave as well, but they&#039;re now all dealt with.&lt;br /&gt;
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I&#039;ll now kit up, grab my paperwork, and go in character as Auditor of the Imperial Treasury Gerard La Salle. I&#039;ll spend until 8pm in the Hub, sticking my nose into stuff and providing &amp;quot;clarity&amp;quot; where needed.&lt;br /&gt;
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At 8pm, I&#039;ll head in to the Military Council. I&#039;m hear to answer any questions around the options and the campaign that are mechanical in nature, and to provide senior game team support. They&#039;ll spend a good amount of time debating the options, and will choose who will go when, and where they will be going.&lt;br /&gt;
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As soon as they&#039;ve made that choice, I&#039;ll leave that meeting and head to Senate. Senate Starts at 10 on Friday, and if I&#039;m lucky I&#039;ll again make it there for the start. Again, I&#039;m there to provide &amp;quot;clarity&amp;quot; where needed, and to provide senior game team support.&lt;br /&gt;
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Senate will end, I&#039;ll attempt to find the Master of the Mint and arrange with them what time they would like their meeting at. I&#039;ll now crawl back to The Cave, where we&#039;ll discuss what&#039;s happened throughout the day, and any issues arising from MC or Senate.&lt;br /&gt;
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At some point, I&#039;ll go to bed.&lt;br /&gt;
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&#039;&#039;&#039;SATURDAY&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Saturday will dawn, and I&#039;ll get up, and feel a brief moment of joy that I&#039;m not longer working through the night on Arcane Projections.&lt;br /&gt;
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At 9am, I&#039;ll head to Clare&#039;s Field NPC meeting, where we catch up with the Civil Servants, Egregores, Academy, and the Bards.&lt;br /&gt;
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At 10:30, I&#039;ll head over to the Monster Reception Station (where player monsters check in before the Battle - Raff), where Thomas, Mark, and I will agree the exact cutoff point for accepting players. Everyone after half past 10 is late, but we need to agree when is &amp;quot;Late! Go Go Go!&amp;quot; and when is &amp;quot;I&#039;m sorry, you&#039;re too late&amp;quot;. Event 4 was the first time with me doing this personally, which is a change we made as we are at this point disappointing player who&#039;ve wanted to Monster the battle, but turned up too late to be able to do so, and so we felt it should be someone from the senior game team to do so.&lt;br /&gt;
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Once that&#039;s done (Around 11ish), I&#039;ll have nothing planned until about half 12, so I&#039;ll either have breakfast, catch up on issues outstanding, or head to my meeting with the MoM if they wanted it in that time.&lt;br /&gt;
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At about half 12, I&#039;ll sit in a take reports from refs on the battles. This is from volunteer players making reports of serious incidents on the battles, either where they&#039;ve had to talk to a player and dealt with it (which just gets noted, in case we can use it to spot a pattern of bad behaviour versus a one off occurrence), or more serious instances which need followed up on (often where they&#039;ve spoken to the player and received abuse in response).&lt;br /&gt;
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I want to take a short interlude to talk about that. It&#039;s something that&#039;s worrying me quite a lot, and that&#039;s people hurling abuse at volunteers on battlefields. This isn&#039;t acceptable. I spend this hour on each of the Saturday and Sunday taking in reports so that we can try and combat this post event. It&#039;s not exactly the high point of my weekend.&lt;br /&gt;
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We&#039;ll also have the results of the battle, which I&#039;ll try and find a way to get to Sam in the military council.&lt;br /&gt;
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Shortly after 2, Amy and Jon will turn up for Senate Scrutiny. This is actually the second scrutiny meeting of the weekend, but the first one happens during the Friday MC meeting, so I miss that one. This is where the Constitutional Court goes over the senate motions to check if there&#039;s something we need to advise on, or something that&#039;s obviously awry. It&#039;s a fun meeting, but does need us to balance IC and OC quite heavily at times.&lt;br /&gt;
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Once that meeting&#039;s done, I&#039;ll head IC, and hang about in the Hub, providing &amp;quot;clarity&amp;quot;, until the 4pm Senate Session. Where I will again provide &amp;quot;clarity&amp;quot;.&lt;br /&gt;
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After Senate, I head back to The Cave, catch up with M&amp;amp;A on what I&#039;ve missed, and help where I can.&lt;br /&gt;
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Shortly after 7pm, it&#039;s time for the third scrutiny meeting! Once that meeting&#039;s done, I&#039;ll head IC, and hang about in the Hub, providing &amp;quot;clarity&amp;quot;, until the 9pm Senate Session. Where I will again provide &amp;quot;clarity&amp;quot;.&lt;br /&gt;
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After Senate, I&#039;ll head back to the Cave and discuss the dealings of the day, between the various houses of state and similar, and we&#039;ll discuss anything urgent arising.&lt;br /&gt;
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Matt will start to fret about the weather.&lt;br /&gt;
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We&#039;ll wind down, and I&#039;ll fall asleep some time between 12 and 1.&lt;br /&gt;
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&#039;&#039;&#039;SUNDAY&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 9am, I&#039;ll again head to Clare&#039;s Field NPC meeting and catch up with everyone. At 10:30, it&#039;s back over to the Monster Reception Station.&lt;br /&gt;
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Once that&#039;s done (Around 11ish), I&#039;ll have breakfast. In this hour I also need to make sure the Order sheets for generals are printed so they can write their army orders on them.&lt;br /&gt;
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At about half 12, I&#039;ll again take reports from refs on the battles. We&#039;ll also have the results of the battle, which again need to get to Sam on the field so she can brief the generals IC.&lt;br /&gt;
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Shortly after 12, Amy and Jon will turn up for the Sunday Senate Scrutiny meeting. The astute will notice that I&#039;m potentially in 2-3 meeting simultaneously here, and you&#039;re not wrong. They sometimes manage to slot together well, but I prioritise the Refs over Scrutiny where they don&#039;t (As M&amp;amp;A can do Scrutiny without me).&lt;br /&gt;
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As soon as that&#039;s all done, I&#039;ll run out to the 1pm Military Council with the order sheets. I&#039;ll stay there until I have all the army orders (providing &amp;quot;clarity&amp;quot; as required) and then rush to Senate, where I&#039;ll be until time out.&lt;br /&gt;
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After time out, I&#039;ll stagger back to the cave with the Generals&#039; orders, and write them all up. Then I&#039;ll either get in my car and drive home, or crash out for an hour or two before dinner, and drive back the next day.&lt;br /&gt;
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&#039;&#039;&#039;EPILOGUE&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A week after the event, we&#039;ll have a call and I&#039;ll provide Matt with the General&#039;s orders, and shortly after that he&#039;ll open downtime.&lt;br /&gt;
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And then we return to the start.&lt;br /&gt;
{{CaptionedImage|file=Emma.jpg|align=right|width=300|caption=Emma Rowden|title=Hasn&#039;t broken the internet in, gosh, hours.}}&lt;br /&gt;
==What I do when not egregoring==&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Emma Rowden&#039;&#039;&#039; has been involved with Empire for quite a while, as a player, an egregore, another egregore, a facebook moderator, and a battle ref among other things. They&#039;ve written a few words about what they do between and during events.&#039;&#039;&lt;br /&gt;
So, in addition to my role as Egregore (Which [[#We Do Indeed Have a Job|Peter Green]] has already covered very comprehensively!), over the last few years I’ve also picked up a bunch of other odd jobs around Empire both at events and online&lt;br /&gt;
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By far and away my biggest (In terms of volume and time) job for Empire LRP is as moderator on the official facebook groups. Currently I’m one of your friendly neighbourhood moderators for the main Empire LRP group (2.5k members), the page (5,295 likes), Dawn (1.2k members) and Navarr (1.5k members). Whilst we’re a reasonable sized team there’s still a lot of work to do and there’s no real “off” time as people are posting 24/7. We do our best to arrange cover if any of us are off on holiday or are away. When the Winds of Fortune are going up, I can get upwards of 200 notifications a day!&lt;br /&gt;
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On an average day I review people who’ve asked to join the groups to try to weed out any bots. I also try to have a cursory glance at most posts that go up, quickly parsing them as whether they contain any hot topics that are likely to cause people to have strong reactions. If it’s likely to and the post itself doesn’t contravene any moderation rules, I’ll “Follow” it and lurk in the comments section in case I’m needed. If something contentious from PD is about to be posted, we might get a quick heads up from the Boss to be vigilant. People often also PM me if they’re concerned about anything they see.&lt;br /&gt;
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If we have to moderate anything we try to PM the people involved or put a post on the related thread explaining the action we’ve taken. All of this is recorded and documented in case we need to refer to it later. We often discuss best practice or how things could be done better next time. Clare as Player Support Head and Emma as Head of Conduct also keep an eye out in case they need to get involved.&lt;br /&gt;
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At events, in addition to Egregore things I also help Nick run the Weapons demos. Along with Johnny, I’m one of Nick’s combat test dummies. We cover what Empire LRP fights should look like, the rules, the calls and a whole bunch of safety issues that can arise when fighting. Everything from “What is (And isn’t) a stab safe weapon” to “getting consent before touching people when healing”. No question is too daft! This usually takes about 45 mins and sees me bouncing off trees and hamming up dying multiple times. It’s a lot of fun and is a useful refresher even for older hands!&lt;br /&gt;
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I also help out on the New Player Skirmish which David runs, with a bunch of other folks like Maz and Tim. We split the new players into 2 groups and run a couple of basic combat scenarios such as a fighting retreat, or rescuing a target. Everyone gets an opportunity to try on an orc mask and to have a go with using their character’s skills. It might only be 20 a side but it’s a good introduction to what Empire combat can be like. Sometimes we even get the smoke machines out too!&lt;br /&gt;
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Whilst the rest of Highguard are monstering, I can be found in a yellow and black tabard Battle Reffing. Battle refs are there to help with any Rules or Safety issues that might occur during a battle.&lt;br /&gt;
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After the 9am player support briefing I head over to where the rest of the refs are meeting. We have a ref briefing which covers the battle plan and any potential issues that might occur. Then we head into the battle area and spread out around the likely combat zone. Often I’ll pick a group of monsters or an EMU and stick with them. There are also plot refs on respawn points and battle refs on any notable features such as regios. We have radios and can hear the count down to the gate opening and the players arriving. Our radio channel has other refs on it and first aid. We can call for Emma Woods if necessary who can liaise with the plot team who are on another channel.&lt;br /&gt;
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During the course of a battle I will speak to players to check their understandings of rules and take their PIDs or names, calling on other refs if necessary for support. I will hand out traumatic wound cards to people who I see doing particularly excellent roleplay. I will help players avoid any safety hazards such as barbed wire fences and help de-escalate and control other potential danger zones such as crushes (I get hit a surprising amount whilst doing this!). If a man-down is called in my vicinity I’ll first check on the injured person and do a basic assessment as to whether they’re walking wounded, just need a minute, or we need the first aid team. If the first aid team is needed I’ll radio them, giving a location and a rough idea of the injury. Once I’m not needed there, me and the other refs will try and get the battle started again as safely and quickly as possible.&lt;br /&gt;
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Once the battle is over all the refs will meet up for a debrief. We’ll share any PIDs we took which will then be logged on the PD database, any general rules issues we had (e.g. people executing poorly or unsafely) and any things that went well or that we feel we could have done better. Then I’ll get back into egregore kit and head into Highguard.&lt;br /&gt;
{{CaptionedImage|file=Peter.png|align=right|width=300|caption=Peter Green|title=Stopping any Freeborn tripping over their tagelmust and impaling themselves on spikes is a full-time job.}}&lt;br /&gt;
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==We Do Indeed Have a Job==&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Peter Green&#039;&#039;&#039; writes about being an [[egregores|egregore]] and about his his experiences as one of the newer members of the Player Support team.&#039;&#039;&lt;br /&gt;
I was ridiculously honoured to be asked to write something about what exactly it is that Egregores do. Contrary to popular belief, we do indeed have a job. You see, I’m rather new to the Player Support Team having done a whole two events as the Brass Coast Egregore. I have been asked back and not banned forever, so I can’t have done too badly. This puts me in a pretty cool position of being able to comment about the learning curve and duties of an Egregore with fresh eyes.&lt;br /&gt;
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I firmly believe that Egregoring is one of the most fun and rewarding jobs I’ve done at a LRP, let alone at Empire. It seems to take a little from several other sections of the game- a little reffing, a little playing, a LOT of meddling. And a truly inordinate amount of combining other words with the word ‘egregore’.&lt;br /&gt;
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We are field crew - this means we spend the game time almost entirely on the field, in character. Our entire job is to help players to have fun, find the game they want, and enable whatever dreadful schemes they have. It’s a pretty tough mental switch to make if you’ve come straight from being a player. Your success condition becomes other people’s successes and stories, and that is what you focus on. It can be easy to feel like you haven’t achieved anything, or been particularly memorable. But if a player can point to you, and say you helped them, well, that’s a win.&lt;br /&gt;
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Before I do a bit of a ‘day in the life’ about what I spent my last game doing, I’m just gonna clear up some common misconceptions:&lt;br /&gt;
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* We do play characters. They can have IC opinions and views and personal connections, and do in fact ROLEPLAY. They’re not just lampshades for a OC help point and can absolutely be interacted with on a personal level.&lt;br /&gt;
* This doesn’t mean it translates to OC bias. If you feel like you can’t go to your egregore for OC help, they’re doing something wrong.&lt;br /&gt;
* Yes, we can die. Ask Wintermark and The Coast.&lt;br /&gt;
* No, we don’t start with more character points than anybody else.&lt;br /&gt;
* Our ‘special powers’ essentially come down to seeing if a character is alive or dead and opening the gate. Seriously pals, we are not loaded with magical macguffins.&lt;br /&gt;
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With that out the way…&lt;br /&gt;
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The first thing the job seems to include is walking. No, more than that. Before time in we have new player meets, briefings and other bits and bobs to pick up. As soon as time in hits, I tend to hit the ground running. Meet new players IC, find out what their goals are. Check up on old groups and see if they need any help or just have a chat. Usually there’s a LOT of introducing people to each other. Helping forge connections is really, crucially important. You have to have a pretty good head on who does what in your nation, so you can point people in the right direction.&lt;br /&gt;
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Helps if you know the rest of the field too. There’s a lot of showing people to the correct place if they don’t know where something is in Anvil. Unhelpfully, sometimes it’s a LOT of guesswork, but you know. Don’t tell anybody I said that. Gotta look all knowing.&lt;br /&gt;
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There’s a few other formalised duties. Opening the gate is probably the biggest and consistently the most nervewracking. You stand in front of half the nations, grandstanding. It seems to be a honest fifty fifty split on how they can go, with it depending as much on the weather and the general mood as anything else. There is literally nothing worse than performing and looking out at a sea of backs or indifferent faces. Engaging the crowd is always our aim, to get them riled up and ready to fight. If we get a cheer, that’s our aim achieved.&lt;br /&gt;
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Other bits and pieces that are slightly less intimidating are things like presiding over people coming and going in your nation, being sad at funerals, checking on the status of characters and doing adminy bits like arranging the senatorial elections/auctions/festivals. The main thing to constantly keep in mind is that you are there to facilitate, not to lead. That’s up to the players. Wrangle logistics, spitball ideas, spread messages, but DON’T tell people what to do.&lt;br /&gt;
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At the beginning of each morning, we have a super secret meeting to gossip about player actions and to let the plot team know if hooks have been picked up or dropped, if there’s a lack of interest in something or even if we have an idea about what might want to be poked at in the future. By reporting back to the plot team, we give them an idea about how their work is actually hitting the field in real time.&lt;br /&gt;
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We’re also a point of contact (via radio) to get hold of refs/GOD/redcaps/accessibility crew, report OC safety issues, check on skirmish and battle times and other various appointments. Importantly, we probably shouldn’t mediate rules disputes and most of us don’t have tablets. We are so not trusted with that power. Trust me, it’s for the best. That’s why we have our amazing refs.&lt;br /&gt;
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Character skills can also play a big role in how you support player action. I mostly took priest skills - so I can stick roleplaying effects on anything that moves and use it as an IC encouragement to incite action if a player is showing reticence. Other egregores may take combat skills so they can battle alongside their nation or magic so they can assist in rituals. We are pretty much all broke though. Except the League Egregores, predictably.&lt;br /&gt;
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The biggest part of our job, arguably, is re-enforcing the national brief. We make sure that there is an IC presence nudging people to stay within the confines of the brief without it coming across as OC chiding or preaching. In my case, it’s a lot of glaring at people if I suspect they’re telling lies or loudly proclaiming my hatred of the colour black. It’s about embodying the nation and leading by example. There’s a clear line between interpreting the brief in an unusual fashion and simply ignoring it. Guess which one we don’t like.&lt;br /&gt;
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So, that’s pretty much it, though I’m sure I’ve left out something crucial. We’re fundamentally here to help (to sound cliche) and the drama, meddling, advice and tears is just a free, exciting bonus.&lt;br /&gt;
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==Six Step Process==&lt;br /&gt;
* &#039;&#039;Post Autumn Equinox 2018, a discussion of how &#039;&#039;&#039;David Sheridan&#039;&#039;&#039; handles the prep and running of plots at Empire&#039;&#039;.&lt;br /&gt;
[[#Running Plot at Empire|Dave]] and [[#What I do on my holidays|Ian]] have set a good tone here. I&#039;m going to talk about the process of writing plot between events, because that&#039;s where the REAL magic happens.&lt;br /&gt;
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(The set design team are going to thrash me with DMX cables for that, but it&#039;s worth it).&lt;br /&gt;
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&#039;&#039;&#039;Step 1&#039;&#039;&#039; is to debrief the event that just happened. After we&#039;ve all had a week to calm down, tidy up and get back to civilisation, I Skype Management and we talk about what went down. Stuff like &amp;quot;the Marchers loved that CSI tent encounter we gave them,&amp;quot; or &amp;quot;the Urizeni didn&#039;t really engage with the NPC going to challenge them to an egg-and-spoon race,&amp;quot; or &amp;quot;the skirmish where they talked the Druj onto their side against the Thule was a bit of a turn-up.&amp;quot;&lt;br /&gt;
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We work out what&#039;s coming next as a result of player action, and trust me, this shit gets WILD. I am paraphrasing when I say that easily two debriefs an event go something like: &amp;quot;The NPC didn&#039;t meet the people she was meant to meet, but did bump into their rivals/made a public announcement/sold the item to someone else, and long story short, I think that&#039;s just derailed one of the Conclave Orders/drawn an Eternal&#039;s attention/altered the course of a war-front/got [x] blamed for [y].&amp;quot;&lt;br /&gt;
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We also bat around ideas for next steps for ongoing stuff. If you&#039;ve met the same NPC three events running and built a working relationship with them, then chances are you&#039;re going to get something next event which builds on that storyline. Maybe they&#039;re in trouble and ask you to help; maybe they have an opportunity for you; maybe they want you to commit to them over a rival you&#039;re also friends with.&lt;br /&gt;
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And we have the sad duty of packing off those plots nobody wants to play with. They get sent to a nice farm upstate, where there&#039;s lots of space to run around.&lt;br /&gt;
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At the end of that meeting, I actually take pins and stick them into an actual four-foot-wide map of the Empire hanging on my dining-room wall. Yes, I&#039;m that sad. Worse: the pins are colour-coded to show how developed the plot is. These ones start out blue for &amp;quot;Approved in Principle&amp;quot;, and by the event they&#039;d damn well better be green.&lt;br /&gt;
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&#039;&#039;&#039;Step 2&#039;&#039;&#039; is &amp;quot;have ideas&amp;quot;. As any writer can tell you, this is the easy part.&lt;br /&gt;
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Seriously, though, I read all the Senate Motions, Synod Judgements, Conclave Declarations, Winged Messengers, Plenipotentiaries, and the updates to ongoing WoFs that people make in the week after the event. And I jot down anything that strikes me as curious. Why DID the Senate agree to fund a trip to the Moon? Why did someone put a motion saying &amp;quot;Rabbits are Good&amp;quot; before Conclave, and why did they vote it down? Why did someone put forward a Statement of Principle saying that &amp;quot;Rabbits are Bad&amp;quot; before [x] National Assembly, and even though it got voted down, why was it so close?&lt;br /&gt;
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(And why is everyone so obsessed with rabbits, anyway? Who&#039;s running all the Rabbit Plot? And if nobody else is, can I? I like Rabbit.)&lt;br /&gt;
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I also try to come up with some stuff out of whole cloth, taking ideas from sinecure and ministry descriptions, fluff-text off the wiki, and by less creative methods like saying, &amp;quot;Nobody&#039;s put Dawn and the Freeborn in conflict recently; what do they each value that we can make them fight over?&amp;quot;&lt;br /&gt;
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As these ideas are coming, collaboration is key. We have a number of backstage Facebook groups where I might post &amp;quot;Is anyone running anything with the Faraden/the Hercynia Vallorn/the Shattered Tower?&amp;quot; or &amp;quot;Hey makey-people, how would you make an NPC crew-member into a gryphon?&amp;quot; People reply with ideas and budgets, and I adjust my ideas and expectations accordingly. Usually upwards: I&#039;m constantly being surprised by the talent and open-handedness of our makey-people.&lt;br /&gt;
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In addition to ongoing plots, I try to come up with ten suggestions for either entirely new plotlines or engaging the levers that PCs have pulled. I&#039;ve found this leads to about 14-15 things to run in an event, which, along with other duties I have at events, is about the right amount for my blood pressure.&lt;br /&gt;
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These get white drawing-pins, for &amp;quot;Not Approved Yet&amp;quot;.&lt;br /&gt;
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A digression: my plots often aren&#039;t the big things you&#039;ll have heard of from the WoF. I&#039;m known as a &amp;quot;bijou&amp;quot; plot-writer: my stuff is usually meant to only directly influence a small number of people, but in such a way as that influence can ripple out into the world. I love reifying the fantastic elements of the setting, making them more relatable by portraying human reactions to the inhuman: ghosts and curses, immortal sorceror-dragons and cruel Sovereigns, Eternals and Sydanjaa.&lt;br /&gt;
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The upside to this is that these plots can be great game. If they touch the right character, they can change the course of a nation, or become the next accepted truth about a historical matter. The downside is that they aren&#039;t DESIGNED to do this, and in a game that&#039;s centred around various kinds of macro-scale politics, this can mean their signal gets lost in noise.&lt;br /&gt;
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Honestly, I don&#039;t mind that. Because half the time, what this means is that in two years&#039; time, someone is able to say, with passionate conviction, &amp;quot;No. I went there, I dealt with the consequences of [x] myself, and I won&#039;t let it happen again!&amp;quot; - it&#039;s always, always more effective if it&#039;s coming from the mouth of someone who went out through the Sentinel Gate to do [x] rather than who simply took an option to roleplay about having done it in downtime. And what REALLY makes my game is when that&#039;s someone you&#039;d never have expected to get involved: someone with no title, no former political prominence, no rich friends, who&#039;s become a crusader off the back of that short, intense experience. There&#039;s a reason we all go to a field rather than playing by email, and this is it.&lt;br /&gt;
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&#039;&#039;&#039;Step 3&#039;&#039;&#039; is to call up Management again and put these ideas to them. This is Plot Approval, and it&#039;s a collaborative process, where the results of that collaboration can be anything from a simple &amp;quot;Yeah, great idea, talk to [x],&amp;quot; through &amp;quot;Let&#039;s talk about the fine details for two hours.&amp;quot; Other options include: &amp;quot;That&#039;s such a good idea that another writer did it two years ago,&amp;quot; or &amp;quot;That goes against a recent Synod Judgement that just got a GM,&amp;quot; or even, &amp;quot;No, that&#039;s dumb.&amp;quot;&lt;br /&gt;
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It takes 2-3 hours to go through maybe half of those plots, so it takes a couple of those meetings over a couple of nights.&lt;br /&gt;
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After this point, anything given the go-ahead gets changed to blue, and the race is on.&lt;br /&gt;
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&#039;&#039;&#039;Step 4&#039;&#039;&#039; is to frantically write everything. The Plot Wiki is very forgiving: accessible from anywhere, and if you leave it logged in overnight, editing a page, it won&#039;t have forgotten your unfinished edits the next morning.&lt;br /&gt;
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This involves a LOT of wiki-reading. I design characters to reference the game&#039;s Archetypes, because NPCs should reinforce setting in their very bearing. I try to make sure my NPCs never fail to have the answer to an important question, and that they don&#039;t have to improvise things like names or dates.&lt;br /&gt;
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Checking who to target the plot hooks at often involves a database search: &amp;quot;Navarri Vates with Night Magic&amp;quot;, or &amp;quot;Characters in Astolat with Military Units&amp;quot;, that sort of thing. If a plot involves a crop-blight in Highguard, you can bet that Highborn Farm-Owners are getting an OOC pack-briefing to clue them in before angry farmer NPCs turn up at Anvil.&lt;br /&gt;
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After the research, I usually take a couple of hours per plot getting everything down on paper, and then the fun bit begins.&lt;br /&gt;
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(Each pin goes to yellow once the bulk of it is done).&lt;br /&gt;
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&#039;&#039;&#039;Step 5&#039;&#039;&#039; is all the admin needed to make the plot run. This is where I need to work with the silent-silent partner, the PeeDee PLOT MATRON. I will tell her what costume, make-up, SFX and set design, NPCs and ribbons I need; I will use her to book Conjunctions and set their size, duration, locations and Accessibility options; I will give her the NPCs&#039; briefs to remember for me. I create new ribbons, curses and divination results, and briefs for egregores and magistrates where relevant. I shuffle things around so I&#039;m not briefing three things at dinner-time. And finally, I talk to human beings again.&lt;br /&gt;
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I put out juicy NPC briefs for pre-event casting in a dedicated NPC-crew FB group. I talk to Beth Charlton about who&#039;s attending and their skillsets, experience and enthusiasm, asking for recommendations. I talk to Plot Production to get stuff made. I talk to Tom Hancocks about running things with the Skirmish teams and, sometimes, about borrowing members of Skirmish Crew for field plot. I VERY rarely talk to ACTUAL PLAYERS (usually former crew-members, giving them the chance to take a new plot onto the field with a retired NPC, but also sometimes when I know someone on the field has a rare skill or talent that&#039;s impossible to improvise).&lt;br /&gt;
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I also usually put some hours into making something for the event. I love making paper props and similarly-designed things - maps, illuminated manuscripts, artworks, cryptic encoded heresies, letters hinting at details of history or politics, journals, architectural plans, all sorts. Here, as at every stage, collaboration is useful.&lt;br /&gt;
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I prepare, and prepare, and prepare. It takes far longer than I hope it will. But it&#039;s worth it to be prepared on the day.&lt;br /&gt;
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(And the pins turn green!)&lt;br /&gt;
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&#039;&#039;&#039;Step 6&#039;&#039;&#039;. On the day.&lt;br /&gt;
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I&#039;m prepared. I&#039;m timetabled, I&#039;ve got stuff pre-assigned to encounters and the heart-meltingly wonderful Blue Caps to put my ribbons, coin and resources in little named envelopes for me. I&#039;ve got NPCs who know when they need to find me, or whether their timing is flexible. I&#039;ve got my meal tickets. And PLOT MATRON can take very much of the weight all by herself.&lt;br /&gt;
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By now, most of my work is done. All the thought, obsessively reading the wiki for details and checking names and dates, all the writing, most of the briefing: that shit&#039;s already happened. I need to stay on the ball for the weekend, but... most of my work is done. All I&#039;ve got to do now, basically, is to explain my brilliant ideas to people and froth with them when they come back from the Anvil field.&lt;br /&gt;
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By the time I hit the field, 95% of my job is done. And I love it that way.&lt;br /&gt;
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==What I do on my holidays==&lt;br /&gt;
* &#039;&#039;Following Autumn Equinox 2018, &#039;&#039;&#039;Ian Horne&#039;&#039;&#039; talks about his role at events with particular emphasis on tent encounters&lt;br /&gt;
So my work starts about a week after the previous event. I dig myself out of the froth caves in which I was impersonating some kind of Russian troll, call up the editors (with a summoning circle) and provide elevator pitches for my next event’s stories along with at-this-stage vague ideas for the shape of the three encounter tents. They demolish my ideas and together we put the pieces back together stronger. My notes from this are full of CAPITAL LETTERS and CRYPTIC DRIVEL: over the next week I shovel these into google docs outlining what my plots will be.&lt;br /&gt;
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Meanwhile, two things happen: first, the &#039;&#039;SWIVEL EYED SYNOD JUDGEMENTS&#039;&#039;, which I produce as a resource to roll my own face in, and second the Past Life Visions (PLVs) are assigned.&lt;br /&gt;
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I don’t write them: I underwrite them. It is not permissible for us to miss one, and I’ve volunteered to backstop that - it is my responsibility to make sure that SOMEONE writes, designs, casts and otherwise actuates your Vision. The worry that those &#039;&#039;someone&#039;&#039;s will all be me in a succession of increasingly bad hats is a great motivating factor to get people writing.&lt;br /&gt;
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Anyway, once I know what the visions are and if any Eternals are using tents, and in discussion with the tent leads and SFX designers, we set up what the encounter tents will look like. We ask for plot from the other writers too, because threeish visions and sixish Eternals do not fill three tents for an event. Typically I will also write mini adventures to go in some gaps if I spot them early enough, because I am disgustingly proud of our sets and want as many players to see them as possible.&lt;br /&gt;
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You must understand I have the visual art sensibilities of a housebrick - I do not design what you see! But plot writers semi-regularly come to us with a lovingly detailed masterwork of drama, and excitedly I ask them where it happens, and they say ‘Um. A fairly spartan tent, near Anvil. It needs a chair in it. And a table, if you can stretch to that?’&lt;br /&gt;
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And if I pass that straight to the tent leads, our encounter will be set in a featureless pitch black tent with a chair containing the bludgeoned and insensible form of a plot writer slumped on a lovingly detailed table. So, armed with someone else’s artistic faculty, I engage with the writer to try and locate a part of the world the encounter could reasonably be in. Ideally, of course, it is suspiciously like the one that is already scheduled for 11.30am that day, halfway between that and (say) the 3pm one - and we iterate on that until the mental image of the set is beautiful, and once that’s locked in I pass it to the excellent people who make sure we will have all the objects onsite with which to do the things.&lt;br /&gt;
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It’s particularly bad with Visions. The conceit of uptime is that everything happens at Anvil - so visions of being a mover and shaker often get set at Anvil in their first draft. And frankly, that’s a waste. The tents are one way we bring the world to life… the players are already working hard bringing Anvil to life, and can throw more effort and resources at it than ever we can. Meanwhile we spend a lot of time and effort not being a tent and not being near Anvil. If all else fails, thanes have halls and stridings have taprooms and I have before resorted to a Highborn Travelodge…&lt;br /&gt;
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Anyway, about three (ahahahahaha) weeks before the event I know what the tents will be and possibly even what’s happening in them. A week after that I start making increasingly insistent noises at people I’ve frothed with who don’t have plot for me yet. As the Winds of War and Fortune issue from Raff’s blazing keyboard I am metaphorically backstage creating an order for ducks to be arranged in. At some point the editors make time in their overstuffed schedules to do a quality control pass on my plot. I write up briefs, send them to NPCs, rummage through eBay’s sock drawer and the local garden centres for props. And then we go to site, and my work is largely done and now I can have fun.&lt;br /&gt;
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Because it is fun. We’re volunteers, we’re on holiday too - I try to ensure that whatever else, my stuff is at least as much fun for players as crew. Most of my briefs will include the line ‘come back if you stop having fun’ or ‘milk it as long as it continues to be funny’ or words to that effect. Our NPCs are great at improvisation and tend to enjoy it, especially when we remember to let them know exactly how far to take it. One of the main areas where I think that experience helps with plot writing is in intuiting the difference between a brief that will give your NPCs a no good very bad time (“this encounter takes place in the aftermath of a battle, full of corpses”) and one that really sings (“wait, does that read corpses? I meant ‘Terminal’. You recall the Terminal rules? I want a wall of noise. Oh, and *you*, *you* and *you* are Imperial and the rest are barbarians.”).&lt;br /&gt;
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The sets in our encounter tents are amazing, and I can say that because I am at best a stevedore for them. The tent leads and SFX crew are actual wizards. I say ‘it would be nice if there was some rubbish in this one’, and the next time I walk past I hear a discussion on what the mediaeval equivalent of a discarded rotting sofa is and can we fake one. I say ‘volcano forge’, and the next time I look the corner of the tent has what I can only call a geode with what looks decidedly like a river of quicksilver. We decided that one tent would be the inside of an organ and … you had to be there. Pictures don’t do it justice.&lt;br /&gt;
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What am I doing while the team are doing this? Ideally, if it is all going perfectly, not much. I check in with the NPCs that they are on their way, with the plot writer that nothing is on fire (except for that which is supposed to be on fire) and with the tent leads and SFX people that we will have a set - then pitch in wherever someone needs something. And if the metaphorical wheels look like they are coming off, or going wobbly, I go find the duct tape as early as possible. I have been two people in some Visions - I’m getting quite good at quick changes, and I love chewing scenery.&lt;br /&gt;
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Other than that? I play the odd NPC - he’s really quite odd - and brief the odd plot - and wasn’t it just - and then when the tent plot is all spring-loaded, the ducks are in obedient rows and the evening’s last sets are shipshape, I get onto the field as one of those characters you get in CRPGs who regurgitate basic setting info if you click on them. Because I love Anvil by night and I like to experience it if I can. (If you see an unfeasibly tall man in a stupid red hat, it’s me, and I love regurgitating basic setting info in an IC voice.)&lt;br /&gt;
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Last event was uphill. Two of our three tent leads were out with OOC issues. But thanks to excellent work by excellent people we won through, and we had fun doing it. The mission statement could be, in a word, aspiration - year on year, we will outdo ourselves. That is our aim: that is our target. I look forward to giving it my best shot.&lt;br /&gt;
{{CaptionedImage|file=Kibblewhite.jpg|align=right|width=300|caption=David Kibblewhite|title=The man we call Cool Jim}}&lt;br /&gt;
==Running Plot at Empire==&lt;br /&gt;
* &#039;&#039;Writing after the Autumn Equinox event 2018, &#039;&#039;&#039;Dave Kibblewhite&#039;&#039;&#039; talks about what his event entails as a plot writer and egregore.&lt;br /&gt;
Got there on the Thursday, needing to replace shock cord in a tent pole before I could put it up. Nearly gave up and then realised that my tent does in fact contain two poles that are identical once assembled but made up of slightly different components. Very confusing. Once I had pitched the tent in order to make sure the award-winning Clare Evans had somewhere to comfortably sleep, my primary role at PD was out of the way and I could get on with other stuff.&lt;br /&gt;
&lt;br /&gt;
We had some food from Obanzai and it was so amazing that I resolved to eat all my non-breakfast meals there for the weekend, which I did with no regrets. We did our new player social, which a few people showed up to. When it got chilly I went and put thermals on under my clothes. This made a big difference and I basically did that for the rest of the weekend. Definitely a top self-care tip. We hung out with the orcs a bit, I failed to locate Alexis Celnik and eventually gave up on the tavern because I wasn&#039;t really feeling it and went to bed.&lt;br /&gt;
&lt;br /&gt;
On Friday I spent the morning checking in with makeup, costume, set dressing etc in an attempt to minimise the amount of surprises I&#039;d drop on them later, then got my camping furniture over to the Varushka camp ready for the IC tent once it was up. We had the first new player meeting at 2 and I dished out some briefs to egregores. Sadly I had to dash off before the end as it started raining and I was conscious my stuff was in a pile in the Varushka camp. Consequently I missed chatting to new Varushka players at that point.&lt;br /&gt;
&lt;br /&gt;
At that point the tent was up, so I stood staring at a pile of fabric while my brain switched off and played cartoons in my head for a while before getting Emmanuel Goldstein and Simon Manby to give me a hand set dressing it . Then I located a bag full of random pieces of wood and arranged someone to drill holes in them because that&#039;s what my life is like.&lt;br /&gt;
&lt;br /&gt;
By that time I was into my window for getting my costume on and weapons checked before getting over to the hall of worlds for the intro to magic session I do with Martyn Sullivan and Emmanuel Goldstein. Attendance was not great so we obviously need better PR, but if the players who did show up go into time-in confident to jump into the magic game rather than standing on the sidelines then I still say it&#039;s worth it.&lt;br /&gt;
&lt;br /&gt;
Then I got over to Varushka almost for time in, greeted the new people at the hearth, did a bit of chatting, then went to support the IC weapons training. By the time that was done it was basically time for me to get back and brief Taz Magpye&#039;s storyteller who had stepped in to replace an absent and crew member and hadn&#039;t therefore had time to absorb what was quite a complex brief. Left the IC stuff to the infinitely capable Si Childs.&lt;br /&gt;
&lt;br /&gt;
It was then approaching time for my first tent quest of the weekend, so I checked in on the set build, made sure it was looking as I wanted, and I knew how to make my sounds play with Ian Horne Cattes and Jess (can&#039;t tag). Made sure my NPC was briefed, happy and looking good. Got players and chucked them in. Good atmospheric encounter with some imperial orcs where they tried to do some riddles and stuff while I freaked them out by occasionally blaring a DRAMATIC sounding Anna Alexandria Reid through the PA. They took the item they were meant to take, appeared very engaged with the story and I sent them away smiling, so that was great.&lt;br /&gt;
&lt;br /&gt;
Came back to find the storyteller npc a bit panicky and needing clarification on some bits of the brief, which I think we resolved and got her happy and back out. Chilled out backstage for a bit, then went out IC for a while, where I didn&#039;t do much except be a wallflower at the empress/wise one pre-marital questioning. Went to bed at time out.&lt;br /&gt;
&lt;br /&gt;
Saturday was my big plot day. First I got the ribbons for Taz Magpye&#039;s random bits of wood plot attached and distributed, mostly at the morning, pre time-in player support meeting. This plot was super successful at getting people engaged and required very little effort to run out from plot (although a bunch from field refs though I guess).&lt;br /&gt;
&lt;br /&gt;
I had set the morning aside to battle, but I didn&#039;t trust my ankle if I had to run so instead I painted myself silver and went to play an Autumn realm jeweler for Wrenna Robson. Enjoyed doing some trades for very specific denominations of coinage. Did horribly disappoint one player through my first-come first-served policy, but being beaten to the deal is the nature of the Autumn realm I guess. Never quite got the silver paint all off all weekend.&lt;br /&gt;
&lt;br /&gt;
At that point I checked in with the NPCs for my three Anvil based encounters (these people had already been sent their briefs before the event) to answer any questions. I collected and attached ribbons to the weapon physreps I&#039;d brought as one of them was a peddler for the Varushkan market. Also found an orb physrep and a way to ribbon that (hot glue gun). Threw all this in a bag I got from the prop boxes along with something another plot writer added to the encounter and made sure the NPC knew where it was since I wouldn&#039;t be there when she went out. Lastly, made sure the 70 beautiful potion physreps Beck Hemsley made for my potion trader were available for that npc. These were new potion types that Matt and Andy were yet to sort lammies for although I&#039;d been assured they would be ready in time. I poked my head into their office, noted a post-it in front of Andy&#039;s desk reading &amp;quot;Dave drugs&amp;quot; and declined to bother them further.&lt;br /&gt;
&lt;br /&gt;
Checked in on the &amp;quot;inside of giant monster&amp;quot; set (thank you Mark Nichols, Heather M Clayton etc, then went to the orc camp where I had been asked to support what was already a very cool scene starring Steph Morris and Mike Kilburn. Matt Couldridge came with me to set off some smoke while the players threw a lot of expensive hallucinogens around, then I played the 3.5 minutes or so of audio I&#039;d mixed. I think a lot of people were actually pretty blown away by Matt Notcutt&#039;s ominous intro, Emma Rowden&#039;s supervillain monologue and the minute or so of visceral stabbing sounds. Then I chased an orc around with a speaker shouting at him in Anna Alexandria Reid&#039;s voice some more and told them when their quest was.&lt;br /&gt;
&lt;br /&gt;
Then I pegged it back to the encounter tents to make sure the set was ready to go, grabbed a surgical kit with actual sharp things, and got the players for my &amp;quot;autopsy from the inside&amp;quot; quest. Players proceeded to destroy the set and props, I told them some hopefully interesting stuff and sent them on their way. They got extremely sticky and the encounter involved a lot of &amp;quot;EEEWWWW THIS IS VILE!&amp;quot;. Conjunction caused some confusion because I&#039;d moved it to accommodate the aforementioned player-organised scene and not informed the refs in case they needed to rely on paper timetables, so that was my bad.&lt;br /&gt;
&lt;br /&gt;
Went out with the skirmish crew then to do the imperial orc ancestor pilgrimage (whole nation encounter in the woods). Skirmish knocked it out of the park in the end, but I learned some important stuff about how to split up a complex brief for a large group. In addition I think the orcs might be able to take a bit more railroading and stage management than a lot of our players, and it was clear to everyone involved that the whole thing would have been better in the dark. That said, it all went pretty well.&lt;br /&gt;
&lt;br /&gt;
Sat down for food then set to work getting the Varushkan &amp;quot;make evil bargain with creature whilst inside other creature&amp;quot; quest ready. Taz Magpye showed up to help and the whole thing went very smoothly. Got the players and brought them down. Sadly a player had some health issues just before getting to the encounter so we sat down for a while while I looked after them and cheered them up then walked them back to their friends. Got back to the end of the encounter to find they&#039;d used some headology and bypassed a lot of dilemmas by simply hacking off the hostage&#039;s arm at the shoulder and dragging them back through the sentinel gate spraying arterial blood around, so I think we&#039;re proud of our players for that one.&lt;br /&gt;
&lt;br /&gt;
Then spent a while getting ready for the past life vision I&#039;d written. Never done one of these before so it was a lot of pressure, plus I&#039;d opted to do it outside, have multiple scenes, and NPC it from the skirmish team plus the rogue element Matthew Pennington, none of which is normal for these encounters. I feel I may not have done the PLV team&#039;s heart rate any good, but everyone involved came together to make what I think was a really powerful scene that I hope the player will remember for a long time.&lt;br /&gt;
&lt;br /&gt;
That done, I rushed off to the Wintermark camp with my NPCs and pyro person to do Kallavesi vision time, which on this occasion was two NPCs miming in a tent full of very thick smoke with me as an IC narrator. It was lovely to hear Harry Morris in her element encouraging the players to take it seriously, and I&#039;ve realised I can now recognise the sound of forty potion lammies being ripped simultaneously (it sounds like player engagement).&lt;br /&gt;
&lt;br /&gt;
Got back to monster, got some paperwork associated with the PLV sorted, then went to chill out IC and heard some lovely singing. Thought about going straight to bed but instead stayed up with the cool kids in monster. This was an incredibly good decision because not only did I have a good laugh, but I met someone who is going to provide tremendous technical help with Fairyland next year.&lt;br /&gt;
&lt;br /&gt;
On Sunday I actually just played my egregore character, including accompanying Si Childs while we tried to by him a goat (thank you for playing, Felix&#039;s Watch). Then spotted an important plot point which had been missed, and resolved it by quickly getting a ribbon sorted and dressing the closest person, Erin Catherine Marsh, as a zombie. After time out the rest of the day/night was remarkable only because I actually spent time with Clare, and that a number of us spent quite some time being relentlessly cruel to David Henderson, who is utterly deserving of the treatment he got.&lt;br /&gt;
&lt;br /&gt;
A busy event, but super rewarding. Really feel like I have learned a lot this year. Which is good, because Clare and I are running our first event next year and in many ways it is a bit ambitious.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_end_everything_collides&amp;diff=68269</id>
		<title>In the end everything collides</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_end_everything_collides&amp;diff=68269"/>
		<updated>2018-09-10T13:16:57Z</updated>

		<summary type="html">&lt;p&gt;Felix: tiny edit made: the father didn&amp;#039;t come to Anvil with the murder-thrall (ran out of NPCs)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:382YE]][[Category:Recent History]][[Category: Summer Solstice 382YE]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Leaning on the broken ramparts, Tahvis filled his lungs with cold mountain air, savouring the slighty painful sensation. He held his breath for a moment, then let it out explosively in a cloud of mist. For a moment he was a child again, playing at being the Fist of the Gyre, unleashing the power of the storm against the enemies of the People. He smiled ruefully at the memory, breathing more normally, gazing down the mountainside to the hills and forests below. Such riches, he mused.&lt;br /&gt;
&lt;br /&gt;
He was aware of a pale presence behind him, and quickly straightened up. A sussuration of white wool and white fur, and Grand Warlock Sleer herself leant over the parapet. Her shaved head was marked with intricate runic designs, echoing those that curved gracefully across her beautiful weltsilver mage armour. Power radiated from her like waves of heat. Tahvis stood to attention, eye fixed straight ahead.&lt;br /&gt;
&lt;br /&gt;
After a few moments, he was aware that the Grand Warlock was studying him with mild interest and curiosity. It made him nervous. It rarely did a warrior good to attract the attention of those chosen of the Dragons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you see, warrior?&amp;quot; she asked suddenly. &amp;quot;Tell me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Riches.&amp;quot; He answered immediately, still staring ahead. &amp;quot;Wood, stone, metal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sleer favoured him with a quick smile, gone before it had truly arrived.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He struggled for a moment, but he knew better than to refuse to answer, or to try and dissemble.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We should take it. For the Dragons. It should be ours.&amp;quot; He said, slowly. He might have said more, but he knew that saying too much was worse than saying too little. Presumption could see him sent to the mines.&lt;br /&gt;
&lt;br /&gt;
The Grand Warlock laughed, a brittle sound in the cold mountain air. Tahvis relaxed a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So straightforward!&amp;quot; she laughed. &amp;quot;I like it. Oh make no mistake, warrior, we will take their riches. But the glory of the Dragons&#039; plan is that they will &#039;&#039;give&#039;&#039; them to us. Their wood, their stone, their metal. They will give it to us without another drop of blood being spilled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She narrowed her eyes suddenly. &amp;quot;You don&#039;t approve?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tahvis swallowed. &amp;quot;I do not question the Dragons.&amp;quot; he said flatly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nor should you. Peace, after all, is just war fought with different weapons, on different battlefields. If it brings us what we want - what the Dragons want - then it will serve us just as well as war. Perhaps better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She watched him for a few more moments, weighing him up, and then flashed another of those sharp smiles that showed her teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have my eye on you, warrior,&amp;quot; she said. And then swept back into the dilapidated fortress.&lt;br /&gt;
&lt;br /&gt;
Tahvis let out another explosive gust of breath, and tried to work out if her parting words had been a threat... or a promise.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Thule==&lt;br /&gt;
During the Summer Solstice, with only hours remaining before the current [[peace]] with the Thule expired, the Imperial Senate [[Ratify_Thule_peace_treaty|ratified]] a new [[Ambassador#Treaty|treaty]] compiled by &#039;&#039;&#039;Yevgeni Katzev&#039;&#039;&#039; and his advisors. The new treaty echoes the earlier agreement, but with some significant additions.&lt;br /&gt;
===Crow&#039;s Ridge===&lt;br /&gt;
The new treaty not only guarantees Thule control of the land they currently hold in the [[Sermersuaq#Silver Peaks|Silver Peaks]] and [[Karsk#Lestazny|Lestazny]], but it also [[Powers_of_the_Imperial_Senate#Concedence|cedes]] control of the [[territory#Regions|region]] of [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]] in [[Skarsind]]. A week after the Summer Solstice, without any fanfare, an army of Thule soldiers moves south from [[Otkodov#Urdur|Urdur]] in [[Otkodov]] and takes control of the mountains there. &lt;br /&gt;
&lt;br /&gt;
Transition is bloodless. A harsh, unforgiving region of steep hills and brooding mountains, Crow&#039;s Ridge has never had much in the way of population. Outside of the ramshackle old fort of Crow&#039;s Keep, and a few scattered [[mine|mines]], the only real settlements were a handful of minor [[Wintermark]] halls. Most of the halls were abandoned during the original Thule invasion of 373YE, and the rest fell vacant when the Iron Helms broke [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|Doghri Thulebane&#039;s rebellion]] at the start of last year. While the treaty guarantees the safety of any Imperial Orcs who choose to stay, those few Imperial Orcs who had attempted to settle in Crow&#039;s Ridge after the Winterfolk left pack up their bags and move south. Not everyone is pleased with these new neighbours to the north - to give up even a portion of their land so soon after they acquired it sticks in the throat - but the general consensus seems to be that if Wintermark and Varushka can give up land for the good of the Empire, the Imperial Orcs will not be the ones to complain.&lt;br /&gt;
&lt;br /&gt;
The Thule now control Crow&#039;s Ridge. By all accounts they have set about restoring and expanding Crow&#039;s Keep, and establishing garrisons overlooking the passes into Urdur to the north and the Silver Peaks to the west.&lt;br /&gt;
&lt;br /&gt;
===Slaves===&lt;br /&gt;
The orcs of Otkoov have further agreed to &amp;quot;&#039;&#039;liberate all Imperial citizens and their descendants that they hold as slaves and return them safe and well to the Empire provided an appropriate and mutually agreed ransom can be arranged between the Thule and the Empire.&#039;&#039;&amp;quot; This section is somewhat ambiguous - but the Thule have repeatedly demonstrated their willingness to release slaves in return for reimbursement by the Empire. The main bone of contention appears to be the fate of the [[Wintermark_magical_traditions#Runesmiths|runesmiths]] and [[Navarr]] [[Crafting skills#Artisan|artisans]] captured during the Thule occupation of Skarsind and [[Hercynia#Treji|Treji]]; Rak Who-Speaks-For-The-Dragons-Undivided has agreed to discuss the issue, but has been adamant throughout the negotiations that returning these valuable assets will require extensive negotiations.&lt;br /&gt;
&lt;br /&gt;
The Thule claim they require time to identify exactly which slaves owned by their warlocks are Imperials, and are prepared to begin negotiations at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Military Aid===&lt;br /&gt;
The Thule have also agreed notionally to the idea of a military alliance against the Druj. The treaty sets down the principle that the Thule will &amp;quot;provide the Empire with strategic information regarding the Druj&amp;quot; but during the treaty negotiations there was talk of some more immediate arrangement if the Empire committed to an attack of their own against the orcs of [[the Mallum]].&lt;br /&gt;
&lt;br /&gt;
Following an invitation from the ambassador, Rak Who-Speaks-For-The-Dragons-Undivided has sent word that a grand warlock - &#039;&#039;Fljajokull&#039;&#039;, who visited Anvil with Rak last summit - will attend the Anvil summit to speak with the [[general|generals]] of the [[Imperial Military Council]] about possibilities for direct military aid in [[Ossium]]. He should be expected around half-past one in the afternoon on Saturday.&lt;br /&gt;
===Sungold Pass===&lt;br /&gt;
Following the storm that wracked northern [[Varushka]] before the Winter Solstice last year, scouts high in the northern mountains uncovered a [[Sowing_on_the_mountains#The_Travelers_Secret|hidden mine]] apparently built and worked by the Terunael, dubbed Sungold Pass.  &#039;&#039;&#039;Vuk the Wolfeater&#039;&#039;&#039;, the [[senator]] for [[Karov]] raised a [[Senate motion|motion]] in the [[Imperial Senate|Senate]] during the Summer Solstice [[Claim_Sungold_Pass|claiming Sungold Pass]] for the Empire. &amp;quot;&#039;&#039;The Senate reasserts that the Sungold Pass and the mountain known as the Traveller are part of the region of Opascari, in Volodmartz&#039;&#039;&amp;quot; the motion declares. It goes on to announce that &amp;quot;&#039;&#039;the exploitation of resources in Imperial Land by foreigners without the direct invitation of the Empire is not acceptable.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The motion may in part have been prompted by reports of [[Thule]] scouts exploring the pass. In the wake of the declaration by the Senate, some Varushkan [[military unit|soldiers]] have taken it on themselves to keep an eye on the Pass. They report that two months ago, a similar force of [[orc]] warriors arrived from the other side of the pass, accompanied by wagons and slaves equipped with building tools. They seemed surprised to see Imperial forces there, and a flurry of messages between the Imperial and Otkodov embassies ensured during which the Thule were informed of the Senate&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
Rak Who-Speaks-For-The-Dragons-Undivided has formally announced that the Thule do not accept the Imperial claim. They believe that the mountain known as the Traveller lies partially in [[Volodmartz#Opascari|Opascari]] in [[Volodmartz]] and partially in &#039;&#039;&#039;Kógur&#039;&#039;&#039; in [[Otkodov#Sk.C3.BCld|Sküld]], and that the &amp;quot;Sungold Pass&amp;quot; is on their side of the mountain. As such, the resources there are theirs to exploit and the presence of Imperial forces is neither welcomed nor appropriate.&lt;br /&gt;
&lt;br /&gt;
The Thule ambassador has agreed that the orcs will not begin to build there until the dispute is settled; he expects the Empire to provide the same assurances. Given that he is due to attend Anvil during the Winter Solstice to discuss the matter of slaves, the Civil Service have suggested that negotiation about Sungold Pass may be included in the agenda then. They are quick to caution, however, that the Senate declaration has a certain weight of law behind it - it would not be illegal under Imperial Law to begin work on exploiting the resources of  Sungold Pass in light of that declaration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation:&#039;&#039;&#039; Any Varushkan commander of a military unit who took the [[Military unit#Paid Work|paid work]] this downtime is free to roleplay that they have been stationed overlooking Sungold Pass, and were present when the Thule arrived. It is clear the orcs are not expecting Imperials - they have set up camp just across the pass from the Imperial camp and both sides are effectively preventing the other from exploring further into the ruins.&lt;br /&gt;
&lt;br /&gt;
===Trouble in the Silver Peaks===&lt;br /&gt;
There is one more problem. As arrangements are being made for the Fljajokull&#039;s visit are being finalised, word comes that [[382YE_Autumn_Equinox_winds_of_war#Keys_to_the_Kingdom_.28Sermersuaq.29|the recently dead have risen in Sermersuaq]] and seek to consume the living. Rak Who-Speaks-For-The-Dragons wastes no time expressing his outrage. After everything the Thule have said over the last year, the Empire still unleashes a murderous curse in Sermersuaq? Without consulting with the Thule? Two patrols along the southern borders of the Peaks have been attacked, as has a mining settlement. Twenty orcs are dead, and nearly twice that number injured. Is this what the Empire thinks a peace treaty looks like?&lt;br /&gt;
&lt;br /&gt;
Obviously, the hungry dead present no significant military threat to the Thule in Sermersuaq, but that is hardly the point. It does not bode well for the peace treaty if the Empire is harming Thule interests before the ink on the paper is properly dry. A demand for reparations has been dispatched to the ambassador. Rak Who-Speaks-For-The-Dragons-Undivided further expects to hear that the person or persons responsible have been dealt with appropriately, in line with the treaty.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Meredith Nighthaven, Statement of Principle, Navarr National Assembly, Summer Solstice 382YE, Upheld with a Great Majority 158 - 0&amp;quot;&amp;gt; We the Navarr welcome the orcs of the Great Forest Tribe to walk the trods with us. We ask the guides of Navarr to assist them. We ask they walk with respect and urge Navarr to do the same.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Great Forest Orcs==&lt;br /&gt;
Prior to the Summer Solstice, a number of [[Great Forest Orcs]] had [[Talk_softly#The_Trods|expressed an interest]] in walking the [[trods]] alongside the [[navarr]]. the Navarr [[Assembly#The National Assemblies|National assembly]] provided them with a clear invitation to do so. Shortly after the news reaches the guides of Therunin, it is communicated to the orcs there and the first of them seek out [[striding|stridings]] prepared to accept them. It&#039;s hard to say precisely how many Great Forest orcs take up the opportunity to walk the trods - mostly because no more than a handful accompany any one striding - but after some discussion the guides estimate it might be as many as a hundred. A little more worryingly, a handful of [[briar|briars]] are believed to have joined them on their quest to see more of the Empire.&lt;br /&gt;
&lt;br /&gt;
Obviously, the number of Great Forest orcs walking the trods is nothing compared to the number of [[Highguard|Highborn]] who have begun to set aside their previous lives and take up the mantle of the pilgrim in the wake of the [[Easy_come,_worth_less#The_Pilgrim.27s_Path|grand sacrifice]] of Highguard. But unlike the Highborn, the Great Forest orcs are explicitly traveling alongside the Navarr.&lt;br /&gt;
===Integration===&lt;br /&gt;
The reception has been broadly positive. These orcs are used to hard travel, and possess any number of useful skills that help them work alongside the Navarr as they travel. Many are experienced hunters; some demonstrate solid knowledge of herbs and medicine; a few are skilled storytellers, drummers, singers. They seem sincere in their desire to share their abilities with their hosts - for the most part they are seeking to travel as part of the stridings, not alongside them.&lt;br /&gt;
&lt;br /&gt;
There are misunderstandings of course, and some occasional friction with the people of the lands the stridings pass through. The Great Forest orcs are clearly not [[Imperial Orcs]]. There are even a few incidents in which more parochial citizens accuse the Navarr of harbouring Druj among them! For the most part, however, the Great Forest orcs integrate into the stridings that accept them with minimal conflict.&lt;br /&gt;
===Conflict===&lt;br /&gt;
The same cannot quite be said for the small handful of briars who travel with the Great Forest orcs. Few stridings are prepared to take the briars in the first place, for obvious reasons - they are after all widely believed to be heretics. Despite this reputation, however, the briars who travel with their orc allies remain generally respectful of their hosts. They ask questions, and there are occasional heated arguments, but their criticisms of the Empire through which they travel are almost entirely political rather than religious in nature. They don&#039;t make any attempt to preach their particular heresy... or rather nobody sees any sign that they are doing so. &lt;br /&gt;
&lt;br /&gt;
Most of them are the great-grand-children of Imperial citizens, and they seem mostly interested in exploring the Empire and in updating their understanding of how it works. They are often interested in the workings of the Senate and the Synod in particular - although they rarely bother to conceal their criticism of these bodies.&lt;br /&gt;
===The Vallorn===&lt;br /&gt;
During the Summer Solstice, the [[Imperial Conclave]] [[382YE_Summer_Solstice_Conclave_sessions#Dissemination_to_Great_Forest_Orcs|reached out]] to the orcs to offer them additional magical lore. In this case, &#039;&#039;&#039;Cybi Farkas&#039;&#039;&#039; and &#039;&#039;&#039;Brother Luke&#039;&#039;&#039; (the [[Master of Ice and Darkness]]), arranged for the [[dissemination]] of a [[Formulaic_ritual#Ritual_Texts|ritual text]] detailing [[Vitality of Rushing Water]]. The orc magicians have gratefully accepted this ritual, and shortly before the Autumn Equinox there are reports from Therunin that they have apparently put it to use...&lt;br /&gt;
&lt;br /&gt;
According to some scouts, a band of Great Forest orcs have been exploring the [[vallorn]] infested [[Therunin#Sweetglades|Sweetglades]] in southern Therunin. They have been proceeding cautiously, and it seems that they are mostly simply curious about the vallorn, but their presence has prompted some concern among the [[steading|steadings]] there. There&#039;s no sign that they are disturbing the vallorn unduly, but the presence of strangers in Sweetglades is enough to make people nervous.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Anna Pernn, Statement of Principle, Marcher National Assembly, Summer Solstice 382YE, Upheld with a Great Majority 90 - 0&amp;quot;&amp;gt;The Jotun thralls in the Mourn are our neighbours, all disputes between Marchers and Thralls must be referred to the magistrates or Mournwold senator.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thralls==&lt;br /&gt;
Life continues as normal for the ex-Jotun thralls in the Mournwold. In spite of [[Words_to_make_things_right#Mournwold_Wrangling|problems]] with the [[Feni]], they have tended their fields, herds, flocks, and orchards. They have brought their produce to markets, bought the goods they need from their neighbours, paid their taxes, and generally got on with things.&lt;br /&gt;
&lt;br /&gt;
There have been a few hiccups, of course. Last summit there was an unfortunate legal case involving a thrall accused of murder, executed by the magistrates after he fled to Anvil. Some of those Mournwolder&#039;s critical of what they call the &amp;quot;appeasement policies&amp;quot; of the Empire towards the Jotun use this tragic story to &amp;quot;prove&amp;quot; that the orcs cannot be trusted. A few of the orcs apparently have argued among their own people that the outcome of this trial proves that the Imperials cannot be trusted, and that no orc will receive justice from their magistrates. Not many people on either side are listening to them, however. &#039;&#039;Hap the Soft&#039;&#039; has apparently listened to the [[statement of principle]] raised by &#039;&#039;&#039;Anna Pernn&#039;&#039;&#039; in  the Marcher [[Assembly#The National assemblies|National assembly]] and advised that thralls in dispute with their neighbours should do what she suggests and seek out the human [[senator]] for Mournwold rather than bother with the magistrates. The senator is a neighbour, he says. The magistrates obviously know neither the orcs nor the people of the Mourn, so they can go to the Abyss for all Hap the Soft cares. This obviously causes some nervousness - the Senator for Mournwold has no legal ability to resolve criminal disputes - but the orcs shrug and get on with their work.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Synod has passed a powerful mandate. &#039;&#039;&#039;Eska Crowspeaker&#039;&#039;&#039; has urged the faithful across the Empire to reach out to slaves and [[382YE_Summer_Solstice_Synod_judgements#Judgement_10|offer them succour]]. The Thralls, of course, do not think of themselves as slaves but that has not prevented a number of well-meaning souls in the northern Marches, [[Tassato]], and [[the Brass Coast]] reaching out to them. These people have traveled to the Mourn to offer to help the &amp;quot;escaped slaves&amp;quot; living there. For the most part, the orcs have accepted this sudden interest form outsiders with equanimity, but have left their visitors in no doubt that they don&#039;t want it. They&#039;re not &amp;quot;escaped slaves&amp;quot;, they&#039;re farmers, thank you very much.&lt;br /&gt;
&lt;br /&gt;
There are other developments that might influence the situation here - the [[Starting at the end|various building projects]] that create a firmer connection between the Mournwold and the northern Marches have implications for the thralls, as does the discussion around [[Think of th children|Sarcombe Register]]. The Empire is still no closer to reaching a resolution of the various problems surrounding the thrall presence in the Mournwold, their issues with the Way in particular, but as the nights grow longer and Autumn approaches, the status quo - at least for now - appears to be maintained.&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
The bold actions of the Grendel - their armada off the coast of Sarvos - have already been documented. Independent Grendel privateers continue to harry merchant vessels in the Bay of Catazar wherever they can, although for the moment [[Winds of Magic|Imperial magic]] is proving more than a match for them.&lt;br /&gt;
&lt;br /&gt;
Providing something of a footnote to that ongoing conflict, it appears an emissary has been dispatched from the Broken Shore to the Empire, although apparently not to discuss the situation with the armada, nor the threats to the southern trading fleet. Rather an orc empowered to negotiate on the behalf of Salt Lord Moorvain of [[Bay_of_Catazar#Vorlach|Vorlach]] is apparently intending to come to Anvil to negotiate the ransom of commander Innevia and her troops, who [[382YE_Summer_Solstice_winds_of_war#Game_Information_-_Madruga_and_Kahraman|surrended]] to &#039;&#039;&#039;Will Talbot&#039;&#039;&#039; during clean up operations in [[Madruga]] before the Summer Solstice. The emissary apparently wishes to meet with the Talbot general during the coming summit; it is not clear when they are due to arrive. &#039;&#039;&#039;John Cooper&#039;&#039;&#039;, the Secretary to the Diplomatic Corps is looking into it and will do his best to ensure that General Talbot and the [[Imperial Consul]] are kept informed.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_Champion_of_Courage&amp;diff=67095</id>
		<title>Create title Champion of Courage</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_Champion_of_Courage&amp;diff=67095"/>
		<updated>2018-08-07T16:09:59Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Scrutiny}}&lt;br /&gt;
{{Senate Motion}}&lt;br /&gt;
&amp;lt;ic&amp;gt;To create the title ‘The Champion of Courage’, an annual appointment in Summer by the Assembly of Courage. The shield Torchbrand will be the regalia of that title. &amp;lt;br&amp;gt;&#039;&#039;Proposed by Casinea, seconded by Semmerholm.&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* Creates an [[Imperial title]]&lt;br /&gt;
* Passed&lt;br /&gt;
==Date==&lt;br /&gt;
* Summer 382YE&lt;br /&gt;
==Campaign Outcome==&lt;br /&gt;
* Creates the title &#039;&#039;Champion of Courage&#039;&#039;, appointed annually during Summer by the [[Courage]] [[Assembly#The Virtue Assemblies|Virtue Assembly]].&lt;br /&gt;
* The title will be custodian of the artifact [[Pilgrim&#039;s Shield]] &#039;&#039;Torchbrand&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Madruga&amp;diff=66913</id>
		<title>Madruga</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Madruga&amp;diff=66913"/>
		<updated>2018-08-02T20:52:35Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofMadruga.png|title=Madruga of the Jewelled Isles, home to merchantmen and corsairs and fluttering multicoloured sails|caption=Regions of Madruga|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Madruga of the Jewelled Isles is the easternmost territory of the Brass Coast, running from the [[Kahraman]] mountains down to the Bay of Catazar. Down the coast of Madruga and [[Feroz]] the [[corsair|corsairs]] and merchantmen raise their sails, running goods to [[Bastion]] and [[Sarvos]], trading with foreign powers, and fighting off barbarian incursions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is the most densely settled of the Freeborn territories; the nation began here, with the landing of the three sisters and their families at old [[#Atalaya|Atalaya]]. Over generations, their descendants spread across the mainland building and cultivating, until Madruga was tamed. Today, it is scattered with villages and small towns - the sprawling city [[#Siroc|Siroc]] even rivals the cities of [[the League]] in size and wealth.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is the spiritual home of the [[Corsair|corsairs]]; many maritime families have lived on the islands of [[#Free Landing|Free Landing]] and [[#Calvos Sound|Calvos Sound]] since the earliest days of the Freeborn nation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Madruga has not always been peaceful, however. The [[Grendel]] have attacked the islands and towns here for centuries; usually their fleets are intercepted at sea before they can do too much damage, but there have been times when their raiders have sacked coastal settlements. For a few harrowing months in the years before the foundation of the Empire, the Grendel swept inland here conquering [[#Lightsea|Lightsea]] and the islands, and threatening to burn Siroc. They were turned back after months of vicious fighting, but the memory of their attack is sometimes credited by historians as being a factor in the decision of the Freeborn to join the Empire.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After the Autumn Equinox 381YE, the [[Grendel]] armada invaded Madruga. They [[381YE Winter Solstice winds of war#To_Fool_The_Crowd|destroyed the Freeborn Storm]], burnt the [[Madruga#The_Atalaya_Shipyards_.28Ruined.29|Atalya shipyards]], and brought the Black Thorns to the brink of annihilation. Their forces then moved against [[Madruga#Lightsea|Lightsea]], raided the port of Quzar, and within short order half the coast of Madruga was in their hands.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Siroc ===&lt;br /&gt;
The Sapphire, the City of a Thousand Sails, is acknowledged as the pre-eminent city of the Freeborn. It lies in Madruga close by the border with Feroz. Brightly coloured tents extend Siroc out far beyond the small cluster of stone buildings that make up the heart of the city. Sails of all shapes and sizes fill the sheltered bay, which is guarded by a series of iron woven nets and chains bought at great expense from the forges of Wintermark. The city is said to have been founded by the [[Guerra]] family shortly after the Freeborn came to the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
Siroc is the site of the &#039;&#039;&#039;Glass Parador&#039;&#039;&#039;. The [[Mistress of the Glass Parador]] is an [[Imperial title]] appointed each Summer by Freeborn citizens who control [[fleet]] personal resources.&lt;br /&gt;
&lt;br /&gt;
===The Commonwealth Embassy===&lt;br /&gt;
The [[Ambassador to the Commonwealth|Commonwealth Embassy]] is located in [[#Siroc|Siroc]]. It consists of several buildings built after the severe Commonwealth style, which stand in beautifully laid out and maintained gardens, surrounded by a low white granite wall. Despite the severity of the architecture, the embassy is surprisingly welcoming - the gates stand permanently open, albeit under the watchful gaze of a cadre of Commonwealth soldiers attached to the ambassador. The majority of the staff are human, although there are apparently half-a-dozen orcs whose role on the ambassadorial staff is not clear. There are no daeva citizens working at the embassy as far as Imperial observers can make out.&lt;br /&gt;
&lt;br /&gt;
=== Atalaya ===&lt;br /&gt;
The town of Atalaya in [[#Free Landing|Free Landing]] marks the place where the Brass Coast was born; the first landing of the [[The Founders|three sisters]] and their families. Built around the side of a secluded cove, the seas around the island that share its name are a navigational nightmare. Before the Shining Pillar was built, reaching the hidden docks of Atalaya was a feat to tax the most skilled ship&#039;s crews. Today, the landwards channel has been widened but is protected by hidden obstructions that only the Freeborn pilots know well. &lt;br /&gt;
&lt;br /&gt;
Atalaya is the oldest Freeborn settlement in the Brass Coast, but its prominence was eclipsed centuries ago by [[#Lightsea|Quzar]]. Today, it is a place of pilgrimage for many Freeborn followers of [[the Way]] - there are a number of shrines and temples dedicated to [[Pride]] and [[Vigilance]] here. It is also known for its deep natural harbour - many ships of the Freeborn fleet count Atalaya as their home port.&lt;br /&gt;
&lt;br /&gt;
{{anchor|The Atalaya Shipyards}}&lt;br /&gt;
=== The Spider&#039;s Dream ===&lt;br /&gt;
&amp;lt;!--- If you edit this also edit the section on the Sarvos page ---&amp;gt;&lt;br /&gt;
An elegant bridge spans the river Vassa here, connecting Trivento to the Brass Coast. It is a marvellous piece of engineering that resembles a spider&#039;s web. There is a toll to pay, or you can take the long way around. Unfortunately, time has not been kind to the Spider&#039;s Dream. Resources initially used to maintain it were siphoned off in the time of [[Emperor Walter]], and the bridge became increasingly dangerous to cross. In Spring 377YE, however, the [[Imperial Senate]] [[Repair the Spider&#039;s Dream|took steps]] to ensure its restoration to full functionality - reinstating the [[Imperial Title]] of [[Spider&#039;s Tollkeep]] in the process and heading off potentially unpleasant implications for the people of both [[Sarvos]] and Madruga. In Spring 380YE, [[Grendel]] [[orc|orcs]] attached to the forces involved in [[the sack of Sarvos]] made an attempt to take advantage of unusually high flooding in the river as part of an attempt to destroy the bridge entirely, cutting the Freeborn territories off from the rest of the Empire. They were stopped by the brave action of Imperial heroes, and the bridge preserved - and along with it the ability for armies to pass from the south-western Empire into Sarvos and Tassato, and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== The Lyceum ===&lt;br /&gt;
The Lyceum was established during the reign of [[Empress Aenea]] on an island east of Siroc. It is a centre of arcane learning in the Empire, and the [[Dean of the Lyceum]] maintains sumptuous apartments here. Approach to the island is carefully controlled by the magicians and professors, and the most promising magicians are invited to study or teach there.&lt;br /&gt;
&lt;br /&gt;
===The Atalaya Shipyards (Ruined)===&lt;br /&gt;
Following a [[Construct_Madruga_shipyard|motion]] at the first [[Imperial Senate]] session in Winter 376YE, work began to expand the docks of Atalaya. Under the guidance of Miroslav, Senator for the [[The League|League]] city of [[Sarvos]], many wains of white granite and weirwood were committed to  building both a massive seawall, and a great Imperial shipyard equipped with drydocks, powerful cranes for loading and unloading, and expanded warehouses and work spaces. Completed shortly before Autumn 377YE, the shipyard provided significant benefits to the Freeborn [[fleet|ships]] based in Madruga. In addition, the facilities here proved sufficient to allow the construction of the first [[Imperial navy]] since the days of [[Emperor Barabbas]]; [[Raise_Freeborn_navy|work]] began on constructing Freeborn vessels in Winter 378YE.&lt;br /&gt;
&lt;br /&gt;
It is perhaps fitting that when the [[Grendel]] invaded Madruga after the Autumn Equinox 381YE, and [[381YE_Winter_Solstice_winds_of_war#To_Fool_The_Crowd|destroyed the shipyard]] the Freeborn Storm was [[Navy_orders#Put_to_Port|put to port]] and shared the same firey fate as the docks where it was created.&lt;br /&gt;
&lt;br /&gt;
===South-West Roads===&lt;br /&gt;
With encouragement from the notoriously sea-averse Faraden, a grand highway connects Siroc with Calvos, cutting across the territory rather than following the coast. A shorter road runs along the northern banks of the Scorrero, crossing just north of [[Segura#Cerevado|Cerevado]] in [[Segura]] via a beautiful arched bridge of white granite. While the road is used extensively by the Farden, it also serves to cut the journey time from the northern borders of Madruga to the trading city of Siroc, making it a popular route for Freeborn and League merchants as well.&lt;br /&gt;
&lt;br /&gt;
The south-west roads are a [[great work]] that complement the already existing [[Lorenzo&#039;s Legacy#Blood Red Roads|Blood Red Roads]], bringing increased prosperity to the owners of [[farm|farms]] and [[business|businesses]] in Madruga.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Calvos Sound===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal&amp;lt;br&amp;gt;&lt;br /&gt;
The town of &#039;&#039;&#039;Calvos&#039;&#039;&#039; stands on the shores of Calvos Sound. The slopes outside the town are rich with grapes, and the fine wines produced here travel all over the Empire. Even the sommeliers of the [[The League|League]] pay well for a Calvos vintage. The [[Paragons and Exemplars|Exemplar]] [[Zemress|Zemress i Ezmara i Erigo]] was born here towards the end of the second century YE,  and her ship &#039;&#039;The Kraken&#039;s Bane&#039;&#039; is housed at a special dry dock here, a destination for many pilgrims of [[Prosperity]] - even those from as far afield as the [[Sumaah Republic]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Free Landing===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal&amp;lt;br&amp;gt;&lt;br /&gt;
The sprawling islands that form the region of Free Landing are diverse and well-settled. The islands here were the first home of the Freeborn - the town of [[#Atalaya|Atalaya]] marks the spot where the Brass Coast proper began. The waters between the islands have a reputation for being treacherous and difficult for foreign captains; during the reign of [[Empress Aenea]] the Empire built a great lighthouse here called &#039;&#039;&#039;The Shining Pillar&#039;&#039;&#039;. This massive white-and-gold tower is one of the most prominent landmarks in the Empire often adopted by Freeborn sailors as a symbol of the Brass Coast as a whole; when they can see the beacon of the Shining Pillar, they know they are home.&lt;br /&gt;
&lt;br /&gt;
When the Grendel invaded Madruga in Winter 381YE, they looted many precious relics from the town of Atalaya and burnt the shipyard there to the ground. In the process they destroyed the Freeborn [[Imperial navy|navy]], the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
===The Great Grasses===&lt;br /&gt;
These fertile plains are sometimes called the Emerald Sea; and the nomadic families who live here the Corsairs of the Emerald Sea. The inhabitants have a reputation for being a little more insular than is typical of the Brass Coast. They own large herds and mostly keep to themselves except when they visit the towns of Siroc Plains, Lightsea and Calvos Sound to sell their animals. There are no permanent settlements of significant size on the Great Grasses.&lt;br /&gt;
&lt;br /&gt;
===Lightsea===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal&amp;lt;br&amp;gt;&lt;br /&gt;
A well-settled region known for the friendliness of its [[The_Brass_Coast_economic_interests#Paradors|paradors]]. The largest settlement here is &#039;&#039;&#039;Quzar&#039;&#039;&#039;, a bustling port town of white towers and stained glass that is sometimes described as the soul of the Brass Coast. The Towers of Quzar are known as a gathering place for [[hakima]] from all across the nation - an annual &amp;quot;council&amp;quot; meets here every midsummer to share knowledge and gossip.&lt;br /&gt;
&lt;br /&gt;
Many of the coastal settlements here were plundered by the Grendel during their incursion toward the end of 381YE. Quzar in particular was hard hit by the orc raiders, with some damage to the town and significant damage to the wealth of the citizens.&lt;br /&gt;
&lt;br /&gt;
===Siroc Plains===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal&amp;lt;br&amp;gt;&lt;br /&gt;
The plains around the city of [[#Siroc|Siroc]] are scattered with small villages and threaded with well-maintained roads. The [[#Lyceum|Lyceum]] stands on an island off the coast here and contributes to the reputation of this region as the beating heart of the Brass Coast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Torres===&lt;br /&gt;
The northernmost region of Madruga, and one end of the [[#The Spider&#039;s Dream|Spider&#039;s Dream]]. The land here is a little more rugged than in the southern regions, and the climate is generally cooler. The people who dwell here share some of the reputation of the miners of [[Kahraman]]; as being suspicious and quarrelsome. Partly this reputation might be a result of regular clashes between Freeborn traders and [[the League|League]] merchants out of [[Sarvos]]. A regular &#039;problem&#039; for the inhabitants is that League merchants would prefer to travel south to the more prosperous towns of the eastern coast to sell their wares, bypassing the markets of Torres. It is shameful to admit, but there are more incidents of brigandry against League caravans in Torres than in almost any other area around the Bay of Catazar. When such incidents get out of hand, the [[Spider&#039;s Tollkeep]] is often prevailed upon to sort them out.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Madruga except [[#Free Landing|Free Landing]] are in Freeborn (and thus Imperial) hands. As of the start of the Spring Equinox 382YE, Free Landing is in the hands of the Grendel.&lt;br /&gt;
* The [[#The Atalaya Shipyards|Atalaya shipyards]] were a [[great work]] that provided a share of additional money to any [[the Brass Coast|Freeborn]] character who operates a [[fleet]] out of Madruga. They were destroyed by the Grendel in Winter 381YE.&lt;br /&gt;
[[Category:The Brass Coast]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Writ_of_Excommunication&amp;diff=64806</id>
		<title>Writ of Excommunication</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Writ_of_Excommunication&amp;diff=64806"/>
		<updated>2018-06-24T12:44:32Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page concerns the legal power of the [[Imperial Synod]]. The [[religious skills|religious skill]] of excommunication is found [[excommunication|here]].&lt;br /&gt;
{{Synod Judgement Summary|General Assembly|Greater Majority}}&lt;br /&gt;
{{CaptionedImage|file=Wrath of the Synod.jpg|caption=The writ of excommunication is the wrath of the Synod made manifest.|align=left|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The most feared power of the Imperial Synod is the writ of excommunication. If the judgement is successful it has devastating consequences for the subject who is no longer eligible to hold an Imperial title and who may then be excommunicated from the Imperial faith. Because of the far reaching consequences of a writ of excommunication, it can only be passed by greater majority of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
==Judgement==&lt;br /&gt;
A writ of excommunication requires a judgement by the General Assembly. The priest who raises the judgement must specify a single named individual, usually an Imperial citizen. It is possible to issue a writ of excommunication against a foreign citizen or even an inhabitant of the realms, but it rarely has anything more than symbolic effect.&lt;br /&gt;
&lt;br /&gt;
When a judgement of excommunication is submitted, the Tribune is responsible for informing the subject of the judgement. Usually they will send a messenger to find the citizen to ask them to attend the Hub so that they can be briefed on the development.&lt;br /&gt;
&lt;br /&gt;
A judgement to issue a writ of excommunication requires a greater majority to pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marcher Proverb&amp;quot;&amp;gt;Nothing dries faster than a tear.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
If a character is issued with a writ of excommunication by the Imperial Synod then they immediately lose any [[Imperial title]] they currently hold. They are no longer eligible for consideration for any Imperial title, regardless of whether it is a national or Imperial position.&lt;br /&gt;
&lt;br /&gt;
If the subject is not present in the Hub for the verdict, then it is the responsibility of the Tribune to inform them of the outcome of the judgement. It is common for Synod members to confront a citizen to issue them with the writ of excommunication personally - to explain the decision and potentially to perform the ceremony of excommunication. In this case, the Tribune will usually attempt to accompany the Synod members so that they can appraise the citizen of their status and their options.&lt;br /&gt;
&lt;br /&gt;
If the Synod do not wish to convey the writ themselves, then the Tribune will usually send word to ask the citizen to attend the hub, or attend the next meeting of the Senate, Military Council or Conclave if the citizen holds a title there. Although the excommunicated citizen no longer has the authority to use the legal powers of their title at the point where the judgement is passed, it is only a crime if they continue to do so after they have been informed of the judgement. A priest who wishes to ensure this does not happen is well advised to take the time to inform the recipient themselves.&lt;br /&gt;
&lt;br /&gt;
If the election of the title is scheduled by the civil service or the Tribune of the Synod, then they will schedule a new election as quickly as possible, provided that there is sufficient time remaining that summit to ensure that the majority of citizens who are eligible to vote will have a chance to do so. Otherwise the election will be scheduled for the following summit. &lt;br /&gt;
&lt;br /&gt;
Spiritually, an excommunicated person is held to be beyond redemption. Ceremonies performed upon a citizen who is the subject of a writ of excommunication are exempt from any investigation or accusation of the religious crime of [[Religious Crimes|abuse of powers]]. This is primarily intended to enable the use of the excommunication ceremony. A few claim that excommunication may prohibit their soul&#039;s passage through the Labyrinth and deny their reincarnation, but this change of doctrine has been rejected by the Synod on more than one occasion.&lt;br /&gt;
&lt;br /&gt;
The Synod has the legal right to claim any [[Game items#Coins|money]] the character possesses when the writ is delivered, but does not have the right to claim any future income or other goods such as wains of mithril, weirwood or white granite, [[Game items#Mana Crystals|crystal mana]] or [[magical items]]. An excommunicated character may still operate their personal resource and will continue to receive the production along with their [[Downtime#Income|income]] at the start of each event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stormcrow Vigg, upon serving a writ of excommunication upon the Troubador Alayna&amp;quot;&amp;gt;&amp;quot;Alayna, you are without remorse. Without worth. Without virtue. You have broken no law by which you may face justice, but by the judgement of the Synod, you are the lowest of the low and unworthy to look any true citizen in the eye.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Excommunicated Citizens==&lt;br /&gt;
The following citizens have received the Writ of Excommunication from the General Assembly of the Synod since the death of [[Empress Britta]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || &#039;&#039;&#039;Nation&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Xavier Cascade || Urizen|| Raised by Petra in the summer of 377YE. Xavier died Winter 377YE.&lt;br /&gt;
|-&lt;br /&gt;
| Valimir Von Temeschwar || The League || Raised by Frederik Novarion in the spring of 380YE.&lt;br /&gt;
|-&lt;br /&gt;
| Prince Jonah Yakovitch von Holberg || The League || Raised by Tarquinius Ankarien in the spring of 380YE.&lt;br /&gt;
|-&lt;br /&gt;
| Guillamo de Tassato || The League || Raised by Tess in the spring of 380YE.&lt;br /&gt;
|-&lt;br /&gt;
| Silvio de Tassato || The League || Raised by Cerwynn Brackensong in the spring of 380YE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Synod Further Reading}}&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Writ_of_Excommunication&amp;diff=64805</id>
		<title>Writ of Excommunication</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Writ_of_Excommunication&amp;diff=64805"/>
		<updated>2018-06-24T12:43:56Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page concerns the legal power of the [[Imperial Synod]]. The [[religious skills|religious skill]] of excommunication is found [[excommunication|here]].&lt;br /&gt;
{{Synod Judgement Summary|General Assembly|Greater Majority}}&lt;br /&gt;
{{CaptionedImage|file=Wrath of the Synod.jpg|caption=The writ of excommunication is the wrath of the Synod made manifest.|align=left|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The most feared power of the Imperial Synod is the writ of excommunication. If the judgement is successful it has devastating consequences for the subject who is no longer eligible to hold an Imperial title and who may then be excommunicated from the Imperial faith. Because of the far reaching consequences of a writ of excommunication, it can only be passed by greater majority of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
==Judgement==&lt;br /&gt;
A writ of excommunication requires a judgement by the General Assembly. The priest who raises the judgement must specify a single named individual, usually an Imperial citizen. It is possible to issue a writ of excommunication against a foreign citizen or even an inhabitant of the realms, but it rarely has anything more than symbolic effect.&lt;br /&gt;
&lt;br /&gt;
When a judgement of excommunication is submitted, the Tribune is responsible for informing the subject of the judgement. Usually they will send a messenger to find the citizen to ask them to attend the Hub so that they can be briefed on the development.&lt;br /&gt;
&lt;br /&gt;
A judgement to issue a write of excommunication requires a greater majority to pass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marcher Proverb&amp;quot;&amp;gt;Nothing dries faster than a tear.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
If a character is issued with a writ of excommunication by the Imperial Synod then they immediately lose any [[Imperial title]] they currently hold. They are no longer eligible for consideration for any Imperial title, regardless of whether it is a national or Imperial position.&lt;br /&gt;
&lt;br /&gt;
If the subject is not present in the Hub for the verdict, then it is the responsibility of the Tribune to inform them of the outcome of the judgement. It is common for Synod members to confront a citizen to issue them with the writ of excommunication personally - to explain the decision and potentially to perform the ceremony of excommunication. In this case, the Tribune will usually attempt to accompany the Synod members so that they can appraise the citizen of their status and their options.&lt;br /&gt;
&lt;br /&gt;
If the Synod do not wish to convey the writ themselves, then the Tribune will usually send word to ask the citizen to attend the hub, or attend the next meeting of the Senate, Military Council or Conclave if the citizen holds a title there. Although the excommunicated citizen no longer has the authority to use the legal powers of their title at the point where the judgement is passed, it is only a crime if they continue to do so after they have been informed of the judgement. A priest who wishes to ensure this does not happen is well advised to take the time to inform the recipient themselves.&lt;br /&gt;
&lt;br /&gt;
If the election of the title is scheduled by the civil service or the Tribune of the Synod, then they will schedule a new election as quickly as possible, provided that there is sufficient time remaining that summit to ensure that the majority of citizens who are eligible to vote will have a chance to do so. Otherwise the election will be scheduled for the following summit. &lt;br /&gt;
&lt;br /&gt;
Spiritually, an excommunicated person is held to be beyond redemption. Ceremonies performed upon a citizen who is the subject of a writ of excommunication are exempt from any investigation or accusation of the religious crime of [[Religious Crimes|abuse of powers]]. This is primarily intended to enable the use of the excommunication ceremony. A few claim that excommunication may prohibit their soul&#039;s passage through the Labyrinth and deny their reincarnation, but this change of doctrine has been rejected by the Synod on more than one occasion.&lt;br /&gt;
&lt;br /&gt;
The Synod has the legal right to claim any [[Game items#Coins|money]] the character possesses when the writ is delivered, but does not have the right to claim any future income or other goods such as wains of mithril, weirwood or white granite, [[Game items#Mana Crystals|crystal mana]] or [[magical items]]. An excommunicated character may still operate their personal resource and will continue to receive the production along with their [[Downtime#Income|income]] at the start of each event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stormcrow Vigg, upon serving a writ of excommunication upon the Troubador Alayna&amp;quot;&amp;gt;&amp;quot;Alayna, you are without remorse. Without worth. Without virtue. You have broken no law by which you may face justice, but by the judgement of the Synod, you are the lowest of the low and unworthy to look any true citizen in the eye.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Excommunicated Citizens==&lt;br /&gt;
The following citizens have received the Writ of Excommunication from the General Assembly of the Synod since the death of [[Empress Britta]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || &#039;&#039;&#039;Nation&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Xavier Cascade || Urizen|| Raised by Petra in the summer of 377YE. Xavier died Winter 377YE.&lt;br /&gt;
|-&lt;br /&gt;
| Valimir Von Temeschwar || The League || Raised by Frederik Novarion in the spring of 380YE.&lt;br /&gt;
|-&lt;br /&gt;
| Prince Jonah Yakovitch von Holberg || The League || Raised by Tarquinius Ankarien in the spring of 380YE.&lt;br /&gt;
|-&lt;br /&gt;
| Guillamo de Tassato || The League || Raised by Tess in the spring of 380YE.&lt;br /&gt;
|-&lt;br /&gt;
| Silvio de Tassato || The League || Raised by Cerwynn Brackensong in the spring of 380YE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Synod Further Reading}}&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kallavesa&amp;diff=64718</id>
		<title>Kallavesa</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kallavesa&amp;diff=64718"/>
		<updated>2018-06-20T20:12:27Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* OOC Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofKallavesa.png|title=Land of cold stagnant bogs|caption=Regions of Kallavesa|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This is the ancestral home of the [[Kallavesi]], a land of cold stagnant bogs. The land changes through the seasons, but always has a feeling of brooding stillness. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism. &lt;br /&gt;
&lt;br /&gt;
It is a mournful land, but a beautiful one. Thanes&#039; halls are traditionally constructed entirely from wood here and those built in marshy areas are raised up on stilts. Many halls in Kallavesa are built around sacred places or places with a magical reputation. There are not believed to be any troll ruins in Kallavesa; while stories occasionally speak of shattered halls buried beneath the [[#Rundhal Marsh|Rundhal Marsh]], these tales are considered largely fanciful or allegorical.&lt;br /&gt;
&lt;br /&gt;
Parts of Kallavesa, especially the [[#West Marsh|West Marsh]] have a reputation for being haunted. Not only are the marshes where the honoured dead of Wintermark are interred, they have also seen regular battles through the ages. Several vicious battlefields lie drowned beneath the boggy marshes; the [[Jotun]] have raided across the narrow sea from [[Kalsea]] since time-out-of-mind; in pre-Imperial centuries there were irregular border skirmishes across the southern borders - first with with the the orcs who dwelt where [[Bregasland]] and [[Mitwold]] lie today, later with [[The Marches|Marchers]] who displaced them. Orc and human dead alike lie in the deep pools of the western and southern marshes, and they do not always lie still.&lt;br /&gt;
&lt;br /&gt;
Kallavesa is rich with many fine [[herb garden|herb gardens]]. Perhaps as a consequence of the many battlefields buried beneath the marshes, the territory is known for the quality of the [[bladeroot]] that grows here. The Kallavesi themselves are acknowledged experts in the use of herbs - the [[Infusions of Feathers]] were first developed here in the [[#Wittal Groves|Wittal Groves]] and later shared with [[Surgical skills#Apothecary|apothecaries]] from across the Empire.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Kallavesa is appointed by the Kallavesi during the Winter Solstice, and is almost invariably of Kallavesi stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
In the Winter of 370YE the [[Jotun]] invaded in force, taking [[#West Marsh|West Marsh]] and pushing into [[#Skymark|Skymark]]. Before they could consolidate their hold, however a joint campaign by Wintermark and [[The Marches|Marcher]] armies drove them out under the leadership of a young Skarsind general named [[Empress Britta|Britta]]. Without her excellent leadership and inspirational presence is it widely believed that both Sermersuaq and Kallavesa would have been lost to the orcs. Further attempts at invasion were stymied by the re-vitalised and re-equipped armies left behind to guard against another attack. &lt;br /&gt;
&lt;br /&gt;
The marshes of Kallavesa are the final resting place of the great heroes and heroines of Wintermark. Alone of all previous Emperors and Empresses, Empress Britta was interred in the marshes rather than resting at [[Necropolis]]. The [[Highguard|Highborn]] have built a shrine and appointed a [[Guardian of Britta&#039;s Shrine]], but the body itself (or as much of it as was recovered from the [[Thule]]) rests beneath the waters of Kallavesa.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Rundhal ===&lt;br /&gt;
Once the capital of Kallavesa, in [[#Rundhal Marsh|Rundhal]] where mystics sent dreams to the [[Steinr]], and where the wise met to choose the monarch of Wintermark before the Empire. It is still a place of utmost importance to those who follow the Kallavesi traditions, and is where many of the oldest traditions are passed on. [[Wintermark_culture_and_customs#Art_and_history|Scops]] come to the round hall to learn the stories and songs that tell their nation who they are and inspire heroes across all of Empire.&lt;br /&gt;
=== The Sovevann ===&lt;br /&gt;
The weed-choked waters at the heart of Kallavesa, boundaries and waterways shifting and reform all the time, as small islands of floating reeds drift on unpredictable currents. Attempts to build permanent structures here are stymied by chaotic nature of the floating islands and the presence of several large colonies of [[marshwalkers]] who will not tolerate the disruption of their boggy territory.&lt;br /&gt;
&lt;br /&gt;
===The Pilgrim&#039;s Trail===&lt;br /&gt;
Following the internment of [[Empress Britta]] in the Sovevann, an [[opportunity]] to [[To_sleep_in_Kallavesa#Opportunities_in_Kallavesa_:_Place_of_Pilgrimage|help pilgrims visit the sacred waters]] of Kallavesa to honour the heroes of Wintermark. Senator Olle Markusson [[commission|commissioned]] the Pilgrim&#039;s Trails during the Winter Solstice 379YE, and they were completed shortly before the Summer Solstice 380YE. The Trail consists of many roads and bridges built to connect the major religious sites across Kallavesa to each other, and to the rest of the Empire&lt;br /&gt;
&lt;br /&gt;
The Senate decision to [[Construct_Pilgrim&#039;s_Trail|construct]] the Trails was enthusiastically supported by many of the Winterfolk. Wry comments were made concerning how people who thought the &amp;quot;Anvil mud&amp;quot; would react to what the people of Kallavesa call &amp;quot;dry land&amp;quot;. The completion of the project became a point of pride, and donations came in from across Wintermark.&lt;br /&gt;
&lt;br /&gt;
Surveyors planned an optimal route through the marshes, intended to minimise the number of bridges required while at the same time ensuring the trails passed through as many communities, and past as many shrines and resting places as possible. At the Spring Equinox 380YE, word came that an egregore had fallen valiantly in battle, and that an agreement with the [[Jotun]] meant that his body would be returning home - along with the bodies of many [[heroism|heroes]] who had fallen fighting the [[orc|orcs]]. The builders were determined that the trails would be completed in time that the body of Guthwulf would be the first to pass along them. The last blocks for the last bridge were placed as the funeral procession was mere paces away. As the procession was crossing, in a flash of inspiration a builder who had not yet put their tools away carved into the side of the bridge the name of the egregore, Guthwulf of the Red Embrace.&lt;br /&gt;
 &lt;br /&gt;
The name was soon joined by that of the other fallen heroes of Wintermark who travelled across it, and in other parts of the Pilgrim&#039;s Trail mourners have begun carving the names of the dead into the fabric of the last bridge they cross on their way to their final resting place in the waters of Kallavesa.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Kallavesa Marsh===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Marsh, Haunted&amp;lt;br&amp;gt;&lt;br /&gt;
Sandwiched between the Westmere and the Sovevann, this is the place most outsiders think of when they imagine Kallavesa. Boggy marsh, dotted with lone huts on stilts where pale herons stalk and burbling frogs maintain an eerie chorus at dawn and dusk. These are the haunted marshes where the heroes of Wintermark rest, and the few scattered halls here are generally given over to the study of [[The Way]] of serve as [[congregation|hostelries]] for visiting pilgrims come to honour the dead. &lt;br /&gt;
&lt;br /&gt;
The largest settlement in this region is [[#Masi|Masi]] home to the dead and those who guard them. [[Wintermark_culture_and_customs#Funerals|Funerals]] are usually held here. On the rare occasions that a [[Feni]] or [[Jotun]] raid is not turned back at the borders, it is the warriors of Masi who force them back. &lt;br /&gt;
&lt;br /&gt;
The presence of so many dead heroes gives the entire region the &#039;&#039;haunted&#039;&#039; quality; there are more ghosts here than anywhere else in the Empire with the possible exception of [[Necropolis#The Necropolis|the Necropolis]] in [[Highguard]].&lt;br /&gt;
&lt;br /&gt;
===Rundhal Marsh===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&amp;lt;br&amp;gt;&lt;br /&gt;
Site of [[#Rundhal|Rundhal]], the largest permanent settlement in Kallavesa. It is a place dedicated to wisdom and the mystic learning of the Kallavesi. While Rundhal Marsh is boggy and damp, the western stretches towards [[Hahnmark]] are somewhat elevated and drier - here are found many copses of [[Materials#Beggar&#039;s Lye|beggarwood]] and other softwoods, carefully tended by stewards who ensure their health and that the availability of wood for building the unique stilted buildings of the marshes.&lt;br /&gt;
&lt;br /&gt;
===Skymark===&lt;br /&gt;
The northernmost of the Kallavesa regions is chilled by northern winds for much of the year, but is also home to rich [[farm|farms]] and sprawling holds. Small fishing fleets are common here, and several of the villages here maintain ties with their cousins in [[Sermersuaq]] via the Rikkivesi and the Atkonartoq. In southern Skymark is &#039;&#039;&#039;Ishal&#039;&#039;&#039;, across the cold waters of Sovevann from [[#Rundhal|Rundhal]] and Masi, furthest of the three settlements round the lake at the heart of Kallavesa. This is where the wise go to read the future in the flight of birds and the night skies, as the scops learn at Rundhal and the dead heroes rest in the marshes near Masi. It’s a place for the old, for learning and for clear thought. &amp;quot;&#039;&#039;Threes, and threes and threes,&#039;&#039;&amp;quot; the seers say, those who foretold the coming of the Steinr. &lt;br /&gt;
&lt;br /&gt;
===West Marsh===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Marsh, Coastal&amp;lt;br&amp;gt;&lt;br /&gt;
On the shores of the Westmere stands &#039;&#039;&#039;Westerhal&#039;&#039;&#039;, home to the small fleet of Kallavesi boats that keep the coast safe from [[Jotun]] raiders. Its importance has slowly dwindled, in part due to the rise of Meade in the Marches which has much better access to wood and stores, but the patrol ships of the Marches are uncommon this far north. Once it was the second settlement of Kallavesa, and there are residents who would like to see it take its place again as a centre of trade and defence of Wintermark - perhaps with a new fortification.&lt;br /&gt;
&lt;br /&gt;
===Wittal Grove===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
At the heart of the grove stands &#039;&#039;&#039;Wittal&#039;&#039;&#039;, a place of learning and the study of herbs and plants. Many [[Wintermark_military_concerns#Grimnir|grimnir]] have spent a season or more studying here, as have healers from further afield, even a few from far [[Urizen]]. Some never return from foraging expeditions into the deep-woods; the [[Feni]] are usually blamed. The inhabitants of Wittal also maintain the &#039;&#039;&#039;The Tree of Swords&#039;&#039;&#039;, a lone elm tree in a glade hung with the swords of dead Wintermark warriors that is also the heart of a strong Winter [[regio]]. Weapons are hung there of warriors who died with their quests uncompleted. It’s said that if the tree ever flowers, the warriors will return.&lt;br /&gt;
&lt;br /&gt;
Where the trees join the [[#Kallavesa Marsh|marshes]], on the shores of the Westmere, stands the small port of &#039;&#039;&#039;Fisk&#039;&#039;&#039;. Before there was an Empire, Fisk was an armed camp watching the orcs of what is now [[Mitwold]] (and later, the Marchers who displaced them). After the formation of the Empire, the warriors largely left Fisk and the traders moved in. Today, Fisk is a small but prosperous port allowing adventurous [[fleet|ship owners]] to trade with [[Mitwold#Meade|Meade]] and the Marchers and even with foreigners across the sea as far as the [[Asavean Archipelago]] and the [[Sumaah Republic]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Kallavesa are under Imperial control&lt;br /&gt;
* Attempting to build a permanent [[fortification]] in one of the regions with the marsh quality is likely to encounter additional difficulties.&lt;br /&gt;
* The [[#The Pilgrim&#039;s Trail|Pilgrim&#039;s Trail]] is a [[great work]] that provides an additional 50 votes in the Imperial Synod and 25 [[liao]] divided among the [[congregation|congregations]] of Kallavesa. They were built as the result of an [[opportunity]] (detailed [[To_sleep_in_Kallavesa#Opportunities_in_Kallavesa_:_Place_of_Pilgrimage|here]]) - under normal circumstances a great work cannot provide liao and votes.&lt;br /&gt;
* Some of the prominent halls of Kallavesa are detailed [[Prominent_halls#Halls_of_Kallavesa|here]].&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Plants of Kallavesa&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Kallavesa swamps are home to many rare and unique forms of flora and fauna that are below our abstraction layer in the sense that they are important to the Kallavesi mystics, but not important enough to be one of the [[Potion#Herbs|five herbs]]. While many of these herbs have useful properties (such as [[Technology#Groveblossom_and_Changing_Gender|groveblossom]] or [[Technology#Bitterweed_and_Contraception|bitterweed]]), they are very much along the lines of headache treatments or gentle sleeping draughts, rather than [[Imperial Roseweald|purification]] of an [[Calls#VENOM|envenomed]] wound or [[Cerulean Mazzarine|repairing]] a [[Calls#CLEAVE|crippled limb]]. Other examples might include tobacco, for example, or flavoursome herbs used in cooking, as well as mild narcotics.&lt;br /&gt;
&lt;br /&gt;
It is very common for the folk of Kallavesa (of all traditions) to reference odd herbs or animal extracts - but it is important not to let other players get the impression that these plants are a big deal, as this will cause confusion, or disappointment.&lt;br /&gt;
&lt;br /&gt;
One possible opportunity these herbs present is for a character who wants an unusual or distinctive [[farm]] or [[business]]. Like the [[Sermersuaq#OOC Notes|herders]] you could define your business as trading in medicinal herbs, or your farm as growing minor medicinal plants - indeed it is easy and appropriate to [[farm#Diversification|diversify]] a farm to include some of the potent herbs produced by a [[herb garden]].&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=63586</id>
		<title>Urizen military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=63586"/>
		<updated>2018-05-17T21:38:12Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;Courage is the first of human qualities because it is the quality which guarantees the others.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Urizen at War.jpg|align=left|width=800|title=They may only contribute a single army to the Imperial military, but that army possesses an influence that belies its size.|caption=Urizen are not pure theoreticians; they apply their mastery to change the world.}}&lt;br /&gt;
The Urizen contribute only a single army to the Imperial Military, but they have a history of providing important arcane assistance in wars against the Empire&#039;s magically capable enemies. This history began even before they joined the Empire, with several notable Urizen magicians providing pivotal assistance to the Empire in the war against [[Alderei the Fair]] and the [[Volodny]] sorcerers. This earned them the hatred and enmity of the Volondy, but it created a precedent for future conflicts. When the Imperial Armies march to war against a foe that uses magic, the Urizen magicians work to provide what support they can.&lt;br /&gt;
&lt;br /&gt;
In theory each Urizen [[Spires|Spire]] maintains its own defences, but it is common for spires to collaborate to construct a spire in such a way that it can protect all its neighbours. These military spires – called citadels – are built at strategically important points and are usually heavily fortified. They attract individuals of a martial bent from all over the nation, drawn by the opportunities to practice their skills and hone their fighting [[Arete]].&lt;br /&gt;
{{CaptionedImage|file=Merrow-possibly-from-morrow.jpg||title=Sentinel|caption=The prowess of warriors of Urizen makes them an important element&amp;lt;br/&amp;gt; of the Imperial armies|align=right|width=300}}&lt;br /&gt;
Citadels are often constructed on Urizen&#039;s borders, where they can guard important passes, but there are dangers throughout the mountains of Urizen. Brigands and bands of indigenous orcs threaten civilisation and the many powerful magical auras that afflict the region create problems of their own. A key advantage of the [[Urizen Culture and Customs#Heliopticon|Heliopticon]] is that it allows for the transmission of messages between spires without the need to traverse the dangerous valleys and passes that lie between them. &lt;br /&gt;
&lt;br /&gt;
Swords, spears and glaives are the favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a tool to control the space around them, they prefer longer weapons with which they can keep an enemy at a distance. The Urizen disdain wrestling and pugilism. This is partly a result of their desire to keep people outside their personal space but fighting without a weapon is seen as ineffectual and barbaric – a waste of effort and energy that is the very opposite of the [[Net of the Heavens]] and a higher mind. “&#039;&#039;Animals fight with their hands&#039;&#039;” is a common rebuke for Urizen children caught fighting.&lt;br /&gt;
===Sentinels===&lt;br /&gt;
Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is excellence they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Those who train themselves to fight without using magic are unlikely to be considered for high office but they can still gain the respect of their peers. To do so requires more than just skill at fighting however; to demonstrate Arete as a warrior requires an individual to show a mastery of all aspects of warfare.&lt;br /&gt;
&lt;br /&gt;
Those Urizen warriors who strive to achieve this ideal call themselves sentinels. They combine study of strategy, tactics and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. They study not only the practical arts of fighting, but also the theories of how and why men and women fight, what it means to be a warrior, and the ethics of violence and killing. A few possess some magical ability, but just as often they are dedicated fighters who leave the practice of magic to their charges and allies. &lt;br /&gt;
&lt;br /&gt;
Some sentinels choose to focus their fighting skills, devoting their life to the goal of mastering a single weapon. Sentinels who choose this path are less likely to learn magic, as the time required makes it harder to master their chosen weapon.&lt;br /&gt;
{{CaptionedImage|file=Sentinels.jpg|caption=Warfare is just another war to enact change, another part of the Net of the Heavens.|align=right|width=600}}&lt;br /&gt;
The alternative is to seek to develop equal skill with all weapons of war. This approach stresses flexibility, the idea that the ultimate warrior is one who can adapt themselves to any need. Sentinels who choose this path are much more likely to learn healing or combat magic, viewing magic as one of many weapons they can wield as circumstances require. These individuals tend to prepare the weapons and armour for each battle, depending on who they are fighting and in particular on who their allies are – specializing in supporting or complementing their allies approach to the battle.&lt;br /&gt;
&lt;br /&gt;
Sentinels strive to be mindful of the Net of the Heavens. To be effective requires a warrior to identify the perfect moment for a strike. Prolonged engagements are wasteful and to be avoided where possible; the ideal strategy commits troops only at the pivotal moment when they can transform the outcome. Sentinels are far from pacifists; they actively seek out battle, the better to master their skills and demonstrate their Arete. The best generals are those who can achieve victory without wasted lives or effort.&lt;br /&gt;
&lt;br /&gt;
When fighting alongside other nations, sentinels often prefer to stay in reserve, avoiding the front lines of a battle – they observe the unfolding conflict and quickly decide where their particular skills can make the most difference to the outcome, then employ those skills with ruthless effectiveness before moving on to another crisis point. This often means engaging at the point where fighting is most fierce, bringing relief to beleaguered allies who are about to be overrun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;I hear and I forget. I see and I remember. I do and I understand.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Nicassia.jpg |title=Urizen General|caption=The General of the Citadel Guard is always a weighty voice in the Military Council|align=right|width=540}}&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Urizen fields one [[imperial armies|Imperial army]]; the Citadel Guard. The Urizen also have a great deal of interest in the position of [[Warmage]], appointed by the [[Imperial Conclave]] by declaration of [[Candidacy|candidacy]], to serve as a de facto general, albeit one without command of an army.&lt;br /&gt;
{{CaptionedImage|file=Citadel.jpg|align=left|width=100}}&lt;br /&gt;
===Citadel Guard===&lt;br /&gt;
This army (unsurprisingly) incorporates a large number of magicians, battle-magicians and sentinels trained to fight alongside them. Their prowess with battlefield [[Army qualities#magic|magic]] is unparalleled. The use of the [[unmade trove]] has granted the army [[cyclic magic|advanced understanding]] of certain potent [[cyclic magic#The Six Techniques|techniques]] unknown outside of Urizen. In addition to the skilled and well-equipped combat magicians there are also diviners who use the magic of Day and Night to gather intelligence about the magical capabilities of their enemies; scouts and disciplined raiders who focus on denying those resources to the enemy; and potent ritualists who can channel the magic of the Empire to bring down curses and enchantments on the [[territory]] where the army campaigns.&lt;br /&gt;
&lt;br /&gt;
The first Urizen General leads the Citadel Guard, and is appointed (or re-appointed) at the Summer solstice each year.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Urizen]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=63585</id>
		<title>Urizen military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=63585"/>
		<updated>2018-05-17T21:36:47Z</updated>

		<summary type="html">&lt;p&gt;Felix: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;Courage is the first of human qualities because it is the quality which guarantees the others.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Urizen at War.jpg|align=left|width=800|title=They may only contribute a single army to the Imperial military, but that army possesses an influence that belies its size.|caption=Urizen are not pure theoreticians; they apply their mastery to change the world.}}&lt;br /&gt;
The Urizen contribute only a single army to the Imperial Military, but they have a history of providing important arcane assistance in wars against the Empire&#039;s magically capable enemies. This history began even before they joined the Empire, with several notable Urizen magicians providing pivotal assistance to the Empire in the war against [[Alderei the Fair]] and the [[Volodny]] sorcerers. This earned them the hatred and enmity of the Volondy, but it created a precedent for future conflicts. When the Imperial Armies march to war against a foe that uses magic, the Urizen magicians work to provide what support they can.&lt;br /&gt;
&lt;br /&gt;
In theory each Urizen [[Spires|Spire]] maintains its own defences, but it is common for spires to collaborate to construct a spire in such a way that it can protect all its neighbours. These military spires – called citadels – are built at strategically important points and are usually heavily fortified. They attract individuals of a martial bent from all over the nation, drawn by the opportunities to practice their skills and hone their fighting [[Arete]].&lt;br /&gt;
{{CaptionedImage|file=Merrow-possibly-from-morrow.jpg||title=Sentinel|caption=The prowess of warriors of Urizen makes them an important element&amp;lt;br/&amp;gt; of the Imperial armies|align=right|width=300}}&lt;br /&gt;
Citadels are often constructed on Urizen&#039;s borders, where they can guard important passes, but there are dangers throughout the mountains of Urizen. Brigands and bands of indigenous orcs threaten civilisation and the many powerful magical auras that afflict the region create problems of their own. A key advantage of the [[Urizen Culture and Customs#Heliopticon|Heliopticon]] is that it allows for the transmission of messages between spires without the need to traverse the dangerous valleys and passes that lie between them. &lt;br /&gt;
&lt;br /&gt;
Swords, spears and glaives are the favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a tool to control the space around them, they prefer longer weapons with which they can keep an enemy at a distance. The Urizen disdain wrestling and pugilism. This is partly a result of their desire to keep people outside their personal space but fighting without a weapon is seen as ineffectual and barbaric – a waste of effort and energy that is the very opposite of the [[Net of the Heavens]] and a higher mind. “&#039;&#039;Animals fight with their hands&#039;&#039;” is a common rebuke for Urizen children caught fighting.&lt;br /&gt;
===Sentinels===&lt;br /&gt;
Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is excellence they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Those who train themselves to fight without using magic are unlikely to be considered for high office but they can still gain the respect of their peers. To do so requires more than just skill at fighting however; to demonstrate Arete as a warrior requires an individual to show a mastery of all aspects of warfare.&lt;br /&gt;
&lt;br /&gt;
Those Urizen warriors who strive to achieve this ideal call themselves sentinels. They combine study of strategy, tactics and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. They study not only the practical arts of fighting, but also the theories of how and why men and women fight, what it means to be a warrior, and the ethics of violence and killing. A few possess some magical ability, but just as often they are dedicated fighters who leave the practice of magic to their charges and allies. &lt;br /&gt;
&lt;br /&gt;
Some sentinels choose to focus their fighting skills, devoting their life to the goal of mastering a single weapon. Sentinels who choose this path are less likely to learn magic, as the time required makes it harder to master their chosen weapon.&lt;br /&gt;
{{CaptionedImage|file=Sentinels.jpg|caption=Warfare is just another war to enact change, another part of the Net of the Heavens.|align=right|width=600}}&lt;br /&gt;
The alternative is to seek to develop equal skill with all weapons of war. This approach stresses flexibility, the idea that the ultimate warrior is one who can adapt themselves to any need. Sentinels who choose this path are much more likely to learn healing or combat magic, viewing magic as one of many weapons they can wield as circumstances require. These individuals tend to prepare the weapons and armour for each battle, depending on who they are fighting and in particular on who their allies are – specializing in supporting or complementing their allies approach to the battle.&lt;br /&gt;
&lt;br /&gt;
Sentinels strive to be mindful of the Net of the Heavens. To be effective requires a warrior to identify the perfect moment for a strike. Prolonged engagements are wasteful and to be avoided where possible; the ideal strategy commits troops only at the pivotal moment when they can transform the outcome. Sentinels are far from pacifists; they actively seek out battle, the better to master their skills and demonstrate their Arete. The best generals are those who can achieve victory without wasted lives or effort.&lt;br /&gt;
&lt;br /&gt;
When fighting alongside other nations, sentinels often prefer to stay in reserve, avoiding the front lines of a battle – they observe the unfolding conflict and quickly decide where their particular skills can make the most difference to the outcome, then employ those skills with ruthless effectiveness before moving on to another crisis point. This often means engaging at the point where fighting is most fierce, bringing relief to beleaguered allies who are about to be overrun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;I hear and I forget. I see and I remember. I do and I understand.&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Nicassia.jpg |title=Urizen General|caption=The General of the Citadel Guard is always a weighty voice&amp;lt;br /&amp;gt; in the Military Council|align=right|width=540}}&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Urizen fields one [[imperial armies|Imperial army]]; the Citadel Guard. The Urizen also have a great deal of interest in the position of [[Warmage]], appointed by the [[Imperial Conclave]] by declaration of [[Candidacy|candidacy]], to serve as a de facto general, albeit one without command of an army.&lt;br /&gt;
{{CaptionedImage|file=Citadel.jpg|align=left|width=100}}&lt;br /&gt;
===Citadel Guard===&lt;br /&gt;
This army (unsurprisingly) incorporates a large number of magicians, battle-magicians and sentinels trained to fight alongside them. Their prowess with battlefield [[Army qualities#magic|magic]] is unparalleled. The use of the [[unmade trove]] has granted the army [[cyclic magic|advanced understanding]] of certain potent [[cyclic magic#The Six Techniques|techniques]] unknown outside of Urizen. In addition to the skilled and well-equipped combat magicians there are also diviners who use the magic of Day and Night to gather intelligence about the magical capabilities of their enemies; scouts and disciplined raiders who focus on denying those resources to the enemy; and potent ritualists who can channel the magic of the Empire to bring down curses and enchantments on the [[territory]] where the army campaigns.&lt;br /&gt;
&lt;br /&gt;
The first Urizen General leads the Citadel Guard, and is appointed (or re-appointed) at the Summer solstice each year.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Urizen]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Nicassia.jpg&amp;diff=63584</id>
		<title>File:Nicassia.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Nicassia.jpg&amp;diff=63584"/>
		<updated>2018-05-17T21:34:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_history&amp;diff=57899</id>
		<title>The Marches history</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_history&amp;diff=57899"/>
		<updated>2017-10-18T15:48:20Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Marchers on the Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Marchers Marching.jpg|caption=The exodus from [[Dawn]] gives the nation its name, and defines their stubborn independance.|width=600|align=left}}&lt;br /&gt;
==The creation of the Marches==&lt;br /&gt;
The history of the Marchers begins with a rebellion in Dawn of a group of disaffected yeomen determined to leave their lord&#039;s lands and make a better life for themselves. With nowhere else to go they marched across the country, heading for the border, intent on claiming land outside of Dawn. They were joined on their pilgrimage by thousands more, until they became known as the Marchers. &lt;br /&gt;
&lt;br /&gt;
The first Marchers had few real weapons or pieces of armour between them. The Dawnish nobility fully expected them to flee the oncoming winter or die at the hands of the orcs. Instead, the Marchers took their farm tools and padded jacks and carved out a kingdom for themselves, slaughtering the orc tribes they encountered and driving them before them with grim determination. Working together they created the Marches, a patchwork of cleared lands controlled by a score of independent-minded yeoman households.&lt;br /&gt;
&lt;br /&gt;
In the following centuries there were frequent but sporadic conflicts with Dawn. Occasionally one or the other would attempt to expand into the neighbouring nation&#039;s territory. To this day the easternmost parts of the Marches and the westernmost parts of Dawn are scattered with battlefields and castles that are largely abandoned since the formation of the Empire. Despite the conflicts and the tension, the two nations often refer to each other; Marchers who put on airs and graces are told to &amp;quot;Piss off to Dawn&amp;quot;, while Dawn nobility or yeomen who question the validity of their ancient traditions are given equally earthy advice to move to the Marches.&lt;br /&gt;
&lt;br /&gt;
There were also frequent battles between Marchers. Although Marcher households found it easy to unite against a common enemy, they often fell to quarrelling amongst themselves. Bitter feuds and grudges developed, usually over land and often paid in blood. By the time the Empress began her crusade the Marches was split into half a dozen great households, each supported by the loyalties of countless minor households.&lt;br /&gt;
{{CaptionedImage|file=Marcher.jpg|align=right|width=350}}&lt;br /&gt;
==Joining the Empire==&lt;br /&gt;
The First Empress did not come to the Marches. One of her advisors, a Landskeeper called Brigit of Dourfen, spread the word of her first gathering to the Marcher Lords, and while several attended the majority did not. After hearing the Empress speak, the Marcherfolk who were present debated for several days and appointed Henry of Meade to speak for them. Approaching the Empress, he told her that some of the Marchers would join her, but that she would never get all of them. The Empress refused to accept this. &amp;quot;&#039;&#039;I will take all of you, or none of you.&#039;&#039;&amp;quot; she said, and walked away.&lt;br /&gt;
&lt;br /&gt;
Initially flabbergasted, wise Brigit explained what the Empress probably meant - that the Empire had no use for a divided land. It would not take some of the Marcher Households, and let the others squabble among themselves. If the Marchers were serious about joining, they would need to be united in doing so. &lt;br /&gt;
&lt;br /&gt;
Historians sometimes debate whether the Empress should not simply have used her nascent army to unite the Marches herself, but it is generally agreed that doing so would have been a disaster. The Empire could not afford to become bogged down in a Marcher civil war; and the Marches traditionally are very hard to conquer for any period of time. Their dogged determination and ability to hold grudges would have meant that the Empire would have to have established a military dictatorship in perpetuity to keep the place under control.&lt;br /&gt;
&lt;br /&gt;
The Marchers returned home and a civil war ensued (often referred to as the Cousin&#039;s War). Those Marcher Households and Landskeepers who sided with the Empress and her vision of a united humanity used diplomacy where they could, and force of arms where they could not. In the end, the forces of those who sided with the Empress were triumphant. The remaining Households drew up on the fields to the west of Dawn and the Empress marched out to meet them on foot with her standard bearer, and asked if they were prepared to join her Empire.&lt;br /&gt;
&lt;br /&gt;
==The Marches in the Empire==&lt;br /&gt;
Marchers from Upwold were involved in the first campaign of the new Empire. Tom Drake of Redston led his household and the territory&#039;s Landskeepers to Varushka. They fought through unfamiliar forests, alongside all those who opposed [[Alderei the Fair]] and brought Varushka into the Empire. Some say it was Tom who killed the boyar-king; the Redston folk just point at the broken crown on their livery and let that speak for them.&lt;br /&gt;
&lt;br /&gt;
Entry to the Empire brought some changes. Pious Marcher folk returning from pilgrimages to [[Highguard]] founded the monasteries which now dot the landscape. Friars have become an important part of most Households and few powerful Marcher households do not have one or more of these learned folk by their side. Imperial writ created the market towns, outside the control of the households. Yet the traditional beliefs that give the Marchers their strength have endured every transformation brought by the Empire.&lt;br /&gt;
&lt;br /&gt;
==Marchers on the Throne==&lt;br /&gt;
Two Marchers have sat on [[the Throne|the Imperial Throne]], and their reigns could not have been more different.&lt;br /&gt;
&lt;br /&gt;
The first Marcher to take the Throne was [[Emperor James]] of [[Mournwold]]. Appointed in 257YE, he was crowned as the Empire was in real danger of being destroyed by the barbarian [[orc|orcs]] after decades of fruitless back-and-forth conquest and liberation. He is perhaps most famous for &amp;quot;&#039;&#039;fixing the borders&#039;&#039;&amp;quot;, making it illegal for the Empire to add new territory until such time as the Senate and the Synod were both in agreement that the Empire was sufficiently strengthened as to be able to hold those territories. His reign issued in the [[Imperial_history#.28281_YE_-_300_YE.29_The_Second_Interregnum|Second Interregnum]], just under twenty years of relative peace and prosperity for the entire Empire during which the Throne remained vacant.&lt;br /&gt;
&lt;br /&gt;
The second Marcher Throne was [[Emperor Walter]] of [[Upwold]]. An effective businessman and [[The_Marches_economic_interests|Alderman]], he was appointed only a short time ago in 371YE. His reign was very short, and very chaotic - he attempted to run the Empire like a business with near disastrous consequences. He is largely viewed as a failure and an embarrassment by the rest of the Marches. About the only good thing to come out of his reign was an awareness of just how much trouble the Empire was in - laying the groundwork for the appointment of [[Empress Britta]] and the [[Imperial_history#Resurgence|resurgence]] that continues to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Lepidus&amp;diff=57376</id>
		<title>Lepidus</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Lepidus&amp;diff=57376"/>
		<updated>2017-10-09T14:37:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: spag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Virtue==&lt;br /&gt;
Lepidus was recognised as a paragon of Pride by the pre-Imperial Highborn assembly. His status was ratified by the Imperial Synod in 18YE.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Lepidus was born in the Seven Stars chapter in Bastion during the time of the Patricians. He was both a theologian and a student of Highborn history. His meditations on the meaning of virtue, and the importance of a virtuous life, were influential both for his peers among the Chapters and in the foundation of the Way. Even as a young man, he was known for his skill with oratory. When he spoke, his passion and conviction could often move his listeners to tears and leave them resolved to be better people.&lt;br /&gt;
&lt;br /&gt;
Lepidus spoke often of the importance of being able to be [[Pride|proud]] of oneself; especially the importance of avoiding hypocrisy. Feelings of shame, he said, often arose from acting in a way one knows to be wrong, but convincing oneself that it is justified to do so. He was also a vocal proponent of the philosophy that the virtuous needed to reach out to the people of Highguard who had not embraced the Revelation, and show them the strength that came from the virtuous life. By separating themselves from the rest of the Highborn, he said, the chapters were acting shamefully - these were their people, and the people from whom they all came. Trying to pretend otherwise, to deny the past, was shameful.&lt;br /&gt;
&lt;br /&gt;
When things came to a head in the time of [[Permion]] the Lawmaker, Lepidus was the first of the spiritual leaders of the chapters that the Navigator reached out to. He shared the revelation with Permion, and reintroducing him to the teachings of [[Atun]] and [[Atuman]]. Once it became clear that Lepidus was inspiring Permion&#039;s drive to represent all his people, rather than just the interests of the Patrician families, he was the subject of an assassination attempt. According to the stories, three [[unconquered]] attacked Lepidus in his study with [[Scorpion&#039;s Sting]] daggers. Before they could strike him, however, Lepidus turned the full force of his personality on his attackers, engaging them in an impassioned debate during which he convinced them that they had demeaned themselves by serving unworthy masters. By the end of the night, all three assassins embraced the Revelation, denounced their previous masters, and committed themselves to the protection of Lepidus becoming his bodyguards.&lt;br /&gt;
&lt;br /&gt;
Lepidus was also a man of action. After Permion was murdered, he helped lead the chapters to take up arms against the corruption of the Patricians, He fought along with the rest of his chapter, bearing their [[Sunfire Pennant]] into battle against the forces of the Patricians. Grievously wounded during the battle that saw Pharos burnt, he allegedly simply refused to die until his work was done. He lived long enough to help begin the healing process - to turn the ruins of Pharos into a memorial to the past and a warning to future generations, and to ensure the foundations of the White City would be laid.&lt;br /&gt;
&lt;br /&gt;
When he finally succumbed to his injuries, it is said that the blossoms fell from every tree in Highguard as if the world itself were weeping for his loss. He was laid to rest in a white granite tomb at the heart of the White City. He sleeps there still, guarded as in life by his three loyal assassins.&lt;br /&gt;
&lt;br /&gt;
==Signs==&lt;br /&gt;
* Lepidus &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Inspiration|Inspired]] the people of [[Highguard]]&#039;&#039;&#039;, but has also served as an inspiration to generations of people since. His teachings  about the virtuous life and the importance of being proud of oneself and one&#039;s roots are known by followers of the Way around the world.&lt;br /&gt;
* His &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Benevolence|Benevolence]]&#039;&#039;&#039; is clear - he helped the nation of Highguard embrace the Revelation, and the philosophy of the virtuous life. By doing so he laid the foundations for the Way.&lt;br /&gt;
* The tale of the three virtuous assassins, as well as his refusal to succumb to his injuries until he had secured the future of Highguard, are both seen as &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Miracles|Miracles]]&#039;&#039;&#039;. Stories of his ability to move others with his words, and bring the guilty and the ashamed to tears with just his gaze, are both viewed as miraculous by many theologians.&lt;br /&gt;
* Lepidus died before [[Bastion#Bastion.2C_the_White_City|the White City]] was built, but his vision of a virtuous future for Highguard was the main motivation behind the construction of a city that would serve as the spiritual centre of the nation and the faith. As such he is considered to have achieved the sign of &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Pilgrimage|Pilgrimage]]&#039;&#039;&#039;.&lt;br /&gt;
* By helping shape the Way, and by increasing understanding of the virtue of Pride, and by helping the Highborn to turn away from the corrupt practices of the Patricians, Lepidus brought &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Salvation|Salvation]]&#039;&#039;&#039; to his people.&lt;br /&gt;
* The &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Legacy|Legacy]]&#039;&#039;&#039; of Lepidus is clear - he helped to create modern Highguard, and to shape the Way.&lt;br /&gt;
* There has been no incident in the Empire or the [[Sumaah Republic]] where anyone has experienced a past-life vision of being Lepidus. Along with the circumstances of his death, he is widely held to have achieved &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Liberation|Liberation]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Lepidus in Play==&lt;br /&gt;
===Heirs of Lepidus===&lt;br /&gt;
The Heirs of Lepidus are a group of [[Highguard_religious_beliefs#Stewards_of_the_dead|stewards of the dead]] dedicated to finding and recovering records of [[paragons and exemplars]]. Initially founded by the Assembly of the Virtuous to identify inspirational Highborn, their efforts quickly expanded to include identifying potential paragons and exemplars among other human nations. Their [[chapter]] was quite influential in the early years of the Empire, but by the reign of Empress Varkula]] their significance had begun to wane. They continued to follow their  calling, however, and patiently compiled information about modern exemplars with the same dedication they had shown to gathering evidence of past inspirational figures. Their chapter was struck a significant blow during the reign of [[Emperor Nicovar]] when their chapterhouse, the &#039;&#039;&#039;Lepidean Library&#039;&#039;&#039;, was burnt to the ground along with centuries of carefully collected tomes regarding the histories of the paragons and exemplars. Their new chapterhouse in [[Bastion#Woodbury|Woodbury]] is significantly smaller, and their historical archives barely a fraction of those they once tended.&lt;br /&gt;
&lt;br /&gt;
The Heirs have recently regained a small measure of prominence. In late 380YE, they completed a significant piece of work - along with the [[Tassato#The_School_of_Epistemology|School of Epistemology]] in [[Tassato]] they recovered, collated, and published information on [[Berechiah]], an exemplar of Vigilance. Their work proved somewhat controversial - Berechiah is a polarising figure after all. The Heirs were keen to continue their work, but had limited funds. As such, during the Winter Solstice they approached the [[Benefactor|Benefactors]] of Highguard to see if they would consider supporting their work. The Benefactors were more than generous, and scholars from the Heirs of Lepidus are again scouring the Empire for information about inspirational figures.&lt;br /&gt;
&lt;br /&gt;
Anyone who wishes to contact the Heirs of Lepidus should consider approaching the Highborn egregore, who has apparently been working closely with them on their new projects.&lt;br /&gt;
&lt;br /&gt;
===The Inspirational Tomb and Basilica of Lepidus===&lt;br /&gt;
Lepidus&#039; remains, and those of the three virtuous assassins, are interred in a white granite [[Inspirational tomb|tomb]] in the White City of Bastion. The tomb lies beneath the Basilica of Lepidus, which stands not far from the old Virtuous Assembly meeting hall, the House of Seven Doors. The basilica is a beautiful seven-sided structure, surmounted by a breathtaking glass dome.&lt;br /&gt;
&lt;br /&gt;
Rather than stained glass, the interior is decorated with extensive bas-reliefs depicting the [[Highguard_history|history]] of the Highborn people, from the passage of the ships across the ocean, through the time of the Patricians and the Revelation, culminating with the foundation of the Empire. The history of Highguard as part of the Empire continues on a series of seven free-standing sheets of white granite; two of them still possess unmarked surfaces and the intention is that when they are full, a new circle will be created. There is plenty of space both for the history, and for the many pilgrims who come to visit the basilica from around the world.&lt;br /&gt;
[[Category:Inspirations]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=56714</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=56714"/>
		<updated>2017-09-29T16:14:19Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dates of Visions&#039;&#039;&#039; || &#039;&#039;&#039;Volume&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376 YE - Autumn 377 YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/7/73/EchoesoftheLabyrinth1-edition7.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377 YE - Autumn 378 YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378 YE - Autumn 379 YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/c/c5/EchoesoftheLabyrinth3-edition2.pdf Volume 3]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 379 YE - Autumn 380 YE|| [https://www.profounddecisions.co.uk/mediawiki-public/images/8/85/Echoes_of_the_Labyrinth_4a_4b_4c.pdf Volume 4]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Echoes_of_the_Labyrinth_4.pdf&amp;diff=56546</id>
		<title>File:Echoes of the Labyrinth 4.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Echoes_of_the_Labyrinth_4.pdf&amp;diff=56546"/>
		<updated>2017-09-29T06:54:56Z</updated>

		<summary type="html">&lt;p&gt;Felix: Felix uploaded a new version of &amp;amp;quot;File:Echoes of the Labyrinth 4a 4b 4c.pdf&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth&lt;br /&gt;
Volume 4a-4c: &lt;br /&gt;
Winter Solstice 379 YE - Summer Solstice 380 YE&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_Imperial_titles&amp;diff=53752</id>
		<title>Current Imperial titles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_Imperial_titles&amp;diff=53752"/>
		<updated>2017-06-30T15:16:37Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page lists the names of all Imperial citizens who currently hold an Imperial title. Previous title holders are listed historically below.&lt;br /&gt;
&lt;br /&gt;
==381YE==&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
{{:381YE Spring Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==380 YE==&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:380YE Winter Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:380YE Autumn Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:380YE Summer Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:380YE Spring Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==379 YE==&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:379YE Winter Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:379YE Autumn Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:379YE Summer Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:379YE Spring Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==378 YE==&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:378YE Winter Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:378YE Autumn Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:378YE Summer Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:378YE Spring Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==377 YE==&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:377YE Winter Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:377YE Autumn Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:377YE Summer Solstice Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:377YE Spring Equinox Imperial titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==376 YE==&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{:376YE_Winter_Solstice_Imperial_titles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=52957</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=52957"/>
		<updated>2017-05-30T22:05:42Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Publication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE - Autumn 377YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/7/73/EchoesoftheLabyrinth1-edition7.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE - Autumn 378YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE - Autumn 379YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/c/c5/EchoesoftheLabyrinth3-edition2.pdf Volume 3]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 379YE - || [https://www.profounddecisions.co.uk/mediawiki-public/images/0/0f/EchoesoftheLabyrinth4.pdf Volume 4a]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth4.pdf&amp;diff=52956</id>
		<title>File:EchoesoftheLabyrinth4.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth4.pdf&amp;diff=52956"/>
		<updated>2017-05-30T22:02:36Z</updated>

		<summary type="html">&lt;p&gt;Felix: Echoes of the Labyrinth Volume 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth Volume 4&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=50840</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=50840"/>
		<updated>2017-04-06T06:34:21Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Publication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/7/73/EchoesoftheLabyrinth1-edition7.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Autumn 379YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/c/c5/EchoesoftheLabyrinth3-edition2.pdf Volume 3]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=50839</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=50839"/>
		<updated>2017-04-06T06:33:58Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Publication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/7/73/EchoesoftheLabyrinth1-edition7.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Summer 379YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/c/c5/EchoesoftheLabyrinth3-edition2.pdf Volume 3]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=50838</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=50838"/>
		<updated>2017-04-06T06:33:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Publication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/7/73/EchoesoftheLabyrinth1-edition7.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Summer 379YE || [https://www.profounddecisions.co.uk/mediawiki-public/images/c/c5/EchoesoftheLabyrinth3-edition2.pdf Volumes 3a-3c]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth3-edition2.pdf&amp;diff=50837</id>
		<title>File:EchoesoftheLabyrinth3-edition2.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth3-edition2.pdf&amp;diff=50837"/>
		<updated>2017-04-06T06:32:21Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth1.pdf&amp;diff=50836</id>
		<title>File:EchoesoftheLabyrinth1.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth1.pdf&amp;diff=50836"/>
		<updated>2017-04-06T06:31:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Runes&amp;diff=47393</id>
		<title>Runes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Runes&amp;diff=47393"/>
		<updated>2016-10-03T18:14:08Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Runes-With-Names.png|title=Runes|width=750}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Empire does not use Futhark or other traditional real-world rune systems. Rather it uses a series of twenty-six mystical runes that originated in [[Wintermark]]. While the Winterfolk discovered them, they are used by magicians and crafters all over the Empire.&lt;br /&gt;
&lt;br /&gt;
Each rune is associated with a concept, usually a single word that sums up its magical meaning. They are each tied thematically to one of the [[Realms]] of magic. Runes also have names, which can be invoked, and are believed to physically resemble an iconic item or creature. Many magicians keep a scroll or a notebook containing information about the runes, as memorizing all of them is quite a feat.&lt;br /&gt;
&lt;br /&gt;
The runes are also used as a simple alphabet by several magicians; each rune stands for a single letter in a typical substitution cipher. Many magicians consider this to be a risky and foolish activity; if the runes have power, then using them to write things invites unexpected and uncontrollable forces to intrude on the life of anyone who handles them.&lt;br /&gt;
&lt;br /&gt;
===Performing Magic===&lt;br /&gt;
Runes can be used as a method of performing magic. A magician might trace a rune in the air or while touching a target of a spell, or might use a permanent or temporary design that incorporates a rune. Runes are commonly painted or carved onto the targets of any magic that has a duration, but may also be traced or invoked while performing almost any ritual.&lt;br /&gt;
&lt;br /&gt;
There are no magical functions that are unique to runes, they are an aid to roleplaying when peforming a ritual and can be replaced with other aids as appropriate to the character, but the magical associations of each rune can be used in rituals where the hearth magic properties of the runes may provide a bonus to the effect of the ritual if used correctly.&lt;br /&gt;
&lt;br /&gt;
===Divining with the Runes===&lt;br /&gt;
A diviner may have a set of runestones (or occasionally runic cards) which they use for divination. The diviner selects several of the runes at random, and tries to interpret their meaning. Some diviners write a word using a runic substitution cipher and then interpret the resulting runes as a means to gain insight about the thing the name applies to. This practice is largely discredited; magicians in [[Urizen]] and [[Highguard]] alike point out that it is based on an arbitrary connection between the runes and the letters of the Imperial alphabet, and has no divinatory value.&lt;br /&gt;
&lt;br /&gt;
===Crafting the Runes===&lt;br /&gt;
Runes are often incorporated into crafted items, especially in Wintermark. In the setting they help to enhance the properties of items made - a sword is less likely to rust or shatter, a cloak is less likely to tear - but when used in this way the runes have no rules-based game effect, they are intended purely for roleplaying purposes.&lt;br /&gt;
&lt;br /&gt;
An item may be marked with one or two runes that define or support its purpose - for example, a sword may have the runes for &amp;quot;[[Jotra|warfare]]&amp;quot; and &amp;quot;[[Tykonus|victory]]&amp;quot; engraved on either side of the blade..&lt;br /&gt;
&lt;br /&gt;
===Realm Affiliations===&lt;br /&gt;
The Runes can be combined together in many different ways, but magicians agree that there is a strong connection between the runes and the [[Realms]]. The majority of the runes are symbolic of concepts or themes closely tied to one of the supernatural realms. This does not mean that a rune can only be used with workings tied to the affiliated realm; for example, the rune of Purity [[Cavul]] is associated with the Day realm and may be used to purify a poison, but the rune of Blood [[Rhyv]] might be used instead or as well, despite being associated with the Spring realm. Collecting the runes into groups based on their realm affiliation is a useful shorthand for magicians when they are constructing a ritual. Crafters are aware of the distinction, but are usually much more interested in the meanings of the individual runes than their esoteric connections.&lt;br /&gt;
&lt;br /&gt;
====Runes of Spring====&lt;br /&gt;
The Spring runes are associated with life, the natural world, youth and beginnings. They are [[Bravash]] the Rune of Fertility; [[Evrom]] the Rune of Beginning; [[Mawrig]] the Rune of Storms; and [[Rhyv]] the Rune of Blood.&lt;br /&gt;
&lt;br /&gt;
====Runes of Summer====&lt;br /&gt;
The Summer runes are associated with strength, confidence, majesty, adulthood and energy. They are a common sight on weapons and armour, especially in Wintermark and Dawn. They are [[Feresh]] the Rune of Majesty; [[Jotra]], the Rune of Battle; [[Tykonus]], the Rune of Victory; and [[Verys]], the Rune of Might. The runes of Summer are sometimes called &amp;quot;the [[Legendary beasts#Gryphon|Gryphon]] runes&amp;quot; after the heraldic beast popular in [[Dawn]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;The gryphon is a heraldric beast that combines the aspect of an eagle and a lion, the union of Majesty and Might. It has razor-sharp claws that cleave through armour like the Rune of Swords, and possesses wings that bring to mind the Banner Rune. It exemplifies all that is best in the four runes, and is an enduring symbol of victory, prowess, pride and potency. It is little wonder that it is so popular among the Dawnish.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Runes of Autumn====&lt;br /&gt;
The Autumn runes are associated with wealth, influence, power, maturity and skill. They are [[Queros]], the Rune of Plots; [[Hirmok]], the Rune of Dominion; [[Lann]], the Rune of Bargains; and [[Pallas]], the Rune of Wealth.&lt;br /&gt;
&lt;br /&gt;
====Runes of Winter====&lt;br /&gt;
Several of the Winter runes have a bad reputation, as might be expected. They are associated with fear, death, suffering, curses and ending, but they are also associated with wisdom and old age. They are [[Naeve]], the Rune of Hunger; [[Irremais]], the Rune of Wisdom; [[Yoorn]], the Rune of Ending; and [[Kyrop]], the Rune of Weakness.&lt;br /&gt;
&lt;br /&gt;
====Runes of Day====&lt;br /&gt;
The Runes of Day are associated with thought, reason, truth, light and purity. They are [[Cavul]], the Rune of Purity; [[Ophis]], the Rune of Revelation; [[Sular]], the Rune of Discovery; and [[Aesh]], the Rune of Thought.&lt;br /&gt;
&lt;br /&gt;
====Runes of Night====&lt;br /&gt;
The Runes of Night are associated with secrecy, illusion, emotions, instinct and change. They are [[Diras]], the Rune of Secrets; [[Wyr]], the Rune of Mystery; [[Xun]], the Rune of Transformation; and [[Zorech]], the Rune of Passion.&lt;br /&gt;
&lt;br /&gt;
====The Mystic Runes====&lt;br /&gt;
There are two runes that fall outside the Realm groupings. (or perhaps three, depending who you ask). They are [[Gralm]], Rune of Destiny and [[Ull]], Rune of Chance. Some magicians leave them out of the runeset altogether; they are closely tied up with the Wintermark concept of the [[Wintermark_culture_and_customs#Skein|skein]]. The twenty-seventh rune, called [[The Unnamed]], is the esoteric blank rune that represents the unknown, the concept of things that are outside creation.&lt;br /&gt;
&lt;br /&gt;
===Runes and the Imperial Faith===&lt;br /&gt;
While the practice is not universal, certain runes are closely connected with certain of the Virtues of the Imperial Faith. The practice of using the runes in this fashion is most common in Wintermark, but it is also popular in Urizen and among the Navarr. At various times the Synod has attempted to introduce specific sigils to represent the Virtues, but they have generally failed to gain much traction. In almost all cases, the runes are seen as an adjunct to, rather than a replacement for, the more generally accepted iconography of the Virtues.&lt;br /&gt;
&lt;br /&gt;
While there is no universally accepted connection between runes and Virtues, the most common runic affiliations are:&lt;br /&gt;
* [[Ambition]] is represented by [[Naeve]], Rune of Hunger&lt;br /&gt;
* [[Courage]] is represented by [[Jotra]], Rune of Battle&lt;br /&gt;
* [[Loyalty]] is represented by [[Lann]], Rune of Bargains&lt;br /&gt;
* [[Pride]] is represented by [[Feresh]], Rune of Majesty&lt;br /&gt;
* [[Prosperity]] is represented by [[Pallas]], Rune of Wealth&lt;br /&gt;
* [[Vigilance]] is represented by [[Ophis]], Rune of Revelation&lt;br /&gt;
* [[Wisdom]] is unsurprisingly represented by [[Irremais]], Rune of Wisdom.&lt;br /&gt;
* While not corresponding directly to an Imperial Virtue, the runes [[Yoorn]] and [[Evrom]] are sometimes used together to represent the concept of reincarnation; in this case Yoorn represents the end of one life, and Evrom the beginning of another.&lt;br /&gt;
&lt;br /&gt;
These correspondences are mostly symbolic, used as decoration or divination rather than working magic. The runes seem to lack any ability to directly interact with or influence the Imperial Virtues in the way that Liao Ceremonies do. While [[Irremais]] may be evoked to grant wisdom, it has no special ability to interact with a shrine Consecrated to the Imperial Virtue of Wisdom. The exact relationship between magic and Virtue is a topic of much debate among scholars from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===Runes and Lineage===&lt;br /&gt;
A strong connection exists between certain runes and the nature of those with lineage. While this set of connections is not universally accepted, five of the six lineages have a natural affiliation for six of the runes. As with the correspondences with the Imperial Virtues, these connections are most commonly used during divination.&lt;br /&gt;
* The blood of the [[Briar]] lineage is said to have a correspondence with the Rune of Blood, Rhyv. &lt;br /&gt;
* The [[Cambion]] lineage is said to correspond with the Rune of Bargains, Lann.&lt;br /&gt;
* The [[Changeling]] lineage is said to correspond with the Rune of Majesty, Feresh. &lt;br /&gt;
* The [[Draughir]] lineage is said to correspond with the Rune of Hunger, Naeve.&lt;br /&gt;
* The [[Merrow]] lineage has an affiliation for the Rune of Discovery, Sular.&lt;br /&gt;
* The [[Naga]] lineage has no single runic correspondence; Kallavesi mystics claim that this is simply because their nature defies easy categorisation, and as a consequence any or all of the four Runes of Night are used to represent them.&lt;br /&gt;
&lt;br /&gt;
===Rune downloads===&lt;br /&gt;
You can download an installable [http://images.profounddecisions.co.uk/resources/downloads/Wintermark-Regular.ttf Wintermark runes windows font file] which contains all the Wintermark runes coded by the first letter of the name of each rune.&lt;br /&gt;
&lt;br /&gt;
You can download a [https://github.com/Beornwulf/TeXEmpireRunes/ LaTeX style file] for using the runes.&lt;br /&gt;
&lt;br /&gt;
You can download an illustrator [http://images.profounddecisions.co.uk/resources/downloads/wintermark_runes.ai Wintermark runes vector file] which contains all the Wintermark runes as scalable vectors.&lt;br /&gt;
&lt;br /&gt;
You can download each of the runes as a .jef file suitable for machine embroidery on a 7x5 hoop or larger, linked off the individual rune pages.&lt;br /&gt;
&lt;br /&gt;
{{Magic Traditions Further Reading}}&lt;br /&gt;
{{Category:Runes}}&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46871</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46871"/>
		<updated>2016-08-25T21:20:41Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/2/26/EchoesoftheLabyrinth1-edition6.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Summer 379YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/2/2c/EchoesoftheLabyrinth3-edition1-3a3b.pdf Volumes 3a-3c]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46855</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46855"/>
		<updated>2016-08-25T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Publication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
==Publication==&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/2/26/EchoesoftheLabyrinth1-edition6.pdf Volume 1]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/a/ac/EchoesoftheLabyrinth2-edition3.pdf Volume 2]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Spring 379YE || [http://www.profounddecisions.co.uk/mediawiki-public/images/2/2c/EchoesoftheLabyrinth3-edition1-3a3b.pdf Volumes 3a-3c]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth3-edition1-3a3b.pdf&amp;diff=46854</id>
		<title>File:EchoesoftheLabyrinth3-edition1-3a3b.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth3-edition1-3a3b.pdf&amp;diff=46854"/>
		<updated>2016-08-25T15:43:31Z</updated>

		<summary type="html">&lt;p&gt;Felix: Felix uploaded a new version of &amp;amp;quot;File:EchoesoftheLabyrinth3-edition1-3a3b.pdf&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth (Vol. 3a &amp;amp; 3b)&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth2.pdf&amp;diff=46853</id>
		<title>File:EchoesoftheLabyrinth2.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth2.pdf&amp;diff=46853"/>
		<updated>2016-08-25T15:42:53Z</updated>

		<summary type="html">&lt;p&gt;Felix: Felix uploaded a new version of &amp;amp;quot;File:EchoesoftheLabyrinth2-edition3.pdf&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth (Vol. 2)&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46432</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46432"/>
		<updated>2016-07-26T21:50:42Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
===Publication===&lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [[File:EchoesoftheLabyrinth1-edition6.pdf]]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [[File:EchoesoftheLabyrinth2-edition3.pdf]]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Spring 379YE || [[File:EchoesoftheLabyrinth3-edition1-3a3b.pdf]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Further Reading===&lt;br /&gt;
*[[Imperial Synod |The Imperial Synod]]&lt;br /&gt;
**[[The Assemblies of the Synod|Information about the different Assemblies]]&lt;br /&gt;
&lt;br /&gt;
** [[The Powers of Synod Priests|The powers of individual Synod Members]]&lt;br /&gt;
***[[How Assemblies make Judgments|Judgement]]&lt;br /&gt;
***[[Witness]]&lt;br /&gt;
***[[Sanctuary]]&lt;br /&gt;
***[[Clemency]]&lt;br /&gt;
&lt;br /&gt;
**[[The Judgments of the Synod|The Judgements of the Synod]]&lt;br /&gt;
***[[Appointment]]&lt;br /&gt;
***[[Inquisition]]&lt;br /&gt;
***[[Condemnation]]&lt;br /&gt;
***[[Statement of Principle]]&lt;br /&gt;
***[[Revocation]]&lt;br /&gt;
***[[Recognition]]&lt;br /&gt;
***[[Veto]]&lt;br /&gt;
***[[Rewarding]]&lt;br /&gt;
***[[Changing Doctrine]]&lt;br /&gt;
***[[Writ of Excommunication]]&lt;br /&gt;
&lt;br /&gt;
* Religion&lt;br /&gt;
** [[The Way|The Way of Virtue]]&lt;br /&gt;
** [[Imperial Theology]]&lt;br /&gt;
**[[Religious skills|Religious Skills]]&lt;br /&gt;
**[[Religious Crimes]]&lt;br /&gt;
** [[Recent history|Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46431</id>
		<title>Seer of the Gateway</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Seer_of_the_Gateway&amp;diff=46431"/>
		<updated>2016-07-26T21:36:22Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The position was [[Create_title_of_Seer_of_the_Gateway|established]] by the Senate at the Winter Solstice summit of 379YE. The Seer of the Gateway exists to ensure the safety, and record the experiences, of citizens returning from a past life vision.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
The Seer of the Gateway has four main responsibilities.&lt;br /&gt;
* To safeguard the well-being of visionaries and guide priests partaking in True Liao.&lt;br /&gt;
* To record the visions, and experiences, of visionaries and guide priests.&lt;br /&gt;
* To publish and disseminate their records and any conclusions.&lt;br /&gt;
* To purchase liao and other paraphernalia to support the above. &lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Withdraw funds===&lt;br /&gt;
The Seer of the Gateway may remove up to five Thrones each season from the [[rewarding|Virtue fund]] without requiring a vote. To use this power, the Seer of the Gateway must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.&lt;br /&gt;
{{CaptionedImage|file=Livia_played_by_Isobel_Hooper.jpg||title=Livia of the Spire of the Celestial Cascade, first Seer of the Gateway|align=right|width=250}}&lt;br /&gt;
When using this power, the Seer of the Gateway should still indicate the group or individual that is to be rewarded.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The Seer of the Gateway is appointed by the Assembly of the Nine, and serves until they die, step down or are revoked.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen may hold the title.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The Seer of the Gateway serves until they die, step down, or are revoked. &lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the General Assembly or the Assembly of the Nine.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first Seer of the Gateway was Livia of the Spire of the Celestial Cascade of [[Urizen]], appointed in Winter 379YE by the Assembly of the Nine. No other candidates were considered. Livia is a skilled Torchbearer with years of experience helping visionaries to recall every last detail of their vision, as well as dealing with the side-effects of the process. Even before being appointed to the title, she would often approach visionaries to ask for permission before their vision, and wait for them to emerge afterwards. &lt;br /&gt;
&lt;br /&gt;
In the Spring of 380YE Livia struck a publication deal with the Spider&#039;s Vantage Spire of Redoubt, who published her accounts of visionaries&#039; experiences across the Empire. You can find the existing &#039;&#039;Echoes of the Labyrinth&#039;&#039; texts below; the Spider&#039;s Vantage Spire have let it be known that they intend to publish more after each Anvil summit.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Dates of Visions || Volume&lt;br /&gt;
|-&lt;br /&gt;
|Winter 376YE -&amp;lt;br&amp;gt;Autumn 377YE || [[File:EchoesoftheLabyrinth1-edition6.pdf]]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 377YE -&amp;lt;br&amp;gt;Autumn 378YE || [[File:EchoesoftheLabyrinth2-edition3.pdf]]&lt;br /&gt;
|-&lt;br /&gt;
|Winter 378YE -&amp;lt;br&amp;gt;Spring 379YE || [[File:EchoesoftheLabyrinth3-edition1-3a3b.pdf]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Further Reading===&lt;br /&gt;
*[[Imperial Synod |The Imperial Synod]]&lt;br /&gt;
**[[The Assemblies of the Synod|Information about the different Assemblies]]&lt;br /&gt;
&lt;br /&gt;
** [[The Powers of Synod Priests|The powers of individual Synod Members]]&lt;br /&gt;
***[[How Assemblies make Judgments|Judgement]]&lt;br /&gt;
***[[Witness]]&lt;br /&gt;
***[[Sanctuary]]&lt;br /&gt;
***[[Clemency]]&lt;br /&gt;
&lt;br /&gt;
**[[The Judgments of the Synod|The Judgements of the Synod]]&lt;br /&gt;
***[[Appointment]]&lt;br /&gt;
***[[Inquisition]]&lt;br /&gt;
***[[Condemnation]]&lt;br /&gt;
***[[Statement of Principle]]&lt;br /&gt;
***[[Revocation]]&lt;br /&gt;
***[[Recognition]]&lt;br /&gt;
***[[Veto]]&lt;br /&gt;
***[[Rewarding]]&lt;br /&gt;
***[[Changing Doctrine]]&lt;br /&gt;
***[[Writ of Excommunication]]&lt;br /&gt;
&lt;br /&gt;
* Religion&lt;br /&gt;
** [[The Way|The Way of Virtue]]&lt;br /&gt;
** [[Imperial Theology]]&lt;br /&gt;
**[[Religious skills|Religious Skills]]&lt;br /&gt;
**[[Religious Crimes]]&lt;br /&gt;
** [[Recent history|Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Synod]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth3-edition1-3a3b.pdf&amp;diff=46430</id>
		<title>File:EchoesoftheLabyrinth3-edition1-3a3b.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth3-edition1-3a3b.pdf&amp;diff=46430"/>
		<updated>2016-07-26T21:26:09Z</updated>

		<summary type="html">&lt;p&gt;Felix: Echoes of the Labyrinth (Vol. 3a &amp;amp; 3b)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth (Vol. 3a &amp;amp; 3b)&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth2.pdf&amp;diff=46429</id>
		<title>File:EchoesoftheLabyrinth2.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth2.pdf&amp;diff=46429"/>
		<updated>2016-07-26T21:25:31Z</updated>

		<summary type="html">&lt;p&gt;Felix: Echoes of the Labyrinth (Vol. 2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth (Vol. 2)&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth1-edition6.pdf&amp;diff=46428</id>
		<title>File:EchoesoftheLabyrinth1-edition6.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EchoesoftheLabyrinth1-edition6.pdf&amp;diff=46428"/>
		<updated>2016-07-26T21:24:42Z</updated>

		<summary type="html">&lt;p&gt;Felix: Echoes of the Labyrinth (Vol. 1)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echoes of the Labyrinth (Vol. 1)&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast_economic_interests&amp;diff=46049</id>
		<title>The Brass Coast economic interests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast_economic_interests&amp;diff=46049"/>
		<updated>2016-07-21T20:48:15Z</updated>

		<summary type="html">&lt;p&gt;Felix: /* Corsairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=CM-140418-5962.jpg|align=right|width=350}}&lt;br /&gt;
Money is the most versatile tool in existence. Every Freeborn is to one degree or another looking to “make their fortune” because wealth brings status and luxury and it gives you a freedom that is denied to the poor.&lt;br /&gt;
&lt;br /&gt;
Freeborn traders go beyond the frankness that is normal for everyday Freeborn and strive for a degree of [[honesty]] that would shame a priest. They regard it as a matter of skill to obtain the best possible price while being utterly open about the goods they sell. This probity is not driven solely by moral concerns, but also practical ones. The Freeborn have achieved an extraordinary reputation for not cheating their customers - a reputation that drives business to their door. Any Freeborn trader who stoops to lying about their merchandise for the sake of a better deal, puts the prosperity of all Freeborn at risk. As a result they protect this reputation very aggressively. Freeborn traders who do seek to twist a deal or sell a light load are dealt with without mercy.&lt;br /&gt;
&lt;br /&gt;
About the only things the Freeborn do not buy or sell are slaves. Slavery of Imperial Citizens is illegal in the Empire, and the Freeborn take no part in the trade even when overseas. While the Freeborn do not hold with slavery, they approve of the idea of hard work as punishment, treating the wages a criminal might have earnt doing a job honestly as payment towards the resolution of their crime..&lt;br /&gt;
{{CaptionedImage|file=FreebornScrivener.jpg|caption=Freeborn scriveners draw up contracts–for a price.|align=left|width=350}}&lt;br /&gt;
==Contracts==&lt;br /&gt;
When it comes to making financial agreements more complex than a direct exchange of goods, Freeborn are most comfortable dealing through [[Brass Coast Culture and Customs#Contracts|contracts]]. As a consequence, Freeborn merchants usually seek out the services of a professional [[Scrivener|scrivener]] to formalise their relationships. A discreet, neutral scrivener can work out and witness a contract that satisfies both parties, and they are very much in demand. Combining the skill to express ideas simply and clearly in writing with a talent for arbitrating between individuals to help them express what they actually want, these scriveners are the backbone of Freeborn economic life.&lt;br /&gt;
&lt;br /&gt;
The Freeborn prefer to abide by the letter of a contract, rather than the “spirit&amp;quot;. Arguments about what was “meant” by the contract are inevitably circular and unhelpful. Where the meaning of a contract must be discussed or clarified, it is again to the professional scrivener that the Freeborn merchant turns. The best scriveners are also artists, or employ someone capable of making their contracts look attractive and professional with fine calligraphy and colourful flourishes. A disproportionate number of scriveners are of the [[Cambion|cambion]] lineage. Common superstition suggests that their connection to the Autumn realm helps them to instinctively understand how to frame a contract, and their blood marked on a document is traditionally held to grant good fortune to the enterprise involved.&lt;br /&gt;
&lt;br /&gt;
==Paradours==&lt;br /&gt;
When an outsider thinks of a Freeborn trader, they are often thinking of the proprietor of a parador. Brass Coast towns always have at least one parador, a communal social house of music, story-telling, drinking and dance. At the end of a hard day of work the people of the Freeborn can often be found here discussing their latest ventures or telling extravagant and grand tales of their ancestors, friends and relatives. &lt;br /&gt;
&lt;br /&gt;
As with most Freeborn businesses, a parador is traditionally owned by an extended family which may maintain more than one structure, or operate a “travelling parador” akin to a circus or fair. In addition to the services and entertainments they provide, the best paradors are places of trade. While a lot of formal business takes place at the bazaar, the parador is where merchants go to relax and it is often where the real business of complex trade takes place. The parador is where merchants can informally come to an agreement concerning more risky ventures, bulk deals and investment opportunities over chilled fruit and wine.&lt;br /&gt;
&lt;br /&gt;
==Corsairs==&lt;br /&gt;
The Freeborn are not the strongest military in the Empire, but there is one area where their strength is uncontested – on the open seas. Every Freeborn tribe includes dozens of families who make their living as [[Corsair|corsairs]], sea-borne raiders who prey on barbarian shipping passing through the Bay of Catazar. The Freeborn detest piracy, but they regard privateering as a perfectly legitimate form of warfare, albeit a highly profitable one. Corsair groups are usually Freeborn families who own one or more seaworthy vessels. Corsairs are not just privateers, they commonly engage in foreign trade. A common saying suggests that the only difference between a privateer and a merchant is that the privateers get their goods cheaper.&lt;br /&gt;
&lt;br /&gt;
In the early days of the Empire, the Freeborn often vied with [[the League]] to be the first to forge trade links with the foreign nations who are not hostile to the Empire - and the corsairs regularly acted as guards and escorts to Imperial merchant ships off all nations.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Brass Coast]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_winds_of_fortune&amp;diff=44860</id>
		<title>380YE Summer Solstice winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_winds_of_fortune&amp;diff=44860"/>
		<updated>2016-06-06T11:59:44Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Empress Lisabetta.jpg|title=Paragons and Exemplars defend her! Long may she reign!|caption=Their Imperial Majesty, Empress Lisabetta Giacomi von Holberg of the House&amp;lt;br/&amp;gt;of Seven Mirrors, twentieth Throne of the Empire |align=left|width=350}}&lt;br /&gt;
==Interlude==&lt;br /&gt;
The Summer Equinox winds of fortune will come out shortly before the next event. However, there are a number of significant things arising from the Spring Equinox that will affect players&#039; Downtime actions, primarily effects on personal resources.&lt;br /&gt;
&lt;br /&gt;
As a temporary measure we&#039;ll be outlining, and offering some context for, these various effects on this page. In each case, there will be further information in the Summer Solstice Winds of Fortune - once they&#039;re ready, they&#039;ll replace this content. &lt;br /&gt;
&lt;br /&gt;
As always, these are quick OOC summaries to explain effects you may not be expecting. We&#039;ll cover all these and more when we start to present the Winds of Fortune for next event.&lt;br /&gt;
&lt;br /&gt;
So without further ado ...&lt;br /&gt;
&lt;br /&gt;
==Empress Lisabetta==&lt;br /&gt;
During the Spring Equinox, the Senate recognised [[the League]] citizen Lisabetta Giacomi von Holberg of the House of Seven Mirrors as the twentieth Throne of the Empire. The new Empress will be formally crowned during the Summer Solstice. This is as good a time as any to take a look at [[the Throne]] page, I suggest.&lt;br /&gt;
&lt;br /&gt;
This, for me, is the second big milestone of the campaign - along with the [[Imperial Orcs]] [[Skarsind|homeland]]. If nothing else, it will shake up the political game dramatically having someone who can wield power in the [[Imperial Conclave|Conclave]], [[Imperial Senate|Senate]], [[Imperial Synod|Synod]], and [[Imperial Military Council|Military Council]] at the same time. Paragons keep you, your Imperial Majesty, and may you reign long and well ;) &lt;br /&gt;
&lt;br /&gt;
===Winds of War===&lt;br /&gt;
As always, the orders given by the [[general|generals]] have been entered into the database. Any player with a [[military unit]] can check them out using the &amp;quot;support&amp;quot; action. Likewise, any [[fleet]] can check the order given by the [[General#Admiral|admiral]] for the Freeborn Storm. There&#039;s a lot of theatres this downtime, with Imperial forces mustering on three of the four borders in multiple territories so there&#039;s lots of options - and remember you can also assign military units to support fortifications and spy networks.&lt;br /&gt;
&lt;br /&gt;
===Sarvos===&lt;br /&gt;
The [[Grendel]] have plundered [[Sarvos]]. The national assembly of the League has triggering a popular uprising against their forces encouraged by both Leopold Von Holberg, and by the [[Mayor of Caricomare]] Aria Notturno di Sarvos. These two events combine to mean that all personal resources in Sarvos except fleets and military units will suffer a three-quarters reduction in production for next event. Fleets and military units do not escape - they lose half their production or fighting strength as appropriate to the action they take.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to give you any more details at this time, apart from to say that the uprising kicks off shortly after the Spring Equinox; the fighting is vicious; and the whole thing is made more confusing by some sparkling, magical chaos fog. No, not the same fog as covers the rest of the northern Bay. Different fog.&lt;br /&gt;
&lt;br /&gt;
===Reikos and Courage===&lt;br /&gt;
Yael heads to [[Reikos]] with a very large sack of [[liao]] to denounce the teachings of prophet Golan (as detailed in Synod Judgement #9 - you can learn more about these and other judgements of the Synod [[380YE_Spring_Equinox_Synod_judgments|here]]). This restores the spiritual status quo.&lt;br /&gt;
&lt;br /&gt;
At the same time, Lucifer of [[Highguard]] heads up there with a sack of liao to offer [[courage]], comfort, and surcease of sorrow to the survivors of Reikos (as detailed in Judgement 29). This turns out to be fairly timely as at the height of the Spring Equinox Reikos explodes. Plants, animate mushroom people, and a swirling thick fog pour out of [[Reikos#Tamarbode|Tamarbode]] and blanket the entire territory. Trees start growing. It&#039;s chaos! But it is a chaos that the people of Reikos are able to weather without difficulty thanks to the courage of the priests in their midst. The plants and toadstool people are not hostile to Imperials - quite the contrary, they are unfailingly polite and claim to have been invited - but they are very weird indeed and it looks like the whole map of Reikos is being reordered.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll learn more about both of these events come the next event, I should imagine. We&#039;re also planning a mild rewrite of the Reikos page to reflect the changes there.&lt;br /&gt;
&lt;br /&gt;
===Roads and YTS Scehemes and such===&lt;br /&gt;
The roads of [[Karsk]] are completed - every [[mine]] and [[forest]] owner in Karsk should be sharing a massive bounty of additional ingots and measures. These don&#039;t show up on your downtime as an effect, however - because of the way a [[great work]] operates, the bonus production is calculated and applied after downtime closes.&lt;br /&gt;
&lt;br /&gt;
The same applies to the College of the Liberated in Sarvos - the [[Principalities of Jarm|Jarmish]] [[orc]] ex-slaves are being taught Imperial, and bringing in opportunities for prosperity. Again, as a great work, this does not show up on your downtime and gets processed after downtime closes.&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
I feel a little like a weather reporter but ... terrible weather hits [[Bregasland]], [[Upwold]], and [[Mitwold]] - and flattens the spring planting. Half the production of all [[farm|farms]], just as the [[the Marches|Marcher]] farmers try to get back on their feet. At the same time [[Casinea]] has very hot weather and little rain that kills large numbers of baby plants and makes people want to go sit in the shade with a cool pint of lager top, rather than plant fields. It&#039;s the same effect as in the Marches, but I don&#039;t want to jinx the weather for next event if I can avoid it (given Anvil is in Casinea).&lt;br /&gt;
&lt;br /&gt;
On the subject of hot weather ... the [[Snow and rain|potential floods]] that threatened [[Tassato]] have receded a bit, but now the weather has turned hot and malicious again - making magicians surly and sapping the production of every [[mana site]] in the territory.&lt;br /&gt;
&lt;br /&gt;
Finally, someone has unleashed malignant spirits into [[Spiral]] - and everything that can go wrong will go wrong. All farms, forests, [[business|businesses]], mines, mana sites and [[herb garden|herb gardens]] in the territory provide only three quarters as much material as they would normally provide. &lt;br /&gt;
&lt;br /&gt;
===Hallow of the Green World===&lt;br /&gt;
It&#039;s not all bad news however ... the Empire is also under the effect of the awesomely powerful [[Hallow of the Green World]], a potent enchantment that enhances all growth. The mechanical, personal effect is a bonus of three herbs (in this case Cerulean Mazzarine) to &#039;&#039;every&#039;&#039; herb garden in the Empire - and because the target is the Empire it stacks with any smaller-scale enchantments as well.&lt;br /&gt;
&lt;br /&gt;
In addition, fertility increases across the Empire for animals, plants and people. While this is not immediately noticeable, in coming seasons there will be many more healthy children born. So now is the perfect time to start thinking about an IC family ;)&lt;br /&gt;
&lt;br /&gt;
On a related note, a [[Rivers of Life]] effect has been placed on [[Kahraman]]. With the high waters and the conjunction, the waters that flow out of the Cinnabar Peaks into the Bay are bringing extra life-giving power with them. This means that every farm and herb garden in Kahraman, [[Segura]] and [[Madruga]] receives extra production - more than might have been expected thanks to unforseen synergy between the Rivers of Life and the Green World. &lt;br /&gt;
&lt;br /&gt;
There may be more effects than this, obviously - especially if all the &amp;quot;spring magic causes [[Briar]] children!&amp;quot; hysteria has any grounding. We&#039;ll find out more about that in one or more Winds of Fortune I suspect.&lt;br /&gt;
&lt;br /&gt;
===Across the Seven Seas===&lt;br /&gt;
First off ... all [[Urizen]] [[fleet|fleets]] that engage in privateering or trade in the coming season receive a small bounty of extra resources, and the opportunity to tell tall tales of how they got it. You should take a look at [[Across the seven seas|this page]] for more explanation about what is going on. &lt;br /&gt;
&lt;br /&gt;
Now let&#039;s talk about international relations.&lt;br /&gt;
&lt;br /&gt;
* Zemeh ([[Sumaah Republic]]) remains closed to Imperial fleets. &lt;br /&gt;
* Nemoria ([[Asavean Archipelago]]) remains very friendly, enthused about news of a temple in Feroz (you can learn about that [[Construct_Asavean_Temple|here]]), and generally happy to see Imperial captains.&lt;br /&gt;
* Rigia (Eastern [[Principalities of Jarm]]) is doing very well - there&#039;s talk of an Imperial temple even - and there continue to be opportunities for Imperial captains to get extra green iron - although less than there were last season.&lt;br /&gt;
* Kavor and Vezak (Northern and Southern [[Principalities of Jarm]]) are warming up to the Empire again - or distracted by shinier scandals, whichever. This means that production from these ports is nearly back to normal and expected to normalise by the Summer Solstice.&lt;br /&gt;
* Leerdam and Volkavaar (East and West [[Commonwealth]]) are also warming up to the Empire - the appointment of a Commonwealth ambassador has had an immediate positive effect. The penalties for Imperial fleets trading with these ports have both dropped - although there are still a few remaining problems to be addressed. More relevantly. the port of Volkavaar has ceased providing crystal mana to captains who visit - instead it is providing vials of [[artisan&#039;s oil]].&lt;br /&gt;
* The [[Sarcophan Delves]] remain at status quo.&lt;br /&gt;
* No new ports have been opened.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_history&amp;diff=44627</id>
		<title>Imperial history</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_history&amp;diff=44627"/>
		<updated>2016-06-01T22:22:17Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Imperial historians date from the foundation of the Empire. Events that happened after the Empire is created are recorded as &#039;&#039;&#039;YE&#039;&#039;&#039; for &amp;quot;Year of the Empire&amp;quot; and &#039;&#039;&#039;BE&#039;&#039;&#039; for &amp;quot;Before the Empire.&amp;quot; Most nations had their own calendars before the foundation of the Empire so historical documents that predate the Empire use different systems. A very few Highguard historians stubbornly cling to the numbering &#039;&#039;&#039;SL&#039;&#039;&#039; for &amp;quot;Since Landfall&amp;quot; dating from the point at which they first set foot on these shores, but this is a largely discredited system.&lt;br /&gt;
&lt;br /&gt;
==The distant past== &lt;br /&gt;
According to historians among the [[Navarr]], [[Urizen]] and [[Wintermark|Winterfolk]], the orcs occupied land that had once belonged to early human kingdoms. What is known is that there were some powerful human kingdoms at this time, but that they were ultimately defeated and overthrown by the orcs.&lt;br /&gt;
&lt;br /&gt;
When the first waves of human colonization began, most of the initial inhabitants were in retreat - the Navarr to their forests, the Urizen to their mountains, the [[Suaq]] and the [[Kallavesi]] to the inhospitable north, the [[Varushka History|Ushka]] huddled around their camp fires, and the [[Feni]] lurking in their wilderness. There were also humans living among the orcs, largely as chattel, slaves or subjects. Where these humans were freed from orc oppression, they were usually assimilated by the conquerors leaving no records of their own culture.&lt;br /&gt;
&lt;br /&gt;
==Formation of the nations==&lt;br /&gt;
Three waves of colonization brought people that founded new human nations. The [[Highguard|Highborn]] are generally held to be the first, landing in the south, the forebears of [[Dawn]] and [[The Marches]] settled in the east and the [[Steinr]] and Vard appeared in the north leading to the creation of Wintermark and Varushka respectively.&lt;br /&gt;
&lt;br /&gt;
These nations grew in size and power through constant warfare with their neighbours, particularly the barbarian orcs who claimed the land as their own. While the nations were successful, life was hard and brutal for the initial settlers and historians believe that it was only a matter of time before these new human nations would have been overrun and subjugated, like their predecessors.&lt;br /&gt;
&lt;br /&gt;
==Foundation of  the Empire==&lt;br /&gt;
===Year Zero===&lt;br /&gt;
With an eye to the conflict between the human nations and the risks posed by the orcs, the First Empress began her crusade in Highguard. She gathered around a small group of like-minded individuals from various nations and with their assistance, and with the aid of the Navarr, she brought together the leaders of humanity to discuss the barbarian threat. Her vision and charisma - and the hard work of her allies - convinced many of them to recognise the value of an Empire. The people of [[Urizen]] declined to join, but sufficient folk from [[The Brass Coast]], [[Dawn]], [[Highguard]], [[The League]], [[The Marches]], [[Navarr]], [[Varushka]] and [[Wintermark]] accepted the proposal to allow them to form the Empire.&lt;br /&gt;
&lt;br /&gt;
====(1 YE - 5 YE) Internal conflict====&lt;br /&gt;
In the early years the Empire concentrated on consolidating its position. The creation of the Empire led to a brief but bloody civil war in the Marches and the first of many battles with the orcs. During this time the first [[Nationality#Egregore|Egregores]] were created through a ritual created by the [[Hakima]] of [[The Brass Coast]] to ensure that the various nations are able to maintain their distinct cultural identity.&lt;br /&gt;
&lt;br /&gt;
The most significant conflict was in Varushka where the Imperial forces engaged those of the corrupt boyar [[Alderei the Fair]] who threatened to conquer Varushka and create his own corrupt Empire. With the magical aid of the [[Volodny]] magicians, his armies proved to be a match for the Imperial forces. The efforts of powerful magicians ultimately neutralised the Volodny and the tyrant boyar was defeated by the Marcher general Tom Drake, although his body was never recovered.&lt;br /&gt;
&lt;br /&gt;
====(6 YE) The Senate, The Synod and the Military Council====&lt;br /&gt;
The Empress and her advisors laid the groundwork for Imperial structures to support and empower the Empire. Building on traditions of government in Wintermark, the [[Imperial Senate|Senate]] was created to advise the Empress and give the nations a voice in the rule of the Empire. Following a plan developed in the Marches, the [[Imperial Military Council|Military Council]] of generals was set up to coordinate the military forces of the various nations. The [[Imperial Synod|Synod]] was formed by the priests of Highguard, allowing the Imperial Faith to serve as a unifying force with a remit to ensure that the leaders of the Empire did not become corrupt.&lt;br /&gt;
&lt;br /&gt;
====(22 YE) Death of the First Empress ====&lt;br /&gt;
The First Empress led her troops from the front, rallying and inspiring them in their campaigns against their enemies. She died on campaign in battle against an orc barbarian tribe on the Brass Coast who were subsequently wiped out. She was interred in the [[Necropolis]] at Highguard, creating the tradition for many dead Emperors and Empresses that followed.&lt;br /&gt;
&lt;br /&gt;
The last known [[Horses|horse]], the mount of the First Empress, died at this time. Highguard tales described the pair&#039;s final battle, but Urizen records of army logistics from this period suggest that the horse died before the Empress. Although the first Empress is always shown on a horse, there were no more horses after this time.&lt;br /&gt;
&lt;br /&gt;
===(22 YE - 34 YE) Reign of Emperor Giovanni the Peacemaker===&lt;br /&gt;
After the death of the First Empress, Emperor Giovanni of [[Tassato]] was chosen by the Senate to replace her. An advisor to the late Empress, Giovanni was a statesman and politician rather than a military leader like his predecessor. He set about ensuring the Empire had the infrastructure required to help it prosper. His first act was to initiate a tradition of meeting once every three months at the site of the first meeting where the Empire was formed. A Senate building was built on the site, and it was declared Imperial Territory. &lt;br /&gt;
&lt;br /&gt;
Giovanni approached the people of [[Urizen]] with an invitation to join the Empire, and this time they accepted. In return they offered their expertise as scholars and mages. Urizen scholarship slowly helped to raise levels of education and literacy across the Empire. Harnessing the power of Urizen divination with the expertise of the civil service helped Giovanni to transform the Imperial Civil Service into its current form. &lt;br /&gt;
&lt;br /&gt;
The Urizen worked with the Empire to create the [[Imperial Conclave]], inspired by experiences during the war with Alderei the Fair in Varushka. The divided magicians of the Empire, each jealously guarding their own secrets, were barely able to neutralise the much smaller force of the Volodya, and the Senate was keen to ensure that this does not happen again.&lt;br /&gt;
&lt;br /&gt;
Giovanni also laid the foundations of the [[Imperial Bourse]], and worked with the Senate and Synod to codify the body of Imperial Law.  During his reign he established a single [[currency]] based on steel coins issued by the Imperial Mint, based in Tassato under the ultimate control of the Civil Service. Giovanni died in 34 YE but his legacy was at least as durable as that of his predecessor. His relentless commitment to civilisation earned Giovanni the epithet &amp;quot;Peacemaker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====(27 YE) Reclamation of Miaren====&lt;br /&gt;
After fifteen years or so of active preparation, the [[Navarr]] destroyed the vallorn of [[Miaren]] with a combination of military might and [[Wither the Seed|potent rituals]]. The city of Seren was recovered and became a center for investigation of both vallorn and the history of Terunael for the next hundred years.&lt;br /&gt;
&lt;br /&gt;
==Consolidation of the Empire==&lt;br /&gt;
===(36 YE - 69 YE) Reign of Empress Richilde, the Sun Queen===&lt;br /&gt;
Following the reign of Emperor Giovanni, there is a brief period during which the Throne is unoccupied. The next Empress is [[Empress Richilde]] of [[Dawn]]. Senator for [[Astolat]], this accomplished Dawnish noble parlayed her cleverness and charisma into political influence. She instituted the Imperial bards, served as a patroness of the arts, accompanied the Imperial armies on campaign as an inspirational symbol of the Throne, and worked extensively to encourage both national and Imperial pride. After her death, she was recognised as an [[Paragons and Exemplars|Exemplar]] and later a Paragon of [[Pride]].&lt;br /&gt;
&lt;br /&gt;
====(46 YE) Karsk captured====&lt;br /&gt;
Imperial armies from Wintermark and Dawn supported the Varushkan force&#039;s conquest of [[Karsk]]. The war was long and did not produce tales of heroism or glory.&lt;br /&gt;
&lt;br /&gt;
====(52 YE) Semmerholm defeated====&lt;br /&gt;
An unusual alliance between Marcher and Dawnish forces caused the destruction of a major orc tribe in the territory now known as &lt;br /&gt;
[[Semmerholm]]. &lt;br /&gt;
&lt;br /&gt;
====(54 YE) Scouring of Redoubt====&lt;br /&gt;
A combined Imperial force assisted the seers of Urizen in systematically removing the majority of orc occupants from the territory of [[Redoubt]]. Urizen control of the territory expanded allowing it to be represented in the Senate.&lt;br /&gt;
&lt;br /&gt;
====(56 YE) Reikos gained====&lt;br /&gt;
Highborn forces finally succeeded in conquering the [[Reikos]] on the borders of the Great Forest of Peytaht. The territory was accepted as part of the Empire although it took over a year to return the first senator for the territory.&lt;br /&gt;
&lt;br /&gt;
===71 YE - 91 YE Reign of Empress Teleri the Pious===&lt;br /&gt;
This [[Navarr]] [[Empress Teleri|Empress]] was deeply involved in the business of the Synod, and it was during her reign that they first began to exert the political powers they possessed. During her reign, the Synod gained increasing influence over all other parts of Imperial life, especially the Imperial Senate. &lt;br /&gt;
&lt;br /&gt;
====(74 YE) Westward expansion====&lt;br /&gt;
A campaign to secure the western flank of the Empire took the Mourn from orcs and secured Mitwold to the sea, giving the Empire a western coastline.&lt;br /&gt;
&lt;br /&gt;
====(88 YE) Invasion of Kahraman====&lt;br /&gt;
Freeborn and Marcher armies concluded a successful pincer invasion of the mountainous territory of [[Kahraman]]. The occupants were split in two by the invasion and forced out of the territory in the following years.&lt;br /&gt;
&lt;br /&gt;
===92 YE - 102 YE The First Interregnum===&lt;br /&gt;
Following the reign of Empress Teleri there is a period known as the &#039;&#039;First Interregnum&#039;&#039; during which there was nobody seated on the Throne. This period is marked by close co-operation between the Conclave, Bourse, Senate and Military Council with the Imperial Synod serving a vital role as supporters and intermediaries. As the interregnum progresses, however, there is increasing dissatisfaction with the dominance of the Synod.&lt;br /&gt;
&lt;br /&gt;
===103 YE - 120 YE Reign of Empress Aenea the Builder===&lt;br /&gt;
The [[Highguard|Highborn]] [[Empress Aenea]] spent most of her reign improving the infrastructure of the Empire. Several border wars occurred during Aenea&#039;s time on the throne, and at various points the Empire was at war with [[Faraden]], the [[Iron Confederacy]], [[Axos]], [[Skoura]] and even (technically) the [[Sumaah Republic]].&lt;br /&gt;
&lt;br /&gt;
===125 YE to 167 YE Reign of Empress Varkula, called &#039;The Undying&#039;===&lt;br /&gt;
Taking advantage of a weakened and divided senate the ruthless [[Varushka|Varushkan]] [[Empress Varkula]] manipulated (and in some cases, allegedly extorted) her way to the throne. She then set about dramatically increasing the military strength of the Empire. Her reign saw the Empire&#039;s borders expand, and also saw a reduction in the powers of the Synod that had expanded in the reigns of more pious Emperors and Empresses.&lt;br /&gt;
&lt;br /&gt;
====(125 YE) Assimilation of Zenith====&lt;br /&gt;
The seers of Urizen completed the assimilation of [[Zenith]] after a lengthy campaign involving Highborn and League forces and a long sequence of powerful rituals.&lt;br /&gt;
&lt;br /&gt;
====(136 YE) Fall of Holberg====&lt;br /&gt;
Imperial armies from Dawn conquered the territory of [[Holberg]]. The city of Holberg was convinced to join the Empire by League diplomats, leading to a political coup in the Senate that resulted in the territory being assigned to the League.&lt;br /&gt;
&lt;br /&gt;
====(154 YE) Skarsind pacified====&lt;br /&gt;
Although it proved impossible to drive the barbarian orcs from [[Skarsind]], enough of the territory was conquered and fortified for it to be declared an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
====(167 YE) Domination of Miekarova====&lt;br /&gt;
Steady expansion by the Varushkan boyars over the preceding century led to the inclusion of [[Miekarova]] within the Empire.&lt;br /&gt;
&lt;br /&gt;
===168 YE to 179 YE Reign of Emperor Frederick, called &#039;The Philosopher&#039;===&lt;br /&gt;
[[Emperor Frederick|Frederick Ritter van Holberg]] reigned for eleven years, over a time of relative peace during which the Empire consolidated the gains secured in the reign of Empress Varkula. He was a philosopher and political scholar who fiercely protected the rights of the individual over those of the state, and encouraged citizens of all nations to view the prosperity and security of the Empire as both their responsibility and something in which to take great pride.&lt;br /&gt;
&lt;br /&gt;
===(180 to 198 YE) Reign of Emperor Barabbas===&lt;br /&gt;
The [[Highguard|Highborn]] [[Emperor Barabbas]] was driven by the desire to expand the Empire to control the entire Bay of Catazar. He was only marginally successful, managing primarily to alienate the people of [[Surann]] and [[Skoura]] and ultimately seeing his &#039;&#039;Barabbine fleet&#039;&#039; sink in a terrible storm that would have left the Imperial Navy crippled if not for the foresight of his [[The Brass Coast|Freeborn]] allies.&lt;br /&gt;
&lt;br /&gt;
====(183) Expansion into Segura====&lt;br /&gt;
A united front by the Hakima of the Guerra and Riqueza led to the Brass Coast expansion into [[Segura]].&lt;br /&gt;
&lt;br /&gt;
==Stability==&lt;br /&gt;
&lt;br /&gt;
===(200 YE - 209 YE) Reign of Emperor Nicovar &amp;quot;the Mad&amp;quot;===&lt;br /&gt;
The first reversals in the Empire&#039;s fortune occurred during the reign of [[Emperor Nicovar]]. Initially a brilliant administrator, Nicovar expanded the role of the civil service in support of the Empire. However, a decade of attempting to micromanage every element of the Empire, as well as a reliance on the magic of Day to gather and interpret ever greater amounts of information, eventually caused him to descend into madness.&lt;br /&gt;
&lt;br /&gt;
The [[draughir]] Emperor became increasingly unstable, perceiving patterns in events that appeared paranoid to others. His unpopular policies divided the [[Imperial Senate|Senate]] and the [[Imperial Synod|Synod]], and there were rumbles of civil war. He began to demand extreme amounts of record keeping and it became clear that he was not in his right mind.&lt;br /&gt;
&lt;br /&gt;
Things came to a head in 209 when Emperor Nicovar sent his troops to burn down the Empire&#039;s libraries. There was a revolt, which culminated in the destruction of the central repository of records in Highguard and several key spires in Urizen. The mad emperor was executed by the captain of his own guard, the [[Navarr]] [[Thorn]] Isaella. Despite appeals for clemency from the Synod, Isaella took full responsibility, and was convicted as a traitor, while simultaneously being lauded as an exemplar of courage and duty and a hero of the Empire.&lt;br /&gt;
&lt;br /&gt;
The destruction of the libraries left a big hole in the history of the Empire - thousands of books and scrolls are lost. While records still existed, there were many gaps and those that remained were fragmentary. Since then scholars have attempted to recreate the books and records they had lost, but with mixed success.&lt;br /&gt;
&lt;br /&gt;
==(204 YE - 259 YE) Years of turmoil==&lt;br /&gt;
This period was characterized by a sequence of military defeats as earlier conquests were lost to resurgent barbarian forces beginning with Segura in the Brass Coast in 204 and ending with the war in Karsk in 259. Most of the defeats were eventually reversed, with the borders moving back and forth. By the end of the years of turmoil, the Empire actually controled slightly more land than at the beginning, but the period is still regarded as a low point in Imperial history.&lt;br /&gt;
&lt;br /&gt;
===(212 YE - 234 YE) Reign of Empress Mariika===&lt;br /&gt;
After three years without an Emperor or Empress, the [[Suaq]] [[Empress Mariika]] ascended the Throne. The Empire was on the verge of financial collapse, and Mariika&#039;s reign is remembered for her ruthless and efficient reorganisation of the Imperial Economy.  She disbanded two entire armies, slashed funding to the Military Council, gave the Bourse control of a number of raw material surpluses, recognised several informal positions as Imperial offices, and generally took steps to ensure the Empire avoided economic disaster. &lt;br /&gt;
&lt;br /&gt;
===(239 YE - 248 YE) Reign of Emperor Guntherm===&lt;br /&gt;
The [[Steinr]] [[Emperor Guntherm]] ascended the Throne after a series of successful campaigns against the [[Jotun]] barbarians. He was committed to expanding the reach of the Empire, and chafed under the economic restrictions placed by his predecessor. The early part of his reign is committed to strengthening the borders of the Empire, and a number of castles and fortresses were built during his reign. The latter part of his reign is known for [[Campaigns of Emperor Guntherm|some of the bloodiest battles]] in Imperial history.&lt;br /&gt;
&lt;br /&gt;
===(249 YE - 257 YE) Reign of Empress Brannan===&lt;br /&gt;
The [[Navarr|Navarri]] [[Empress Brannan]] followed Guntherm to the throne, and was another military-minded ruler dedicated to smashing the orcs and expanding the borders of the Empire. Ultimately, her abusive attitude to the powers of the Throne, and allegations of improper relations with certain [[Eternals]] resulted in her being the only Emperor or Empress to be [[Revocation|revoked]] by the [[Imperial Synod]]. Despite her failings, some of the most glorious battles in Imperial history take place during her reign, she showed what the Empire was capable of when sufficient resources were given to its armies, and with her support the Navarr made great advances in their fight to destroy the [[vallorn]] and reclaim their lost cities.&lt;br /&gt;
&lt;br /&gt;
===(257 YE - 281 YE) Reign of Emperor James===&lt;br /&gt;
The [[Marcher]] [[Emperor James]] took the throne as a peacemaker - not to make peace with the barbarians, but to make peace within the Empire. He was responsible for fixing the borders of the Empire.. &lt;br /&gt;
&lt;br /&gt;
====(265 YE) Fixing the borders====&lt;br /&gt;
The Senate decreed that the Empire was now large enough and argued that further expansion was counterproductive, despite vociferous argument from the Synod and the Military Council. Trade routes with various foreigners were established, and peace treaties were signed with various barbarians,ushering in an era of economic growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
Some barbarians continued to threaten the borders, but the armies shifted to a more defensive role.&lt;br /&gt;
&lt;br /&gt;
===(281 YE - 300 YE) The Second Interregnum===&lt;br /&gt;
After James&#039; reign, a period of relative peace settled on the Empire. The borders were reinforced, relationships between the Senate, the Synod and the Military Council achieved a degree of status quo, and both the Conclave and the Bourse focused on their own interests. Modern scholars suggest that this was a period of increasing complacency and introspection for the Empire, but others point to the high quality of life for most citizens, the various advances in magic, the arts and technology, and consider it a golden age built on the solid foundations laid by Emperor James&#039; reign.&lt;br /&gt;
&lt;br /&gt;
=== (300 YE - 318 YE) Reign of Empress Deanne ===&lt;br /&gt;
[[Empress Deanne]] ends the Second Interregnum by taking the throne in 300 YE.&lt;br /&gt;
&lt;br /&gt;
====(322 YE - 324 YE) The Orc Rebellion====&lt;br /&gt;
Prior to 322 YE, many orcs that were defeated in battle were enslaved. Orcs had no rights in the Empire before this time, as they were not considered people in the eyes of the Constitution. There were slave populations in Dawn, Wintermark and Highguard and especially in Varushka and The League.&lt;br /&gt;
&lt;br /&gt;
During this period an orc hero arose among his people, leading them in [[The Orc Rebellion|armed revolt]] that saw them occupy parts of Varushka, the League, Dawn and the Marches. The Freeborn Emperor Ahraz arranged a deal with the orcs, and a motion to recognise them as people was brought before the Senate. The motion passed by a tiny margin, making the Imperial Orcs citizens of the Empire.&lt;br /&gt;
&lt;br /&gt;
===(324 YE - 329 YE) Reign of Emperor Ahraz &amp;quot;the Liberator&amp;quot;===&lt;br /&gt;
The only [[The Brass Coast|Freeborn]] Emperor to date, [[Emperor Ahraz|Ahraz]] came to the throne with promises to end the Orc Rebellion. He did so by bringing the slaves into the Empire, and by recognising the right of orcs to be citizens. His reign was marked with turmoil, and he abdicated in 329 YE a broken man.&lt;br /&gt;
&lt;br /&gt;
====(324 YE - 328 YE) The Freedom Heresy====&lt;br /&gt;
A briar priest preaching the heretical virtue of freedom ultimately inspired an [[Freedom Heresy|attempt to secede from the Empire]]. When the rebellion was defeated by Imperial forces, the priest led her followers into [[The Barrens]] where they attempted to found a rogue state; the kingdom of Mountane. In 328 YE the heretics were destroyed by barbarian orcs, and in 329 YE the ringleaders of the heresy were tried and executed for heresy and blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Decline==&lt;br /&gt;
===(331 YE) The Decline begins===&lt;br /&gt;
In 331YE the territory of [[Spiral]] was lost to [[Urizen]]. This marked the start of the current period called the decline. A greedy and corrupt Senate, more concerned with internal political manoeuvring than the strength of the Empire, supported two weak occupants of The Throne ([[Empress Giselle]] de Sarvos and [[Emperor Hugh]] the Fat of House Rousillon) and a third catastrophically incompetent Emperor (the weak and self-indulgent naga-lineaged [[Emperor Walter]] Upwold who did not enter the Senate once during his two year reign). &lt;br /&gt;
&lt;br /&gt;
The Synod was mostly concerned with dogmatic disputes and began to lose sight of its mission.&lt;br /&gt;
&lt;br /&gt;
In 346 YE the territory of [[Holberg]] was lost to the barbarians. This triggered a defensive mindset and a period of recriminations. More territories were lost, leading to further defensiveness and less inter-nation cooperation. The generals of the Military Council found it impossible to collaborate effectively during this period. The addition of the first [[Imperial Orcs|Imperial Orc]] generals in 351 YE simple made the matter worse.&lt;br /&gt;
&lt;br /&gt;
Several more territories on the edges of the Empire were [[Lost Territories|lost]] during this time.&lt;br /&gt;
&lt;br /&gt;
===(331 - 346 YE) Reign of Empress Giselle &#039;the unwise&#039;===&lt;br /&gt;
[[Empress Giselle]] de [[Sarvos]] of the [[The League|League]] takes the throne following the loss of [[Spiral]] in 331 YE and despite some early efforts entirely failed to re-take that territory. Her reign is marked with a period of political upheaval largely caused by the Empress herself whose blatant favouritism towards the League splits the Senate and the Synod, and causes problems among the generals and the archmagi. Her reign ends with her death during the battle for [[Holberg]] which sees that territory lost to the Empire.&lt;br /&gt;
&lt;br /&gt;
===(348 - 368 YE) Reign of Emperor Hugh, called &#039;the fat&#039;===&lt;br /&gt;
After the death of Empress Giselle de Sarvos, [[Emperor Hugh|Hugh de Rousillon]] of [[Dawn]] takes the crown. Nephew of the Dawnish general Leon de Rousillon, and a noble of a politically and militarily powerful Dawn [[Noble house|noble house]], Hugh was a personable, enthusiastic and idealistic knight with extensive battlefield experience. Unfortunately, he was an absolutely abysmal administrator, incapable of delegation, torn between the realities of political life and his personal idealism. His reign is marked by a dizzying number of feasts, banquets and tourneys during which he desperately tried to woo an increasingly jaded [[Imperial Senate]], as well as a sequence of crushing military defeats as Generals began to compete with each other over dwindling resources. &lt;br /&gt;
&lt;br /&gt;
By the end of his reign, the Emperor was almost unrecognisable as the energetic young man he had been when the took the Throne. Decades of feasting had left him corpulent and unhealthy, barely able to fit into his harness. Trying to stay ahead of the manipulations and machinations of the Senate had left him exhausted and despondent. According to those who saw him in the fateful battle for Karsk that spelled the end of his reign and ultimately his life, he was a broken man who embraced the peace offered by death.&lt;br /&gt;
&lt;br /&gt;
===(371 - 373 YE) Reign of Emperor Walter, the ham-fisted===&lt;br /&gt;
[[Emperor Walter]] [[Upwold]] was a [[The Marches|Marcher]] [[naga]] who took the throne under dubious circumstances and was widely considered to be a disaster for the Empire. Under his &#039;reign&#039; the Senate fell even further into open bickering and factionalism. He choked to death on an olive pit in 373YE during a state dinner with a group of [[Sarcophan Delves|Sarcophan]] and [[Principalities of Jarm|Jarmite]] diplomats.&lt;br /&gt;
&lt;br /&gt;
===(374 YE) Coronation of Empress Britta===&lt;br /&gt;
A Steinr woman named [[Empress Britta|Britta]] became the nineteenth Empress. In the wake of the disastrous Emperor Walter (who was already being termed &amp;quot;the Ham Fisted&amp;quot;) she took up the sword and shield and challenged the corruption of the Senate and Synod. She surrounded herself with competent generals, and began to formulate and prosecute a campaign to recover lost territories and drive the barbarians back.&lt;br /&gt;
&lt;br /&gt;
A popular and charismatic figure, she united the people of the Empire behind her and dealt ruthlessly with her enemies. She had the wisdom to select competent advisors. People began to call her the Young Empress, and hailed her as the reincarnation of the First Empress, come to protect the Empire in its time of need.&lt;br /&gt;
&lt;br /&gt;
====(376 YE) Death of the Young Empress====&lt;br /&gt;
The Empress Britta was killed during a disastrous attempt to retake Skarsind. The first event in the game took places four weeks after her death was confirmed.&lt;br /&gt;
&lt;br /&gt;
===(380 YE) Coronation of Empress Lisabetta===&lt;br /&gt;
Appointed by the Senate at the Spring Equinox, Lisabetta Giacomi von Holberg of the House of Seven Mirrors claims she is inspired by her countryman, the intellectual [[Emperor Frederick]].&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=39098</id>
		<title>Egregores</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=39098"/>
		<updated>2015-09-21T21:11:13Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Egregores==&lt;br /&gt;
* Are the first point of contact for players in each nation&lt;br /&gt;
* Source of plot in the nation&lt;br /&gt;
* Get new players involved in the plot and in the politics of the nation&lt;br /&gt;
* Encourage the players to maintain the visual and thematic identity of each nation&lt;br /&gt;
* Are the radio operator in each camp&lt;br /&gt;
&lt;br /&gt;
Each nation has a single [[Nationality#Egregore|Egregore]] [http://en.wikipedia.org/wiki/Egregore] spirit that represents the personification of the nation created through ritual magic. This may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they will act to encourage the players to maintain the visual and thematic identity of their nation. The egregores are an effective channel for plot writers to deliver plot &amp;quot;news&amp;quot; to the players about what is going on in their nation. They work particularly closely with the new player plot team to try to ensure that new players are involved in the plot and also involved in the politics of the nation. They are a point of contact for PD crew for players in a nation and will have a covert radio. As they have a radio, they are able to perform simple reffing functions such as bonding items or performing simple rituals.&lt;br /&gt;
&lt;br /&gt;
Egregores are not there to make decisions for the nation or provide leadership or direction. It is possible for an egregore to play other roles some of the time if they wish. &lt;br /&gt;
&lt;br /&gt;
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence will primarily derive from what they can achieve through roleplaying. You need to be in touch with the politics of your nation to be able to get new players involved in it. Being an egregore is a great role for anyone who wants to play an evocative role in the heart of a nation but does not want to be in charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Egregores:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Nation&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Egregore Name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;OOC names&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Brass_Coast_Egregore|Dust, Fire and Glass]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Linette Withers&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Dawn_Egregore|The Knight of Roses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Keeley Knight&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Highguard&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Highguard_Egregore|Escon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Matt Heath&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;     &lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Imperial_Orc_Egregore|Grud The Unshackled]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave McKenna&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The League&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[League_Egregore|Guise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rick Jackson&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The Marches&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Marches_Egregore|Jack-of-the-Marches]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Ritch Keeling&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Navarr&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Navarr_Egregore|Liaven]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;David Young &amp;amp; Liz Duggan&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Urizen_Egregore|Menos]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Toni Badnall&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Varushka&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Varushka_Egregore|Mother Varushka]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave Kibblewhite&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Wintermark&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Wintermark_Egregore|Sulkavaris, Knower of Names]]  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Andrew Dudgeon, Charlotte Barratt &amp;amp; Al Bevan&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassCoast.jpg |align=left|caption=Brass Coast: Linette Withers}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DawnEgregore.jpg|align=left|caption=Dawn: Keeley Knight}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7702.jpg|align=left|caption=Highguard: Matt Heath}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DaveMcKennaWiki.jpg|align=left|caption=Imperial Orcs: Dave McKenna}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7684.jpg|align=left|caption=Marches: Ritch Keeling}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Navarr_Egregore_Liz_Duggan.jpg|align=left|caption=Navarr: Liz Duggan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DaveYoung.jpg|align=left|caption=Navarr: David Young}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7869.jpg|align=left|caption=Urizen: Toni Badnall}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140418-6032.jpg|align=left|caption=Varushka: Dave Kibblewhite}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AndyDudgeon.jpg|align=left|caption=Wintermark: Andrew Dudgeon}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CharlotteBarratt.jpg|align=left|caption=Wintermark: Charlotte Barratt}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AlBevan.jpg|align=left|caption=Wintermark: Al Bevan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Crew Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EgregoreBrassCoast.jpg&amp;diff=39097</id>
		<title>File:EgregoreBrassCoast.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:EgregoreBrassCoast.jpg&amp;diff=39097"/>
		<updated>2015-09-21T21:08:13Z</updated>

		<summary type="html">&lt;p&gt;Felix: corrected subject&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Linette Withers portraying the Brass Coast Egregore&lt;br /&gt;
&lt;br /&gt;
[[Category:Photos:CharlotteMoss‏‎ ]] [[:Category:Photos:CharlotteMoss‏‎|Image by Charlotte Moss]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Blue_seas,_white_stone&amp;diff=37148</id>
		<title>Blue seas, white stone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Blue_seas,_white_stone&amp;diff=37148"/>
		<updated>2015-07-21T21:16:56Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;Alonso Tarquinius raised the hatchet above his head and brought it down with all his strength against the staves of the beer barrel. Once, twice, a third time. Smashing it open and allowing the dark liquid inside to froth over the deck and over his shoes, and cascade over the side of the ship into the wine-dark waves beneath. The sailors watched in silence as the offering was made, then raised their voices in a paen to the god of gentle winds and fortunate passage, lead by the priest.&lt;br /&gt;
&lt;br /&gt;
Alonso joined in, mumbling in places, quiet during the verse, loud and enthusiastic during the chorus. He idly wondered where he should put the hatchet. He could feel the eyes of the Sarvosan dockworkers on his ship. He wondered how many of them spoke Asavean; how many of them understood what had just happened; how many would care.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gentle Bahlo has kept you safe in her bosom,&amp;quot; said the priest self-importantnly once the song was over. &amp;quot;You have reached your destination due to her good-graces, and the protection of the Black Bull! Be thankful young man!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alonso smiled and nodded, and ignored the fat little man until he went away. He turned to look out to sea, towards the warship the Plenum had sent to accompany the two trading vessels. He&#039;d been glad of it&#039;s protection when the lookout spotted the orc ship as they rounded the coast into the Bay of Catazaar. Maybe the Black Bull really was looking out for him. He snorted and shook his head.&lt;br /&gt;
&lt;br /&gt;
He was aware of the captain suddenly at his side, turned to give the woman his full attention.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are ready to begin unloading,&amp;quot; she said calmly. &amp;quot;We will need to pay the labourers who carry the stone to the warehouses; here in the League they are free guilders and expect it. Also, there are dock fees. Many dock fees.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you are happy my brother and I will see to it all.&amp;quot; She gestured with a jerk of her head to the other trading vessel, where another paen was just coming to an end. &amp;quot;We will have your things brought to you - to the embassy yes? Where the ambassador is?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She seemed bored. Alonso gave her his approval, and made his way down the gangplank to the docks.&lt;br /&gt;
&lt;br /&gt;
The city was big enough, he mused, but it lacked the sophistication of Nemoria. The ships lacked grace. The entire place was ... someone knocked into him, nearly knocked him flat. He bridled, but they didn&#039;t stop walking. His outraged &amp;quot;Do you know who I am...&amp;quot; died in his throat.&lt;br /&gt;
&lt;br /&gt;
He was not used to going about alone, but Lady Madrianna and his father had been quite clear in their seperate ways that he could not take slaves with him. He knew it was true; he had studied the ways of the Empire during his training. It was why the warship had to stay so far out to sea, to avoid the Imperial lawmakers taking the rowers away.&lt;br /&gt;
&lt;br /&gt;
Perhaps the ambassador could arrange a bodyguard. Perhaps one of the exotic League folk would be appropriate - he had read of their cicisbeo in a particularly lurid account from the eighth century and could not deny himself a glimmer of interest in the idea.&lt;br /&gt;
&lt;br /&gt;
He continued along the dock, and at the top of the stone steps looked back. The dockworkers were already unloading the first of the many blocks of white granite from the hold, using an ingenious crane and a lot of swearing. He smiled, his anger forgotten. The docks and the people working them were loud and dirty, but they were industrious. Perhaps it would not be as hard as he was expecting - he would speak to the ambassador about the best way to present the pleasing aspect of the Tarquins, the Plenum and the Lady of the Blue Stones.&lt;br /&gt;
&lt;br /&gt;
About three feet from him a drunk started urinating loudly off the dock while whistling discordantly. He winced. On second thoughts perhaps it was not going to be easy dealing with these barbarians after all.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Two trading vessels from [[Asavean Archipelago|Asavea]], laden down with blocks of [[Imperial_Bourse#White_Granite|white granite]], have arrived on the docks at [[Sarvos]]. In addition to the stone, they bring Alonso Tarquinius, an Asavean nobleman and agent of Lady Madrianna of the Blue Stones - the powerful trade advisor to the Asavean [[Asavean Archipelago#Politics|Plenum]]. He has spent the last week or so acclimating himself to the cold, staying at the [[Sarvos#Asavean_Embassy|Asavean embassy]] as a guest of the ambassador from Asavea.&lt;br /&gt;
&lt;br /&gt;
He has expressed an intention to visit Anvil - he is interested specifically in meeting the [[Ambassador_to_Asavea|Imperial Ambassador to Asavea]] to discuss matters on behalf of the Lady of the Blue Stones, and the powerful Tarquinius noble family - a potent force in the Asavean plenum. He has also expressed an interest in seeing Anvil and perhaps speaking to representatives of the [[Imperial Synod]], among other matters.&lt;br /&gt;
&lt;br /&gt;
He has not come alone, and not without some controversy. While the trading vessels docked at Sarvos are the property of the Tarquinius family, their crews are apparently free men and women - or what accounts for such in the archipelago. However, they were escorted by an Asavean warship, a galley sent by the Plenum to guard the precious cargo. The ship has anchored perhaps half a mile out to sea. While a few of the sailors have come ashore to buy supplies and to take advantage of the diversions of the City of Jewels, the vessel itself stays well away from the Imperial shores.&lt;br /&gt;
&lt;br /&gt;
According to the rumours, this is because below decks it is full of slaves. Pitiful, unlucky sods chained to the oars who live most of their short and unhappy lives in darkness and water up to their ankles. Obviously the Asaveans know better than to insult the Empire by trying to bring a ship full of slaves to an Imperial dock, but likewise they have no intention of allowing a cargo as valuable as that carried by these trading vessels to make the journey from the far west to the Empire (and back) without a significant escort.&lt;br /&gt;
==Significance==&lt;br /&gt;
Young Tarquinius will be visiting Anvil for most of the coming festival, but will be available only during the evenings due to pressing business during the day. He is as likely as not to at least start out in the company of the Imperial Ambassador to Asavea, should anyone wish to speak to him about this or any other topic.&lt;br /&gt;
&lt;br /&gt;
A state of peace exists between the Asavean Archipelago and the Empire, so Alonso Tarquinius is protected by - and expected to abide by - all the laws of the Empire. He also represents a significant political faction in Asavean politics - and his experiences in Anvil could sway the opinon of the Plenum for or against the Empire.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[[Category:379YE]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:PoliticalMapY2E1-600-animated.gif&amp;diff=36217</id>
		<title>File:PoliticalMapY2E1-600-animated.gif</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:PoliticalMapY2E1-600-animated.gif&amp;diff=36217"/>
		<updated>2015-06-03T11:33:27Z</updated>

		<summary type="html">&lt;p&gt;Felix: Simple geographical history of the Empire that I knocked up in a few hours.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simple geographical history of the Empire that I knocked up in a few hours.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assignment_of_Holberg&amp;diff=36000</id>
		<title>Assignment of Holberg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assignment_of_Holberg&amp;diff=36000"/>
		<updated>2015-05-31T21:36:02Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Senate Motion}}&lt;br /&gt;
&amp;lt;ic&amp;gt;That Holberg be allocated to the League&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;Proposed by Semmerholm, seconded by Astolat&#039;&#039;&amp;lt;/ic&amp;gt; &lt;br /&gt;
{{CaptionedImage|file=HolbergRegions.png|title=The land may have fallen but the city endures|caption=The territory of Holberg|align=right|width=225}}&lt;br /&gt;
===Overview===&lt;br /&gt;
* An alternative was suggested; that Holberg be assigned to the [[Imperial Orcs]].&lt;br /&gt;
* The motion passed by 19 to 11 in favour of [[the League]].&lt;br /&gt;
&lt;br /&gt;
===Date===&lt;br /&gt;
* Spring 379YE&lt;br /&gt;
&lt;br /&gt;
===Campaign Outcome===&lt;br /&gt;
* [[Holberg]] has been assigned to the League, and can elect a [[Senator]].&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
</feed>