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	<id>https://www.profounddecisions.co.uk/mediawiki-public/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Graemej</id>
	<title>Empire - User contributions [en]</title>
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	<updated>2026-08-11T03:53:51Z</updated>
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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=142562</id>
		<title>Rules FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=142562"/>
		<updated>2026-07-25T19:40:44Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Weapons, Armour, and Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]] [[Category:FAQ]]&lt;br /&gt;
==Overview==&lt;br /&gt;
{{FAQ}}&lt;br /&gt;
==Downtime==&lt;br /&gt;
===Can I tell you what my character is doing?===&lt;br /&gt;
We don&#039;t accept free text downtime submission to tell us what your character is doing in Empire. The prime reason for this is that with the huge number of players (well over 3200 at our last event) we would be utterly drowned in requests if we made any attempt to accept or validate such requests. Long experience has shown us that there is no possible way that we can handle that many requests; as a result we say &amp;quot;no&amp;quot; to all requests so that it is fair for everyone.&lt;br /&gt;
&lt;br /&gt;
The second reason is that we are committed to producing a game in which all the key decisions in the campaign take place live at the event. We want to ensure that Empire is relentlessly focussed on the live roleplaying happening at the events. All our plots are written in such a way that any mechanism to influence them is accessible at the event. In such a way everyone playing the game knows that the way to advance their character&#039;s agenda must do so while they are playing their character at an event.&lt;br /&gt;
&lt;br /&gt;
The only official way to have your character active between events is to use the online web system - which will allow you to pick from a limited range of options tailored to your character&#039;s skills and resources. All these actions are processed automatically, so we can scale these to any number of players.&lt;br /&gt;
&lt;br /&gt;
Although you can&#039;t submit your character actions between events to Profound Decisions you can still roleplay that your character has been busy. Your character can&#039;t create a substantial impact on the campaign in downtime (that&#039;s what events are for) so you shouldn&#039;t roleplay that your character succeeded in taking actions that would have such an impact. But you can roleplay that your character has been searching for lost lore, sailing the high seas, fighting orcs in the Empire&#039;s wars - whatever suits your character best!&lt;br /&gt;
&lt;br /&gt;
===Can I submit a free-text downtime?===&lt;br /&gt;
No. The downtime system for Empire is very deliberately designed to be tightly defined in terms of using your characters assets and time to give them some valuable goods to take to the next event. This is the only thing that the downtime system can be used to do - to ensure that the focus remains clearly on the events themselves. There is no provision for submitting individual free text downtimes - the time for doing unique and interesting stuff is at the event.&lt;br /&gt;
&lt;br /&gt;
===Can I send resources or coins by post?===&lt;br /&gt;
You can hand in coins or resources to your account for use in downtime at the end of every event. Please only hand in items which you are capable of using in the next downtime: it is not a banking service for you to keep stuff safe. GOD closes at 17:00 hrs on the Sunday of the event and all hand ins must be in the hand in crate by then. If you forget then you can [[Contact_Profound_Decisions#Address|post them to our head office address]]. Please make sure you include your name, character name and CID as well as a list of what resources you are posting. Please appreciate that it always takes a few days for parcels to reach us.&lt;br /&gt;
&lt;br /&gt;
===When do I get the benefit of my upgrade?===&lt;br /&gt;
If you upgrade or diversify a resource then you receive the new production straight away. The system does not show the changes in production (yet), but you will receive the updated production when your downtime is processed.&lt;br /&gt;
&lt;br /&gt;
===Can I make a two month item at the end of downtime?===&lt;br /&gt;
Yes, if you select an item that takes two months as the last item you make in downtime then you will automatically complete this item as your first selection for your next downtime (this cannot be changed).&lt;br /&gt;
&lt;br /&gt;
===What should I do if my ritual isn&#039;t listed in my downtime?===&lt;br /&gt;
If you had a ritual performed at the previous event that is not listed in your downtime then please [mailto:admin@profounddecisions.co.uk email us] with as much details about the ritual as you can remember e.g. when the ritual was completed, who performed it, who was present, etc.&lt;br /&gt;
Most rituals do not provide additional downtime choices - they only change the production you get for your resource, so you should submit your downtime as normal. We will have your downtime shown correctly by the event.&lt;br /&gt;
&lt;br /&gt;
===What happens if I don&#039;t make an event?===&lt;br /&gt;
When you attend an event your resource will produce materials in the following downtime. If you don&#039;t attend the &#039;&#039;&#039;next&#039;&#039;&#039; event then any money or resources gained are added to your character inventory - you receive them at the next event you do attend.&lt;br /&gt;
&lt;br /&gt;
You only get resources and downtime following an event that you have attended. When you miss an event then you don&#039;t receive any resources (or the ability to craft items) in the downtime that follows that event.&lt;br /&gt;
&lt;br /&gt;
===Can I die in downtime?===&lt;br /&gt;
Your character cannot be killed by Profound Decisions in downtime, regardless of any action you choose for your resource. If you are choosing to retire your character - and you wish to tie their death to current events then you can choose to have your character die while fighting in one of the military battles detailed in the Winds of War.&lt;br /&gt;
&lt;br /&gt;
===Can I purchase a downtime ticket?===&lt;br /&gt;
No. There is no option to purchase downtime only tickets for Empire.&lt;br /&gt;
&lt;br /&gt;
===Can I recover a body in downtime?===&lt;br /&gt;
No. It is a deliberate part of the game that players must decide whether to take the risk of recovering the body of a fallen comrade while on a quest, battle, or skirmish. It&#039;s unfortunately not possible to resolve that dilemma in downtime if the body was not recovered in uptime, unless the plot team creates a specific opportunity to do so.&lt;br /&gt;
&lt;br /&gt;
==Skills and Characters==&lt;br /&gt;
=== Can I change my skills?===&lt;br /&gt;
After your first event, if you decide the skills you&#039;ve chosen don&#039;t suit your character, you can change them. Before your next event you can e-mail admin@profounddecisions,co.uk, including your Player ID number, and the skills you want to change. After that point, there are rules that allow you to [[Downtime#Retraining|change a single skill]] after every event. For more information see this section of the [[downtime]] rules about [[Downtime#Retraining|retraining]]&lt;br /&gt;
===Why have I only got 1xp after two events?===&lt;br /&gt;
If you attend one or two events in a year - then you get one xp in total after the first event.&lt;br /&gt;
&lt;br /&gt;
If you attend three or four events in a single year - then you get two xp in total - one after the first event and one after the third event.&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
===Can I master a new ritual I just performed?===&lt;br /&gt;
It&#039;s not possible to master a ritual by casting it. A ritualist can attempt to cast any ritual effect at an event - effectively working without having mastered the spell. If the ritual is part of the [[Formulaic ritual#Imperial lore|Imperial Lore]] (it is on the wiki) then it is easier to do that. But successfully casting the ritual does not make the ritual part of the Imperial lore - that takes a major effort and only certain characters can achieve it (the [[Dean of the Lyceum]] of the [[Conclave]] or the [[Urizen]] [[Provost of the Halls of Knowledge]]).&lt;br /&gt;
&lt;br /&gt;
Once a ritual has been added to the Imperial lore (put on the wiki) anyone can spend xp to master it.&lt;br /&gt;
&lt;br /&gt;
It is possible to master a ritual that is not part of Imperial Lore - but doing so requires access to a special item called a [[Formulaic_ritual#Ritual_Texts|ritual text]] that contains the details of how the ritual is performed. It is not possible for a character to simply teach a ritual that is not part of Imperial Lore to another character.&lt;br /&gt;
===Can I use Stay With Me or Get It Together at range?===&lt;br /&gt;
No. Both [[Heroic_skills#Stay_With_Me|Stay With Me]] and [[Heroic_skills#Get_It_Together|Get It Together]] are personal skills and require close, personal roleplaying. You must be close enough to touch the target to use these skills - shouting across the battlefield is not sufficient.&lt;br /&gt;
===Can I use weapon master to wield a quarterstaff?===&lt;br /&gt;
Both the [[Magical_skills#Battle_Mage|battle mage]] and [[Combat_skills#Weapon_Master|weapon master]] skills can be used to wield a staff in combat. However, neither allows the wielder to employ heroic calls using a staff (see below).&lt;br /&gt;
===Does the [[Crafting_skills#Extra_Item|Extra Item]] skill increase in cost?===&lt;br /&gt;
No. The cost for all the extra item/ritual/spell skills is one point. The only skills that increase with cost each time you purchase them are those skills in the [[Skills|skill table]] marked with an asterisk to indicate that they increase in cost each time they are taken.&lt;br /&gt;
===Do I lose my mana if I stop casting a spell before it is complete?===&lt;br /&gt;
No.&lt;br /&gt;
===Can I turn a hallowed item into something else?===&lt;br /&gt;
No. If raw materials are [[hallow|hallowed]] (whether in-game [[materials]] or mundane items), and are turned into something else (for example, carving a hallowed log into a bowl), the resulting item is not hallowed.&lt;br /&gt;
===Can I use the dedicate skill to give myself dreams?===&lt;br /&gt;
No. You cannot use the [[dedication]] skill to create vivid [[Dedication#Dreams|dreams]] by yourself - the character with the skill must be separate to the character experiencing the dream. Using the ability always requires a priest with the dedication skill to use it on a different person as recipient.&lt;br /&gt;
===Can I study this thing I grabbed to learn new skills/technology?===&lt;br /&gt;
It&#039;s not possible to learn how to make unfamiliar [[magic items]], [[potion|potions]], consumables of the like by studying. It&#039;s also not possible to create an [[arcane projection]] to allow you to do so. There are methods in the game to acquire new recipes or items - such as creating a [[Magic_items#Schema|schema]] with a [[runeforge]] - and it may be possible to gain the knowledge to make something as part of a plot, but such [[opportunity|opportunities]] are rare.&lt;br /&gt;
&lt;br /&gt;
==Weapons, Armour, and Fighting==&lt;br /&gt;
===What are the restrictions on bows and crossbows?===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
Characters in Empire cannot use a crossbow that loads more than one bolt at once - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
===What category does a weapon exactly 42 inches long fall into?===&lt;br /&gt;
One-handed weapon (and this extends for 60 inch being 2-handed and 84-inch being polearms).&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can I use a one-handed spear as a polearm?===&lt;br /&gt;
A [[Combat#One-handed_Spear|one-handed spear]] can be used as a two-handed [[Combat#Polearms|polearm]]. You can&#039;t use a two-handed bill or a halberd or the like as a one-handed spear - because it isn&#039;t a spear.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Battle Mage|battle mage]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
===Can you be fed a potion if you are dying?===&lt;br /&gt;
Yes. You cannot drink a [[potion]] yourself if you are [[Combat#Dying|dying]] on zero hits, but you can have one fed to you.&lt;br /&gt;
===Can I use a quarterstaff and make heroic calls?===&lt;br /&gt;
A staff is not a suitable phys-rep for a lethal battlefield weapon capable of delivering a heroic blow nor a suitable physrep for a [[Magic_items#Weapons|magic weapon]] such a magic spear.&lt;br /&gt;
&lt;br /&gt;
A staff can be used with the battle mage skill to cast [[Spellcasting#Offensive_Spells|offensive spells]] and is a suitable physrep for a [[:category:staffs|magical staff]] or [[:Category:Ritual_Staves|ritual staff]].&lt;br /&gt;
===Can I fight while holding two items in one hand?===&lt;br /&gt;
No. You may only have one weapon &#039;&#039;or&#039;&#039; one shield in each hand when you are fighting. You cannot hold more than one item in each hand.&lt;br /&gt;
&lt;br /&gt;
If you are wielding a two-handed weapon, a polearm or a similar item that requires two hands then you &#039;&#039;cannot&#039;&#039; hold a dagger, a buckler or any weapon, shield or similar in the hand while you fight.&lt;br /&gt;
===What do I do if I can&#039;t fall over?===&lt;br /&gt;
All characters who choose to enter combat at Empire are expected to be able to follow the published rules. This includes falling over if their character is reduced to zero hits, or being hit with a [[Combat#STRIKEDOWN|STRIKEDOWN]] effect. The rules for strikedown have been updated to allow any character to take two steps before they fall to the ground if needed for safety reasons.&lt;br /&gt;
&lt;br /&gt;
If you have any mobility or safety restrictions that make it unsafe or impossible to follow the normal rules for combat then you can use the rules for being [[combat_safety#Non-contact|non-contact]] at any point, including at the point where you are hit with a strikedown or [[Combat#Dying|reduced to zero hits]]. This will ensure the highest possible level of safety and because it doesn&#039;t advantage your character it ensures that nobody can question the need to do so. The point at which you feel it is necessary to become non-contact is absolutely your decision; it is not acceptable for any other participant to question this.&lt;br /&gt;
&lt;br /&gt;
===Can I swing two weapons at once in a combined strike?===&lt;br /&gt;
Yes, providing you have the Ambidexterity skill. Note that the recipient of the attack should only take one point of damage however. Such an attack does not violate the one second rule.&lt;br /&gt;
&lt;br /&gt;
===What location is the backside?===&lt;br /&gt;
At times, a CLEAVE or IMPALE will strike a connection point on the body between the torso and a limb. In these situations, we rely on the judgement of the receiving player as to which location was closer to the hit. The important point is that the effect is taken on one of the two locations.&lt;br /&gt;
===Do I need the Marksman skill to practice with a bow or crossbow?===&lt;br /&gt;
You can fire a bow and arrow solely for practice purposes. Taking part in any kind of contest or competition involving archery requires the [[Combat skills#Marksman|Marksman]] skill.&lt;br /&gt;
&lt;br /&gt;
===Can I use two shields if I have the Ambidexterity and Shield skills?===&lt;br /&gt;
No, it is not possible to use two shields at once, regardless of skills. The Ambidexterity skill is specifically for weapons and implements.&lt;br /&gt;
&lt;br /&gt;
===Can I cast spells on myself?===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
===Can I use a coreless weapon in Melee?===&lt;br /&gt;
Only if the weapon is not whippy. Many of the shorter coreless weapons are rigid and thus fine to use in melee. Please note that the 8&amp;quot; minimum weapon length still applies to all weapons, cored and coreless.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Does CLEAVE or IMPALE have to hit armour to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
===Can I hold on to something instead of being repelled?===&lt;br /&gt;
If you are struck with [[Combat#REPEL|REPEL]], you can hold on to a solid, immovable object such as a tree for ten seconds during which time you may talk but may take no other actions including blocking with a shield or parrying. &lt;br /&gt;
===Can I grab, or be grabbed by, a friend to resist a REPEL?===&lt;br /&gt;
No. Only a solid, immovable object will stop you moving. See also our rules on [[combat_safety#Grappling.2C_body_contact_and_shields|grappling]].&lt;br /&gt;
&lt;br /&gt;
===What can I do if I can&#039;t fall over when struck with STRIKEDOWN?===&lt;br /&gt;
This is covered in the previous section [[#What do I do if I can&#039;t fall over?|here]].&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_Senate_sessions&amp;diff=142527</id>
		<title>388YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_Senate_sessions&amp;diff=142527"/>
		<updated>2026-07-23T12:10:44Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:388YE Spring]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Speakers_of_the_Senate.jpg|align=right|width=400|title=Art Marcher! Art Marcher!|caption=Art by Fedelmidd Sydanjaa&#039;s Heart Floer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit, the civil service enacts those motions and ensures a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarised, including the wording, who proposed and seconded it, whether it passed or not, whether any funds were disbursed to support it, and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1726 Thrones and 6 Crowns&lt;br /&gt;
* The following has been donated to the Imperial treasury:&lt;br /&gt;
** 33 thrones donated by &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039; after the Spring Equinox 388YE&lt;br /&gt;
** 4 thrones donated by &#039;&#039;&#039;Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&#039;&#039; after the Spring Equinox 388YE on behalf of the Cat&#039;s Graces&lt;br /&gt;
** 2 thrones donated by &#039;&#039;&#039;Ethelfrith Sigeling&#039;&#039;&#039; after the Spring Equinox 388YE on behalf of the Stormcrows of Wintermark&lt;br /&gt;
** 28 thrones donated by &#039;&#039;&#039;Magdalena Teyhard von Holberg&#039;&#039;&#039; after the Winter Solstice 387YE for upkeep of Holberg&#039;s Walls&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
&lt;br /&gt;
===Acknowledge Axou claim to Thornfen===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Empire will not contest the claim of the Axou to the region of Thornfen, including the Tower of the Skink, in accordance with the existing treaty between the Empire and the Axou.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker for the Senate during the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This follows from civil service advice in the &#039;&#039;&#039;[[Other_monstrous_geographies#Game_Information_:_Dominion|Other monstrous geographies]]&#039;&#039;&#039; wind of war  and the [[Ratify_Axos_Treaty_Autumn_387YE|current treaty]] with the Axou. This motion will be subject to the Urizen assembly to [[veto]], as it concedes a region under their control.&lt;br /&gt;
&lt;br /&gt;
===Amend Master of the Mint===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the Master of the Imperial Mint to give them the power to make an announcement in the Senate once a season to direct the civil service to review a previous appraisal or opportunity. &lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This follows on from a previous motion to hire the [[387YE_Winter_Solstice_Senate_sessions#Hire_Prognosticators|three additional prognosticators]] raised during Winter 387YE. If this motion is passed, then the [[Master of the Imperial Mint]] would gain the power to make an announcement in the Senate to review a previous [[appraisal]] or [[opportunity]], as per the &#039;&#039;&#039;[[Forever_is_composed_of_nows#Opportunity_Knocks_Again|Forever is composed of nows]]&#039;&#039;&#039; wind of fortune. If this motion is passed, then the Master of the Imperial Mint will be able to make use of the power at one of the following sessions.&lt;br /&gt;
&lt;br /&gt;
===Amend Liberty Pact===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To make the following amendments to the Liberty Pact: 1) The requirement that each signatory to the Liberty Pact enforce free trade with the other signatories should be replaced with a prohibition on embargo between members of the Pact. Members of the Pact should trade with each other, but should be free to set their tariffs to best support themselves. 2) The creation of two degrees of Membership. Members of the Pact will have full rights and voting ability. Signatories will be protected by the Liberty Pact, and have the rights due all members, but will not be permitted to raise amendments or vote.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Saturday Afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Abrogate Astral Arcanist===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To abrogate the Imperial title, the Astral Arcanist&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Tassato at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Temeschwar&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Astral Arcanist]] title has been abrogated&lt;br /&gt;
&lt;br /&gt;
===Amend Banner-bearer of Atkonaroq===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To expand the responsibilities of the Banner-bearer of Atkonaroq to also support and aid those who fight the horrors of Tsirku&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Hahnmark at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Sermersuaq&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The responsibilities of the [[Banner-bearer of Atkonaroq]] have been amended&lt;br /&gt;
&lt;br /&gt;
===Amend Grand Inspiration of the Way===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the design of the Grand Inspiration of the Way to incorporate seven great bells, one to represent each Virtue. The designs and inscriptions for these bells is to be decided by Prosperous and Virtuous citizens of the Empire, to be auctioned at next summit at the Auction for the Grand Inspiration of the Way. This will add 30 crowns to the virteu fund, each season, upon completion, and without using a commission allow for the substitution of 49 white granite of its current cost, with equal amounts of mithril.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Casinea at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Bastion&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Construct_Grand_Inspiration_of_the_Way#Cost|cost]] of the Grand Inspiration of the Way has been changed to account for the [[Lay_the_foundations#Let_the_Bells_Ring_Out|seven great bells]]&lt;br /&gt;
&lt;br /&gt;
===Amend High Bard of the Empire===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To remove the stipend from the High Bard of the Empire&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Karov at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Mournwold&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The stipend has been removed from the [[High Bard of the Empire]]&lt;br /&gt;
&lt;br /&gt;
===Amend High Exorcist===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To raise the stipend of the High Exorcist from four thrones to ten thrones&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Semmerholm at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Volodmartz&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The stipend of the [[High Exorcist]] has been increased&lt;br /&gt;
&lt;br /&gt;
===Amend Idolatry===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To substitute the words &amp;quot;Inhuman entity&amp;quot; with &amp;quot;eternals&amp;quot; in the religious crime of Idolatry&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Karsk at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Conscience of the Senate &lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Amend Imperial Consul===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the position of Imperial Consul to add the following power: Once per summit, the Imperial Consul may make an announcement ameding the Empire&#039;s trading terms with a foreign nation.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Lucrezia Corvinascura, as [[Citizens&#039; Voice]] at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion is undergoing extended scrutiny&lt;br /&gt;
&lt;br /&gt;
===Amend Manifesto of Silver Chalice===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the manifesto of the Silver Chalice as follows. The order holds the following to be true: Life flows through each of us; our magic allows us to reach out to our fellows and nurture that life, mend what is broken, and bring what is torn apart back together; Magic is one of many tools that can and should be used for healing, working alongside other methods to holistically heal the whole person; The strength of the Empire relies on its citizens, thus by keeping citizens healthy, we strengthen the Empire. Therefore the order exists to: Utilise healing magic and other tools to aid others and prevent harm, promote understanding of health and encourage a culture of wellness, and research new healing rituals and spells; Ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind; and work with others who are invested in all aspects of healing, including bodies that represent such individuals, such as the Anvil Hospital&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Madruga at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Kahraman&lt;br /&gt;
*&#039;&#039;&#039;Passed with a constitutional majority &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion is undergoing extended scrutiny&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion received the ratification of &#039;&#039;&#039;Empress Vesna Borkovna Prochnost&#039;&#039;&#039;. This amendment makes up part of a [[Grace_that_comes_with_healing#Harmony_in_Mind_and_Body|request]] from [[Ylenwe]]&lt;br /&gt;
&lt;br /&gt;
===Amend Master of Works===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the position of Imperial Master of Works to: Instruct the civil service to provide the Imperial Master of Works with a copy of the information given to generals on the current strength of bastions and garrisons, and give them the power to announce the commission of a new fortification, in addition to their existing powers. And a disbursement of funds.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Spiral at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Reikos&lt;br /&gt;
*&#039;&#039;&#039;Passed at 40 thrones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; 40 thrones disbursed to Genoveva Barossa d&#039;Apulian, Senator for Spiral. The powers of the [[Imperial Master of Works|Master of Works]] have been amended. An [[388YE_Summer_Solstice_Senate_sessions#Amend_Master_of_Works|admin motion]] was raised the following summit. &lt;br /&gt;
&lt;br /&gt;
===Amend Mistress of Monuments===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Mistress of Monuments to be responsible for virtuous inspirations and as such should remain elected by the Way Assembly&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Redoubt at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Hahnmark&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The responsibilities of the [[Mistress of Monuments]] have been amended&lt;br /&gt;
&lt;br /&gt;
===Amend Wisdom of the Tenebrous Path===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title Wisdom of the Tenebrous Path to grant the responsibility of guiding the Thorns of Navarr in dealing with threats posed by eternals and other denizens of the realms.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Miaren at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Spiral&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The responsibilities of the [[Wisdom of the Tenebrous Path]] have been amended&lt;br /&gt;
&lt;br /&gt;
===Coordinate Meeting between Beoraidh and Skoura===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Senate instructs the civil service to facilitate a meeting between the Beoraidh and Skoura. This has been approved by the Ambassador and Imperial Consul&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Volodmartz at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Necropolis&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Lord of Sand Ehsan will [[A_knock_at_the_door#Up_In_The_Peaks|arrange a meeting]] between the Empire and the Brine Turtles at the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Create Herald of the Throne of Glory===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To create the title “Herald of the Throne of Glory”. They would be responsible for the organisation of the Dawnish National Assembly and the crowning of the Monarch of Dawn. To be appointed by the Dawnish Assembly and responsible for the Throne Room of the Castle of Thorns&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Weirwater at the Friday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Semmerholm&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates the title of [[Herald of the Throne of Glory]]&lt;br /&gt;
&lt;br /&gt;
===Disburse Funds for Ritual Codification===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Disbursement of funds to accelerate codification of military resupply ritual by the Doyen of the Spires&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Sarangrave at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Redoubt&lt;br /&gt;
*&#039;&#039;&#039;Passed at 96 thrones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; 96 thrones disbursed to Bartimaeus, Senator for Sarangrave&lt;br /&gt;
&lt;br /&gt;
===Establish Cat&#039;s Graces===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To establish the Cat&#039;s Grace, an Imperial Sodality dedicated to art and music. It holds the following to be true: Arts are for everyone to enjoy, no matter their skill level; Virtue demands that we give space for joy as well as for work; The value of a nation is judged by its culture as much as its might. The Sodality therefore exists to: Support and promote creatives, providing opportunities to exhibit their talents; Share learning through the arts, fostering understanding between peoples and traditions; Ensure creators are valued, and that their work is recognised and fairly rewarded. As part of this Motion, the Senate grants the Cat&#039;s Graces the following powers: The ability to refine existing commissions with the support of the Songbirds; to define great works of art worthy of preservation and honour the creators of such pieces; To operate a fund to provide grants to artists. To assist with this the Senate will grant an official stipend of one throne, which will allow a group of patrons from across the Empire to in turn donate three thrones per season into this fund.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Sermersuaq at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Kallavesa&lt;br /&gt;
*&#039;&#039;&#039;Passed with a constitutional majority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion was ratified by Emperor &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039;. Establishes the [[Cat&#039;s Graces]] Imperial sodality&lt;br /&gt;
&lt;br /&gt;
===Ratify Treaty with Protectorate of Morajasse===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Pass the treaty with the Protectorate of Morajasse, calling on the Varushkan Night mage prognosticator for the attached appraisal&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Feroz at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Segura&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This treaty followed on from [[An arrow nocked and in flight|requests]] made by Commander Gallum Fiersach and Wind Lord Saoirse.&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the wording of this treaty&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* The Empire will encourage farmers to provide food to the garrison of Mora&#039;s Rock&lt;br /&gt;
* The Protectorate will cede the Spice Gardens of Feroz to the Empire, reestablishing the Keeper of the Spice Gardens as a Freeborn national position appointed by the Apothecaries Guild&lt;br /&gt;
* The Protectorate will allow Lutomysla Niegoslava and staff entry to evaluate ways to rebuild bridges across the Scorrero, working with the engineers and quartermasters of the Protectorate of Morajasse&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Responsibility for Nesustak Conjunction===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; We name Sławomir Rabovich Bolotstrazh as responsible for the conjunction to discuss with the Nesustak Forest rebels in Sarangrave. The Senate also appoints: Ser Guy of the Twisted Rose and Bartimaeus of Sarangrave Reforged. The remaining two spaces on the conjunction are the responsibility of Sławomir to assign. The rebels of Sarangrave have shaken off their shackles of the buruk tepel with their own strength, we should take every opportunity to work with them in good faith. We do this in memory of Catalina Barossa, the citizen who first made contact with a now-rebel sept - the Waterwalkers.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Conscience of the Senate at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Sarangrave&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Statement on Nesustak Forest===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Nesustak Forest was never Imperial. The Nesustak Forest rebels rose against the Druj of their own strength. We recognise the region as their home and our ambition in moving into the region is solely for the purpose of defeating the vallorn and protecting the living souls who reside there. It is our intention to return the region once it is safe from the threat.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Hercynia at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Ossium&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The [[Conscience of the Senate]], &#039;&#039;&#039;Cassia Apulian Silkweaver&#039;&#039;&#039;, used their power of [[Conscience_of_the_Senate#Precedence_of_Virtue|Precedence of Virtue]] on this motion&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Appoint Ambassador to Otkodov===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Election of the Ambassador to Otkodov&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039; of [[Wintermark]] was appointed as the [[Ambassador to Otkodov]]&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This appointment was [[387YE_Winter_Solstice_Senate_sessions#Appoint_Ambassador_to_Otkodov|initially raised]] in the last session of the Winter Solstice 387YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Commonwealth===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to the Commonwealth&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Astolat at the Friday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Miaren&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Cyrus of Ebon&#039;s Hall&#039;&#039;&#039; of [[Highguard]] was appointed as the [[Ambassador to the Commonwealth]] at the Saturday afternoon session&lt;br /&gt;
&lt;br /&gt;
===Appoint Guildmaster of the Artisans===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Appointment of the Guildmaster of the Artisans. Includes a request for disbursement.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Sarvos at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Holberg&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Xanthius Storm&#039;s End&#039;&#039;&#039; of [[Urizen]] was appointed as the [[Guildmaster of the Artisans]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; 40 thrones was disbursed to Laurencio Lemmini di Sarvos, Senator for Sarvos&lt;br /&gt;
&lt;br /&gt;
===Appoint Imperial Spymaster===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Elect an Imperial Spymaster&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Segura at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Madruga&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039; of [[the Brass Coast]] was appointed as the [[Imperial Spymaster]] at the Sunday afternoon session&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Faraden===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Faraden&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Mitwold at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Upwold&lt;br /&gt;
*&#039;&#039;&#039;Failed:&#039;&#039;&#039; Senator was not on the floor to propose the motion&lt;br /&gt;
&lt;br /&gt;
===Appoint Minister of Historical Research===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Appoint the Minister for Historical Research&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Bastion at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Astolat&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Minister of Historical Research]] will be appointed at the first Senate session of the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Asavea===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Asavea&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Kallavesa at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Morrow&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Ambassador to Asavea]] will be appointed at the first Senate session of the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Imperial Consul===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Imperial Consul&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Morrow at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Skarsind&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Imperial Consul]] will be appointed at the first Senate session of the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Faraden===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to Faraden with escalation&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Upwold at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Mitwold&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Mina i Yashum i Riqueza&#039;&#039;&#039; of [[the Brass Coast]] was appointed as the [[Ambassador to Faraden]] with a constitutional majority&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This election was escalated and received the ratification of &#039;&#039;&#039;Empress Vesna Borkovna Prochnost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Sumaah Republic===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Sumaah with escalation&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Necropolis at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Miekarova&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Accalon&#039;&#039;&#039; of [[Highguard]] was appointed as the [[Ambassador to the Sumaah Republic]] with a constitutional majority&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This election was escalated and received the ratification of &#039;&#039;&#039;Emperor Vesna Borkovna Prochnost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Appraisals==&lt;br /&gt;
===Appraise the Court of Far Horizons===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Throne uses her power of appraisal to set the civil service to appraise the consequences of the Imperial Sodality &amp;quot;The Court of Far Horizons&amp;quot;. It holds the following to be true: Merchant fleets represent the face of the Empire to the common citizenry of foreign nations; The lifeblood of the Empire is trade, its paths must never be hindered; Imperial sailors share a common purpose, and must aid one another upon the sea. The sodality therefore exists to: Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; Support Imperial fleets who trade beyond the Empire&#039;s borders; Influence and leverage foreign relations through trade for the betterment of the Empire&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Emperor Vesna Borkovna Prochnost, [[the Throne]]&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this appraisal will be presented before the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appraise Interactions with Eternals===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; We send Lisane de Terresford to appraise how the High Houses of Virtue and the Imperial Conclave can find ways to co-operate in interactions with eternals&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Reikos at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Casinea&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The Conclave will be given an opportunity to guide an order to support this appraisal before the Summer Solstice 388YE. The results of this appraisal will be presented before the Winter Solstice 388YE&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This appraisal follows on from an [[Forging_links#Joining_Virtue_and_Magic|agreement]] made by Oxtitocszin, Censor of wood, metal and stone of the [[Sumaah Republic]]&lt;br /&gt;
&lt;br /&gt;
===Appraise Prosperity of River Couros===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; We thank the Commonwealth scholars, led by Professor Immanuel Gelberg, for the services they have provided, and ask them to appraise ways to build upon the River Couros, to strengthen our bonds and uplift our Prosperity from Therunin to the Bay of Catazar&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Nekoda of the Shattered Tower, [[Patron of the Beurteilung]] at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The findings of &#039;&#039;Professor Immanuel Gelberg&#039;&#039; will be presented before the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
===Amend Virtue&#039;s Respite===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend Virtue&#039;s Respite to become the Bloody Massive Pride of Temeschwar. This will cost 30 crowns and amend the associated title to be called &amp;quot;The Bloody Custodian of Pride&amp;quot;. This will be appointed annually by the League National Assembly. It provides four liao and seven crowns each season&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Temeschwar at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Tassato&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Amends a [[Guardian_of_Giselle%27s_Tomb#Virtue&#039;s_Respite|sinecure]] in Hanuri, Temeschwar, as per the &#039;&#039;&#039;[[The_concisest_tenant#Pride_of_Temeschwar|The concisest tenant]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Amend Virtue&#039;s Respite]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the first use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Golden Bee Assayer&#039;s Office===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The people of Karov wish to self-fund and build the Golden Bee Assayer&#039;s Office. This will increase tax from Karov by 2 thrones per season. This also creates a national sinecure gaining 5 ingots of orichalcum, weltsilver, and green iron per season. This is time-sensitive to this season only!&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Miekarova at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Karov&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Duzekani, Karov, as per the &#039;&#039;&#039;[[Outside_the_wall#Golden_Bee_Assayers_Office|Outside the wall]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Golden Bee Assayer&#039;s Office]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the second  use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Lisabetta Docks===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Lisabetta docks in Utterlund in Holberg. This great work will bring new prosperity not just to Holberg but to the other territories surrounding the Semmerlak, that the whole Empire may benefit from the GREATEST CITY IN THE WORLD. Senate invites the Sandfisher orcs to build their trade enclave in the new port to trade weirwood. Senate thanks the Lijkkever family of the Sarcophan Delves for their expertise but regrets it does not grant them exclusivity at this time.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Holberg at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Sarvos&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[great work]] in Utterlund, Holberg, as per the &#039;&#039;&#039;[[Any_port_in_a_storm#A_New_Port|Any port in a storm]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Lisabetta Docks]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the third  use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Eye of Heavens===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Eye of Heavens observatory in Zenith. Fully self funded by the Architects of Urizen. This is part of the assurance to build the Arch of the Sky and the Skyways&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Zenith at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Feroz&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in Occursion, Zenith, as per the &#039;&#039;&#039;[[Sound_and_vision#A_Mountain_Rises_(Zenith)|Sound and vision]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Eye of Heavens]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the fourth use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Cerulean Balmhouse===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; A commission for the building of the Cerulean Balmhouse; a fully funded herb sinecure in the Fontargenta region of Feroz. This position will be elected by the Freeborn National Assembly and have tenure. This commission comes with the request for aid from the Sumaah Republic as part of ongoing co-operation&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Kahraman at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Zenith&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Fontargenta, Feroz. This motion calls on the aid of the Sumaah Republic from the &#039;&#039;&#039;[[Forging_links#One_Link_at_a_Time|Forging links]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Cerulean Balmhouse]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the fifth use of a commission.&lt;br /&gt;
&lt;br /&gt;
===Construct Vallornguard Mustering Ground===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Vallorn Mustering Ground at a cost of 10 weirwood, 10 mithril, and 60 crowns. It will take 3 months to construct, with no additional upkeep costs required. Self-funded.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Ossium at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Hercynia&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Holtford, Miaren, as per the &#039;&#039;&#039;[[Every_path_you_know#Green_Eyed_Monster|Every path you know]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Vallornguard Mustering Ground]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the sixth use of a commission&lt;br /&gt;
&lt;br /&gt;
===Expand Breadbasket into Mournwold===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Mournwold expansion to the Breadbasket, along with the Keeper&#039;s Cottage in Mitwold and to ask for a disbursement of funds.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Mournwold at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Weirwater&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[great work]] in Mournwold and a [[sinecure]] in Maiden Downs, Mitwold, as per the &#039;&#039;&#039;[[Search high and low|Search high and low]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Expand Breadbasket into Mournwold]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the seventh use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Beoraidh Trading Post===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; A commission to build a trading post in Mareave in the region of Icarion. To establish a trade of salt for beef with Beoraidh. Fully funded!&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Mareave at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; The Barrens&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in Icarion, Mareave, as per the &#039;&#039;&#039;[[A_knock_at_the_door#Salt_and_Beef|A knock at the door]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Beoraidh Trading Post]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the ninth use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Barrens Roads===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Barrens Road Network&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; The Barrens at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded:&#039;&#039;&#039; Mareave &lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; As this was the tenth use of a commission, it was not enacted and the opportunity has lapsed&lt;br /&gt;
&lt;br /&gt;
==Commissions (Announcements)==&lt;br /&gt;
===Construct Grand Guildhouse of the Printers&#039; Guild===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; I, Taddea Ginori, Chair of the Wolf, announce with Great Pride the Commissioning of the Grand Guildhouse of The Printers&#039; Guild in Tassato Mestra, to cement the legacy of the Printers&#039; Guild as the Torchbearers of Truth throughout the world.&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Taddea Ginori, [[Chair of the Wolf]] at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in Tassato Mestra, Tassato, as per the &#039;&#039;&#039;[[The_truth_but_tell_it_slant#The_Printers&#039;_Guild|The truth but tell it slant]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Grand Guildhouse of the Printers&#039; Guild]]&lt;br /&gt;
&lt;br /&gt;
===Construct Path to the Lyceum===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Build that Path to the Lyceum. Costs 15 weirwood, 5 rings of ilium, 45 crowns in labour costs. Self-funded by Dean of the Lyceum&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Amalia Vicente, [[Arcane Architect]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in Oranseri, Feroz, as per the &#039;&#039;&#039;[[Sound_and_vision#A_Gate_of_Mists|Sound and vision]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Path to the Lyceum]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the eighth use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Delev Grand Market===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The people of Karov wish to self fund and build a great market in Delev. This will provide the Senate four additional thrones per season in tax (and assorted local benefits!). This is time sensitive to this summit only!&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Dima Vasilyevna Novosad, [[Master of the Koboldi]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[great work]] in Duzekani, Karov, as per the &#039;&#039;&#039;[[Outside_the_wall#A_Great_Market|Outside the wall]]&#039;&#039;&#039; wind of fortune. &lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Delev Grand Market]]&lt;br /&gt;
&lt;br /&gt;
===Construct Statue of Umbar===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; As Mistress of Monuments, I announce the building of a likeness of Umbar Elba Stado in Madruga, as a demonstration of his Pride, and a commemoration to his virtuous acts as verified by individuals across the Brass Coast&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Ada Droon Drifting Bough, [[Mistress of Monuments]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in the Quiet Grasses, Madruga.&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Statue of Umbar]]&lt;br /&gt;
&lt;br /&gt;
===Construct Garden of Peaceful Quietitude===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Build a sinecure in Hahnmark, built in Kalpamark. Appointed by Wintermark National Assembly, but with tenure. Called Garden of Peaceful Quietitude&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Hilda Sirens Scream Ursan, [[Bearer of an Imperial Wayleave]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Kalpamark, Hahnmark, as per the &#039;&#039;&#039;[[Poets_light_but_lamps#Zaboravi|Poet lights but lamps]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Garden of Peaceful Quietitude]]&lt;br /&gt;
&lt;br /&gt;
===Construct Spooner&#039;s Rest===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the liao sinecure &amp;quot;Spooner&#039;s Rest&amp;quot;, to be located in Hahnmark at Wood Heath within Dunhearth Hall. To be held by the &amp;quot;Conscience of the Dunnings&amp;quot;. Appointed annually by the Wintermark National Assembly and to be revoked by the Wintermark National Assembly. Built to celebrate the life and passions of the fabled Tobrytan Dunning, the church has many depictions of golden eagles and yellow suns. The holder is responsible for providing advice and guidance for the Dunning family&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; {{TBC}}, [[Bearer of an Imperial Wayleave]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Wood Heath, Hahnmark&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Spooner&#039;s Rest]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; There are certain necessary details about this announcement. The titleholder should email {{plot}}&lt;br /&gt;
&lt;br /&gt;
===Construct City of Wonders===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Legion Engineer will follow the example of Dust, Glass, and Flame and construct the city of wonders in Anduzjasse, Segura. This is an edifice that costs 50 white granite, 35 weirwood, 5 mithril, 30 ilium, 270 crowns and takes six months. It requires a foundational piece of artwork and will provide wealth, adventure and the novelty of new ideas&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Firesong Arachas, [[Legion Engineer]] at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in Anduzjasse, Segura, as per the &#039;&#039;&#039;[[On_the_road_ahead#City_of_Wonders|On the road ahead]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct City of Wonders]]&lt;br /&gt;
&lt;br /&gt;
===Construct Runesmith&#039;s Caution===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; I commission a money sinecure, Runesmith&#039;s Caution in Kalpaheim, Hahnmark in memory of Wayland Runesmith&#039;s Caution Thane of the Proud Quill, who died in Summer 386YE fighting the Druj. This white granite school for artisans from the Mark will teach rune lore and tell the tale of Wayland, who broke his oath and shared Runesmith&#039;s Law with people from other nations. The school will be established in his name, self-funded, by his friend The Oathwright editor, Cormack Dun Farstrider, and the people of Wintermark. This creates the Wintermark national title: Dean of Runesmith&#039;s Caution to be elected by tally of the votes.&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Laughlan Vi Temeschwar, [[Master of Rings]] at the Sunday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Kalpamark, Hahnmark&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Runesmith&#039;s Caution]]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Hand of the Chancellor===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; Use of Hand of the Chancellor&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Vesna Borkovna Prochnost, [[The Throne]] at the Friday evening session &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 150 thrones disbursed to Emperor Vesna Borkovna Prochnost&lt;br /&gt;
&lt;br /&gt;
===Research Kvetmir Kvetmirovic===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Un-bee-lievable news, there is a buzz in the air of a new Exemplar from Varushka. Now, Varushka, I know you have been stung by previous research I have done, but I will ask my Librarians to comb through the research to see what the buzz is about Kvetmir Kvetmirovic. And honey, if the news is Virtuous, Highguard will swarm to work... Bee Exemplary&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Hazelelponi, [[Lepidean Librarian]] at the Friday evening session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Historical Research on the matter will be delivered to the Librarian at the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Authorise Supporting Karass===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; To authorise working with the Karass&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Rahmah i Darwisj i Erigo, [[Imperial Spymaster]] at the Friday evening session &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Military units will be able to take the &#039;&#039;&#039;Survey Thule attempts to claim a Black Lotus plant&#039;&#039;&#039; venture. More information on this venture can be found in the &#039;&#039;&#039;[[Fear quickens the breath]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Authorise Raid on Leen===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; To authorise the raid on Leen&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Rahmah i Darwisj i Erigo, [[Imperial Spymaster]] at the Friday evening session &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Freeborn fleets will be able to take the &#039;&#039;&#039;Raid Leen - Rescue Slaves&#039;&#039;&#039; voyage. More information on this venture can be found in the &#039;&#039;&#039;[[Push_for_victory#See_That_We_Fight|Push for victory]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Decommission Smugglers Cove in Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; I decommission the smugglers cove in the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Rahmah i Darwisj i Erigo, [[Imperial Spymaster]] at the Friday evening session &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[smugglers cove]] in the [[Salt Flats of Sanath]] will be decommissioned after the [[#Authorise Raid on Leen|raid on Leen]] over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Assign the Guerdon===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Argent Sword, the Drakes, the Red Wind Corsairs, the Summer Storm, and the Surveying the Thule to receive the Guerdon&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Natalia &#039;The Falcon&#039; Barossa, [[Quartermaster General of the Imperial Armies]] at the Sunday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Military units supporting the four armies or the scouting venture will receive shares in the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]&lt;br /&gt;
&lt;br /&gt;
===Set the Guerdon===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To set the Imperial Guerdon to 350 thrones&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Tristan Ramson von Holberg, [[Master of the Imperial Mint|Master of the Mint]] at the Saturday evening session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]] has been changed to 350 thrones&lt;br /&gt;
&lt;br /&gt;
===Assign Regalia to Keeper of Oaths===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; Assign the Oathspike Veikko Bondforger the Keeper of Oaths&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Cilicia of Athiliah&#039;s Handiwork, [[Benefactor of Regalia]] at the Saturday evening session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Keeper of Oaths]] has been amended&lt;br /&gt;
&lt;br /&gt;
===Research the Rat King of Temeschwar===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; The department sends Octavia to compile a history of &amp;lt;u&amp;gt;the Rat King&amp;lt;/u&amp;gt; of Temeschwar&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Watt of Lambrook, [[Minister of Historical Research]] at the Sunday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Historical Research on the matter will be delivered to the Minister at the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Reappraise Roads of the Barrens===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; To re-appraise the extension of the road network into the Barrens&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Tristan Ramson von Holberg, [[Master of the Mint]] at the Sunday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this announcement will be made available before the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Caution On Elder&#039;s Gift===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; The Imperial Apothecaries Guild recommends caution when dealing with the substance known as Elder&#039;s Gift. The first and second usages appear to provide benefits; however, the third usage causes humans to begin to lash out and enjoy fighting &amp;amp; killing, and begin transforming into something monstrous. We have reason to believe it contains human flesh and potentially may have originated from Agramant. Some experimentation has suggested that the antidote Feast for Crows may stop the transformation.&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Esmé i Estrico i Erigo, [[Apothecaries Guild|Speaker for the Imperial Apothecaries Guild]] at the Sunday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Pushes trade of [[Lean_and_athirst#Elder&#039;s_Gift|Elder&#039;s Gift]] &amp;quot;beneath the table&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Assess Arratan Gamble===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; As Architect of Hammers, I invite the &amp;quot;Architects of Iron and Stone&amp;quot; to assess the Arratan Gamble in how it may be improved&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Edmundo of Damakan&#039;s forge, [[Architect of Hammers]] at the Sunday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this announcement will be made available before the Summer Solstice 388YE&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=141947</id>
		<title>Rules FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_FAQ&amp;diff=141947"/>
		<updated>2026-07-18T09:14:41Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Weapons, Armour, and Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]] [[Category:FAQ]]&lt;br /&gt;
==Overview==&lt;br /&gt;
{{FAQ}}&lt;br /&gt;
==Downtime==&lt;br /&gt;
===Can I tell you what my character is doing?===&lt;br /&gt;
We don&#039;t accept free text downtime submission to tell us what your character is doing in Empire. The prime reason for this is that with the huge number of players (well over 3200 at our last event) we would be utterly drowned in requests if we made any attempt to accept or validate such requests. Long experience has shown us that there is no possible way that we can handle that many requests; as a result we say &amp;quot;no&amp;quot; to all requests so that it is fair for everyone.&lt;br /&gt;
&lt;br /&gt;
The second reason is that we are committed to producing a game in which all the key decisions in the campaign take place live at the event. We want to ensure that Empire is relentlessly focussed on the live roleplaying happening at the events. All our plots are written in such a way that any mechanism to influence them is accessible at the event. In such a way everyone playing the game knows that the way to advance their character&#039;s agenda must do so while they are playing their character at an event.&lt;br /&gt;
&lt;br /&gt;
The only official way to have your character active between events is to use the online web system - which will allow you to pick from a limited range of options tailored to your character&#039;s skills and resources. All these actions are processed automatically, so we can scale these to any number of players.&lt;br /&gt;
&lt;br /&gt;
Although you can&#039;t submit your character actions between events to Profound Decisions you can still roleplay that your character has been busy. Your character can&#039;t create a substantial impact on the campaign in downtime (that&#039;s what events are for) so you shouldn&#039;t roleplay that your character succeeded in taking actions that would have such an impact. But you can roleplay that your character has been searching for lost lore, sailing the high seas, fighting orcs in the Empire&#039;s wars - whatever suits your character best!&lt;br /&gt;
&lt;br /&gt;
===Can I submit a free-text downtime?===&lt;br /&gt;
No. The downtime system for Empire is very deliberately designed to be tightly defined in terms of using your characters assets and time to give them some valuable goods to take to the next event. This is the only thing that the downtime system can be used to do - to ensure that the focus remains clearly on the events themselves. There is no provision for submitting individual free text downtimes - the time for doing unique and interesting stuff is at the event.&lt;br /&gt;
&lt;br /&gt;
===Can I send resources or coins by post?===&lt;br /&gt;
You can hand in coins or resources to your account for use in downtime at the end of every event. Please only hand in items which you are capable of using in the next downtime: it is not a banking service for you to keep stuff safe. GOD closes at 17:00 hrs on the Sunday of the event and all hand ins must be in the hand in crate by then. If you forget then you can [[Contact_Profound_Decisions#Address|post them to our head office address]]. Please make sure you include your name, character name and CID as well as a list of what resources you are posting. Please appreciate that it always takes a few days for parcels to reach us.&lt;br /&gt;
&lt;br /&gt;
===When do I get the benefit of my upgrade?===&lt;br /&gt;
If you upgrade or diversify a resource then you receive the new production straight away. The system does not show the changes in production (yet), but you will receive the updated production when your downtime is processed.&lt;br /&gt;
&lt;br /&gt;
===Can I make a two month item at the end of downtime?===&lt;br /&gt;
Yes, if you select an item that takes two months as the last item you make in downtime then you will automatically complete this item as your first selection for your next downtime (this cannot be changed).&lt;br /&gt;
&lt;br /&gt;
===What should I do if my ritual isn&#039;t listed in my downtime?===&lt;br /&gt;
If you had a ritual performed at the previous event that is not listed in your downtime then please [mailto:admin@profounddecisions.co.uk email us] with as much details about the ritual as you can remember e.g. when the ritual was completed, who performed it, who was present, etc.&lt;br /&gt;
Most rituals do not provide additional downtime choices - they only change the production you get for your resource, so you should submit your downtime as normal. We will have your downtime shown correctly by the event.&lt;br /&gt;
&lt;br /&gt;
===What happens if I don&#039;t make an event?===&lt;br /&gt;
When you attend an event your resource will produce materials in the following downtime. If you don&#039;t attend the &#039;&#039;&#039;next&#039;&#039;&#039; event then any money or resources gained are added to your character inventory - you receive them at the next event you do attend.&lt;br /&gt;
&lt;br /&gt;
You only get resources and downtime following an event that you have attended. When you miss an event then you don&#039;t receive any resources (or the ability to craft items) in the downtime that follows that event.&lt;br /&gt;
&lt;br /&gt;
===Can I die in downtime?===&lt;br /&gt;
Your character cannot be killed by Profound Decisions in downtime, regardless of any action you choose for your resource. If you are choosing to retire your character - and you wish to tie their death to current events then you can choose to have your character die while fighting in one of the military battles detailed in the Winds of War.&lt;br /&gt;
&lt;br /&gt;
===Can I purchase a downtime ticket?===&lt;br /&gt;
No. There is no option to purchase downtime only tickets for Empire.&lt;br /&gt;
&lt;br /&gt;
===Can I recover a body in downtime?===&lt;br /&gt;
No. It is a deliberate part of the game that players must decide whether to take the risk of recovering the body of a fallen comrade while on a quest, battle, or skirmish. It&#039;s unfortunately not possible to resolve that dilemma in downtime if the body was not recovered in uptime, unless the plot team creates a specific opportunity to do so.&lt;br /&gt;
&lt;br /&gt;
==Skills and Characters==&lt;br /&gt;
=== Can I change my skills?===&lt;br /&gt;
After your first event, if you decide the skills you&#039;ve chosen don&#039;t suit your character, you can change them. Before your next event you can e-mail admin@profounddecisions,co.uk, including your Player ID number, and the skills you want to change. After that point, there are rules that allow you to [[Downtime#Retraining|change a single skill]] after every event. For more information see this section of the [[downtime]] rules about [[Downtime#Retraining|retraining]]&lt;br /&gt;
===Why have I only got 1xp after two events?===&lt;br /&gt;
If you attend one or two events in a year - then you get one xp in total after the first event.&lt;br /&gt;
&lt;br /&gt;
If you attend three or four events in a single year - then you get two xp in total - one after the first event and one after the third event.&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
===Can I master a new ritual I just performed?===&lt;br /&gt;
It&#039;s not possible to master a ritual by casting it. A ritualist can attempt to cast any ritual effect at an event - effectively working without having mastered the spell. If the ritual is part of the [[Formulaic ritual#Imperial lore|Imperial Lore]] (it is on the wiki) then it is easier to do that. But successfully casting the ritual does not make the ritual part of the Imperial lore - that takes a major effort and only certain characters can achieve it (the [[Dean of the Lyceum]] of the [[Conclave]] or the [[Urizen]] [[Provost of the Halls of Knowledge]]).&lt;br /&gt;
&lt;br /&gt;
Once a ritual has been added to the Imperial lore (put on the wiki) anyone can spend xp to master it.&lt;br /&gt;
&lt;br /&gt;
It is possible to master a ritual that is not part of Imperial Lore - but doing so requires access to a special item called a [[Formulaic_ritual#Ritual_Texts|ritual text]] that contains the details of how the ritual is performed. It is not possible for a character to simply teach a ritual that is not part of Imperial Lore to another character.&lt;br /&gt;
===Can I use Stay With Me or Get It Together at range?===&lt;br /&gt;
No. Both [[Heroic_skills#Stay_With_Me|Stay With Me]] and [[Heroic_skills#Get_It_Together|Get It Together]] are personal skills and require close, personal roleplaying. You must be close enough to touch the target to use these skills - shouting across the battlefield is not sufficient.&lt;br /&gt;
===Can I use weapon master to wield a quarterstaff?===&lt;br /&gt;
Both the [[Magical_skills#Battle_Mage|battle mage]] and [[Combat_skills#Weapon_Master|weapon master]] skills can be used to wield a staff in combat. However, neither allows the wielder to employ heroic calls using a staff (see below).&lt;br /&gt;
===Does the [[Crafting_skills#Extra_Item|Extra Item]] skill increase in cost?===&lt;br /&gt;
No. The cost for all the extra item/ritual/spell skills is one point. The only skills that increase with cost each time you purchase them are those skills in the [[Skills|skill table]] marked with an asterisk to indicate that they increase in cost each time they are taken.&lt;br /&gt;
===Do I lose my mana if I stop casting a spell before it is complete?===&lt;br /&gt;
No.&lt;br /&gt;
===Can I turn a hallowed item into something else?===&lt;br /&gt;
No. If raw materials are [[hallow|hallowed]] (whether in-game [[materials]] or mundane items), and are turned into something else (for example, carving a hallowed log into a bowl), the resulting item is not hallowed.&lt;br /&gt;
===Can I use the dedicate skill to give myself dreams?===&lt;br /&gt;
No. You cannot use the [[dedication]] skill to create vivid [[Dedication#Dreams|dreams]] by yourself - the character with the skill must be separate to the character experiencing the dream. Using the ability always requires a priest with the dedication skill to use it on a different person as recipient.&lt;br /&gt;
===Can I study this thing I grabbed to learn new skills/technology?===&lt;br /&gt;
It&#039;s not possible to learn how to make unfamiliar [[magic items]], [[potion|potions]], consumables of the like by studying. It&#039;s also not possible to create an [[arcane projection]] to allow you to do so. There are methods in the game to acquire new recipes or items - such as creating a [[Magic_items#Schema|schema]] with a [[runeforge]] - and it may be possible to gain the knowledge to make something as part of a plot, but such [[opportunity|opportunities]] are rare.&lt;br /&gt;
&lt;br /&gt;
==Weapons, Armour, and Fighting==&lt;br /&gt;
===What are the restrictions on bows and crossbows?===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
Characters in Empire cannot use a crossbow that loads more than one bolt at once - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
===What category does a weapon exactly 42 inches long fall into?===&lt;br /&gt;
One-handed weapon (and this extends for 60 inch being 2-handed and 84-inch being polearms).&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can I use a one-handed spear as a polearm?===&lt;br /&gt;
A [[Combat#One-handed_Spear|one-handed spear]] can be used as a two-handed [[Combat#Polearms|polearm]]. You can&#039;t use a two-handed bill or a halberd or the like as a one-handed spear - because it isn&#039;t a spear.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Battle Mage|battle mage]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
===Can you be fed a potion if you are dying?===&lt;br /&gt;
Yes. You cannot drink a [[potion]] yourself if you are [[Combat#Dying|dying]] on zero hits, but you can have one fed to you.&lt;br /&gt;
===Can I use a quarterstaff and make heroic calls?===&lt;br /&gt;
A staff is not a suitable phys-rep for a lethal battlefield weapon capable of delivering a heroic blow nor a suitable physrep for a [[Magic_items#Weapons|magic weapon]] such a magic spear.&lt;br /&gt;
&lt;br /&gt;
A staff can be used with the battle mage skill to cast [[Spellcasting#Offensive_Spells|offensive spells]] and is a suitable physrep for a [[:category:staffs|magical staff]] or [[:Category:Ritual_Staves|ritual staff]].&lt;br /&gt;
===Can I fight while holding two items in one hand?===&lt;br /&gt;
No. You may only have one weapon &#039;&#039;or&#039;&#039; one shield in each hand when you are fighting. You cannot hold more than one item in each hand.&lt;br /&gt;
&lt;br /&gt;
If you are wielding a two-handed weapon, a polearm or a similar item that requires two hands then you &#039;&#039;cannot&#039;&#039; hold a dagger, a buckler or any weapon, shield or similar in the hand while you fight.&lt;br /&gt;
===What do I do if I can&#039;t fall over?===&lt;br /&gt;
All characters who choose to enter combat at Empire are expected to be able to follow the published rules. This includes falling over if their character is reduced to zero hits, or being hit with a [[Combat#STRIKEDOWN|STRIKEDOWN]] effect. The rules for strikedown have been updated to allow any character to take two steps before they fall to the ground if needed for safety reasons.&lt;br /&gt;
&lt;br /&gt;
If you have any mobility or safety restrictions that make it unsafe or impossible to follow the normal rules for combat then you can use the rules for being [[combat_safety#Non-contact|non-contact]] at any point, including at the point where you are hit with a strikedown or [[Combat#Dying|reduced to zero hits]]. This will ensure the highest possible level of safety and because it doesn&#039;t advantage your character it ensures that nobody can question the need to do so. The point at which you feel it is necessary to become non-contact is absolutely your decision; it is not acceptable for any other participant to question this.&lt;br /&gt;
&lt;br /&gt;
===Can I swing two weapons at once in a combined strike?===&lt;br /&gt;
Yes, providing you have the Ambidexterity skill. Note that the recipient of the attack should only take one point of damage however. Such an attack does not violate the one second rule.&lt;br /&gt;
&lt;br /&gt;
===What location is the backside?===&lt;br /&gt;
At times, a CLEAVE or IMPALE will strike a connection point on the body between the torso and a limb. In these situations, we rely on the judgement of the receiving player as to which location was closer to the hit. The important point is that the effect is taken on one of the two locations.&lt;br /&gt;
===Do I need the Marksman skill to practice with a bow or crossbow?===&lt;br /&gt;
You can fire a bow and arrow solely for practice purposes. Taking part in any kind of contest or competition involving archery requires the [[Combat skills#Marksman|Marksman]] skill.&lt;br /&gt;
&lt;br /&gt;
===Can I use two shields if I have the Ambidexterity and Shield skills?===&lt;br /&gt;
No, it is not possible to use two shields at once, regardless of skills. The Ambidexterity skill is specifically for weapons and implements.&lt;br /&gt;
&lt;br /&gt;
===Can I cast spells on myself?===&lt;br /&gt;
Yes&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Does CLEAVE or IMPALE have to hit armour to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
===Can I hold on to something instead of being repelled?===&lt;br /&gt;
If you are struck with [[Combat#REPEL|REPEL]], you can hold on to a solid, immovable object such as a tree for ten seconds during which time you may talk but may take no other actions including blocking with a shield or parrying. &lt;br /&gt;
===Can I grab, or be grabbed by, a friend to resist a REPEL?===&lt;br /&gt;
No. Only a solid, immovable object will stop you moving. See also our rules on [[combat_safety#Grappling.2C_body_contact_and_shields|grappling]].&lt;br /&gt;
&lt;br /&gt;
===What can I do if I can&#039;t fall over when struck with STRIKEDOWN?===&lt;br /&gt;
This is covered in the previous section [[#What do I do if I can&#039;t fall over?|here]].&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=141596</id>
		<title>Wiki Updates</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=141596"/>
		<updated>2026-07-12T18:57:36Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This is a list of significant updates to the wiki. We try to keep it as up to date as possible, in the hope it will be a more useful reference than the [[Special:RecentChanges|recent changes]] page which lists every spelling correction and formatting change. &lt;br /&gt;
&lt;br /&gt;
By its nature, this page will be regularly updated, so when you visit the wiki try checking here first. However, please keep in mind this is a manually updated page, so it may be a little behind the actual updates. We tend to make an entry on this page once an update is finalised - so if something has changed and hasn&#039;t been mentioned here it&#039;s possible that the changes are not yet complete.&lt;br /&gt;
&lt;br /&gt;
In early 2022, we moved all entries on this page prior to 2019 to the [[Archive:Wiki_updates_to_2018|previous wiki updates]] page in the Archive namespace as detailed in [[#Archiving Wiki Updates|Archiving wiki updates]]. We did this again in 2024, moving updates prior to 2021 to the same page.&lt;br /&gt;
==Shield Shapes==&lt;br /&gt;
* &#039;&#039;&#039;12/07/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[Weapons &amp;amp; armour]] to make provide better clarity on what is or is not a kite or heater shield. We&#039;ve also removed the metric measurements, as they did not match the imperial measurements (and were slightly smaller).&lt;br /&gt;
&lt;br /&gt;
==Signs and Portents==&lt;br /&gt;
* &#039;&#039;&#039;08/07/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[Signs and Portents]] to make it clear that you also can&#039;t direct the ritual effect using an [[arcane projection]]. Creating &amp;quot;visionary divinations&amp;quot; is more an art than a science, but there&#039;s explicitly no way to access the big pool of Night visions in a way that controls or influences the vision you receive.&lt;br /&gt;
&lt;br /&gt;
==Military Archive of Zakalwe==&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;22/06/2026&amp;lt;/s&amp;gt; 24/06/2026&#039;&#039;&#039;&lt;br /&gt;
The assurance of this ritual, which is not in Imperial lore, has not been broken. The ritual continues to work as intended.&lt;br /&gt;
&lt;br /&gt;
==Magnitude Changes During Codification==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[college of magic]] page laying out that it is possible for an arcane projection to result in a ritual of different magnitude, especially when the final ritual has more general application than the specific arcane projection.&lt;br /&gt;
&lt;br /&gt;
==Multiple Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the rules on arcane projections to make it clear that you can&#039;t create multiple copies of the same arcane projection in the same season. &lt;br /&gt;
&lt;br /&gt;
==Somnolent Wanderer==&lt;br /&gt;
* &#039;&#039;&#039;21/05/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the ritual &#039;&#039;Somnolent Wanderer&#039;&#039; to make clear that it is only possible to cast the ritual on the Friday or Saturday of an event. The ritual has been adjusted on the database, and we can provide a new copy of the ritual text in return for the old one.&lt;br /&gt;
&lt;br /&gt;
==Heaven&#039;s Spear Sunders the Mountain==&lt;br /&gt;
* &#039;&#039;&#039;11/05/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the base magnitude of the ritual &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039; from 16 to 8, and the additional target magnitude from 12 to 6. The magnitude of this ritual was incorrect. It&#039;s been adjusted on the database, and we can provide a new copy of the ritual text in return for the old one.&lt;br /&gt;
&lt;br /&gt;
==Zemress Festival==&lt;br /&gt;
* &#039;&#039;&#039;22/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a page for the [[Zemress festival]], which is a [[The Brass Coast|Freeborn]] festival held on the Saturday of the Spring Equinox that has recently sprung up inspired by [[Zemress]], exemplar of [[Prosperity]].&lt;br /&gt;
&lt;br /&gt;
==Religious Crime==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some extensive changes to how [[religious crime]] is defined by the [[Synod]] and prosecuted by the magistrates. This included the creation of the new Synod [[judgement]] of [[proscription]], as well as changes to how [[castigation]], [[vindication]], and [[penance]] work. Further discussion can be found in the [[Figure of eight]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Rewarding==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the text for [[rewarding]] to add that the Tribune has the discretion to dispose of the funds if the priest raising the judgement dies.&lt;br /&gt;
&lt;br /&gt;
==Salt Council==&lt;br /&gt;
* &#039;&#039;&#039;02/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the information from the Grendel dossier on the Salt Lords to the [[Grendel#Salt_Council|Salt Council]] section of the Grendel page. This information was originally delivered by the eternal [[Basileia]] to the [[Imperial Magus]]. More information on the origins of the dossier can be found on the &#039;&#039;&#039;[[Fake_empire#Basileia&#039;s_Dossier|Fake empire]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Tribute==&lt;br /&gt;
* &#039;&#039;&#039;02/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed [[Tribute to the Thrice-Cursed Court]] to adjust the calculation whereby we determine how much [[vis#Heart&#039;s Blood|Heart&#039;s Blood]] the ritual produces. You can find further discussion of this on the [[Rules_update_2026#Tribute_to_the_Thrice-Cursed_Court|Rules Update]] page. As always, anyone who has this ritual mastered and no longer wants the updated version can email admin@profounddecisions.co.uk to remove it.&lt;br /&gt;
&lt;br /&gt;
==Ruining Forts==&lt;br /&gt;
* &#039;&#039;&#039;01/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[Limits of magic]] talking about using rituals to [[Limits_of_magic#Damaging_Fortifications|damage fortifications]]. While it may have been possible in the past to damage forts in a controlled fashion with ritual magic from a distance, that&#039;s no longer the case.&lt;br /&gt;
&lt;br /&gt;
==Rivers==&lt;br /&gt;
* &#039;&#039;&#039;01/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted [[Rivers of Life]] and [[Rivers Run Red]]. These [[curse|curses]] are now as effective on [[navy|navies]] and [[fortification#garrison|garrisons]] as they are on [[army|armies]].&lt;br /&gt;
&lt;br /&gt;
==Golden Voyage==&lt;br /&gt;
* &#039;&#039;&#039;01/04/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the magnitude and effect of [[Golden Voyage]] to bring it more into line with the way we approach personal resource enchantments, with particular reference to the [[Laws_of_magic#The_Law_of_Scale|Law of Scale]]. It now provides only five ranks for a fleet taking a [[Fleet#Questing|questing]] [[voyage]], but in the process, the magnitude has been significantly reduced from 18 to 10.&lt;br /&gt;
&lt;br /&gt;
==False Virtues==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several edits to the [[malign spiritual presences]] page to add some additional clarity, especially around the concept of so-called &amp;quot;[[Malign_spiritual_presences#False_Virtues|false virtues]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Multiple Great Works==&lt;br /&gt;
* &#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Great_work#Multiple_Great_Works|great work]] page that reflects the fact that multiple great works in a territory affecting a single resource become more expensive. It&#039;s now not possible to commission a great work that affects the same resource until an existing commission is completed, abrogated, or lapses, without a specific [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
==Litany of the Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve explicitly added [[Voice for the dead]] to the effects that the [[Litany of the Labyrinth]] will affect.&lt;br /&gt;
&lt;br /&gt;
==Garden of Teth-Anon==&lt;br /&gt;
* &#039;&#039;&#039;03/03/2026&#039;&#039;&#039;&lt;br /&gt;
We have added an [[Ritual_theory#Agreement|assurance]] to the [[Garden of Teth-Anon]]. This follows the assurances added last year, which can be found in the [[#Assurances|Assurances]] entry.&lt;br /&gt;
&lt;br /&gt;
==Assailing Forts==&lt;br /&gt;
* &#039;&#039;&#039;04/02/2026&#039;&#039;&#039;&lt;br /&gt;
In line with our new fortification changes we&#039;ve edited the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]], and explained how the &#039;&#039;Onrushing Storm&#039;&#039; order works under the new rules. We&#039;ve also made edits to the way the [[Army qualities#Siege|Storm the Walls]] and [[Army qualities#Engineer|Dig In]] orders work.&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
* &#039;&#039;&#039;03/02/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some significant changes to the way [[fortification|fortifications]] work in the military campaign. The fortification page has been extensively edited; fortifications are now split into a [[fortification#bastion|bastion]] that represents the physical fortification, and a [[fortification#Garrison|garrison]] that represents the soldiers who defend it. In the process, we&#039;ve removed the citadel commission. There is a [[Rules update 2026#Fortifications and Citadels|rules update]] that discusses the changes in more detail.&lt;br /&gt;
&lt;br /&gt;
At the same time, we&#039;ve made changes to several rituals that interact with fortifications. This includes:&lt;br /&gt;
* [[Hammers of the Brilliant Shore]] and [[Stalwart Stand on Solid Ground]] explicitly affects only the bastion of a fortification.&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] affect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial Lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
&lt;br /&gt;
Some of the rituals have also had their magnitude adjusted. We&#039;re currently still assessing existing fortifications, and outstanding opportunities and will update them as we go.&lt;br /&gt;
&lt;br /&gt;
==Dadford Road Exit Plan==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2025&#039;&#039;&#039;&lt;br /&gt;
There are new instructions for when you are [[Dadford_Road_Campsite#Departure|exiting Dadford Road campsite at the end of this final event]]. Please make sure you follow the instructions carefully to save time for you and everyone else!&lt;br /&gt;
&lt;br /&gt;
==Chimes of Annulment==&lt;br /&gt;
* &#039;&#039;&#039;08/09/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the duration of effect for [[Chimes of Annulment]] from one minute to ten minutes. The previous short duration left too little margin for error to make it an appealing option on battles. The new time is designed to be difficult - but more achievable. The recent conjunctions involving the Lock and the Key provide an IC justification for the change if one is needed.&lt;br /&gt;
&lt;br /&gt;
==Varushka Embroidery and Weaving==&lt;br /&gt;
* &#039;&#039;&#039;08/09/2025&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Varushka_culture_and_customs#Embroidery_and_Weaving|Varushka culture and customs]] page with an entry on embroidery and weaving, following the completion of the Great Hall of Fabric Arts in Delev.&lt;br /&gt;
&lt;br /&gt;
==Sodality Limitations==&lt;br /&gt;
* &#039;&#039;&#039;05/09/2025&#039;&#039;&#039;&lt;br /&gt;
We have changed the [[Imperial_sodality#Limitations|limitations on titles appointed by Imperial sodalities]]. If they elect a national position it must be revocable by the relevant national assembly. &lt;br /&gt;
&lt;br /&gt;
==Walls of Holberg==&lt;br /&gt;
* &#039;&#039;&#039;23/08/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve fixed an error in the database for the location of the Walls of Holberg. The city of Holberg is in the region of Holfried - which is where the walls are canonically - not neighbouring Holmauer (which was once walled, but the walls were long since destroyed by the Druj).&lt;br /&gt;
&lt;br /&gt;
==Detect Magic==&lt;br /&gt;
* &#039;&#039;&#039;07/08/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the Discern Arcane Mark effect of [[detect magic]] to instead be [[Detect_magic#Discern_Mark|Discern Mark]]. We have made clear that it also functions to identify when the casting magician shares a [[Mark of Fellowship]] with the target.&lt;br /&gt;
&lt;br /&gt;
==Rewarding==&lt;br /&gt;
* &#039;&#039;&#039;20/07/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some updates to the [[judgement]] of [[Rewarding]]. It explains how the virtue fund relates to wains of mithril, weirwood, and white granite and discusses more ways the judgement can be used.&lt;br /&gt;
&lt;br /&gt;
==Rule of Risk and Reward==&lt;br /&gt;
* &#039;&#039;&#039;16/07/2025&#039;&#039;&#039;&lt;br /&gt;
As referenced in the &#039;&#039;&#039;[[Beat of your drum#Lyceum|Beat of your drum]]&#039;&#039;&#039; wind of fortune, researchers at the Lyceum have discovered a way to add additional targets to this ritual.&lt;br /&gt;
&lt;br /&gt;
==Sum of the Parts==&lt;br /&gt;
* &#039;&#039;&#039;16/07/2025&#039;&#039;&#039;&lt;br /&gt;
As referenced in the &#039;&#039;&#039;[[Beat of your drum#Lyceum|Beat of your drum]]&#039;&#039;&#039; wind of fortune, it is not necessary when casting [[Sum of the Parts]] for the three additional participants to take damage. Supporting the target with words of encouragement or similar roleplaying is sufficient to power the ritual effect.&lt;br /&gt;
&lt;br /&gt;
==Sun Chamber==&lt;br /&gt;
* &#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a new sodality - the [[Sun Chamber]] to the game. This is a powerful [[Imperial sodality]] whose membership is restricted to citizens aged 14-18. The aim is to directly address the fact that Empire can be a very inaccessible game for players before they turn twenty. The new sodality exists to help members gain positions of power and influence in the Empire and encourage members to approach existing problems in new ways.&lt;br /&gt;
&lt;br /&gt;
==Secrets of the Empty Heart==&lt;br /&gt;
* &#039;&#039;&#039;25/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the ritual [[Secrets of the Empty Heart]] to make it explicit that you can use the special ability granted by the [[enchantment]] even if you are under the effect of [[Calls#WEAKNESS|weakness]], [[Combat#Dying|dying]], or [[Combat#Terminal|terminal]]. This is a special case where an active ability can be used when in a state where it would normally not be possible.&lt;br /&gt;
&lt;br /&gt;
==Navarr Wayhouse==&lt;br /&gt;
* &#039;&#039;&#039;21/06/2025&#039;&#039;&#039;&lt;br /&gt;
We have created a new page that contains all the rules for a [[Navarr wayhouse]] [[commission]]. Most of the details are based on the information we provided in the original wind of fortune, but where we have made some changes, these new rules will not affect any motions passed at the Spring Equinox or earlier. The [[387YE_Spring_Equinox_Senate_sessions#Construct_Wayhouse_in_Ossium|wayhouse in Ossium]] is fine to be built with [[mithril]] and produce [[Game_items#Mana_Crystals|mana crystals]]. Any new wayhouses will all have to follow the new rules and can only be built using a Senate motion or an Imperial title with the power to commission a wayhouse.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve stubbed the new page for the next few days, while we finalise any changes for new wayhouses. We&#039;ll remove the stub once that process is complete.&lt;br /&gt;
&lt;br /&gt;
==Historical Researchers==&lt;br /&gt;
* &#039;&#039;&#039;09/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an [[Historical_research#Ser_Eddard_d&#039;Argenteux|additional researcher]] to the list of senior historical researchers. This is to cover historical research into topics for which research into songs, stories, legends, and myth might be the most appropriate avenue of inquiry. &lt;br /&gt;
&lt;br /&gt;
==Colleges and Runeforges==&lt;br /&gt;
* &#039;&#039;&#039;4/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the upkeep for a [[college of magic]] and for a [[runeforge]], and introduced a new rule on the maximum number of such facilities that the Empire can support. The old rules for upkeep were somewhat incomprehensible, the new rules are much easier to understand and make it much easier for us to run plot around these important commissions. There is more detail on the update on the [[Rules_update_2025#Colleges_and_Runeforges|rules update wiki page]] explaining the changes, the impacts and the reasoning for them.&lt;br /&gt;
&lt;br /&gt;
==Senate==&lt;br /&gt;
* &#039;&#039;&#039;2/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated several pages on the running of Senate. We&#039;ve extended the description of [[Senate_session#Expert_Witness|expert witnesses]] to match how it is working in practice and included a copy of the Civil Service&#039;s guidance for expert witnesses. As part of this, there is a new rule that senators [[Senator#Limitations|can&#039;t act as expert witnesses]] themselves.&lt;br /&gt;
&lt;br /&gt;
We also updated the page on [[Senate_session#Sunday_session |Senate sessions]], introducing stricter plans on Sunday to help the session finish promptly.&lt;br /&gt;
&lt;br /&gt;
==Ritual Theory==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[ritual theory]] page. It was already huge, so we&#039;ve split some of the content up into logical chunks on new pages, creating a page for the [[limits of magic]] as well as one on the [[laws of magic]]. We&#039;ve significantly overhauled the content on [[eternals and rituals]] and created a new page for that also - there is a lot of additional information there now for players whose characters are involved with ritual magic.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a page on [[war magic]] which discusses the possibilities and potential of using the realms to enchant armies, military units and fleets. This page reflects the changes we&#039;ve made earlier this year, but brings a lot of the key information together, so that it is one place. &lt;br /&gt;
&lt;br /&gt;
==Herbal==&lt;br /&gt;
* &#039;&#039;&#039;16/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the details for a [[Potion#Herbal|herbal]]; something similar to a [[Magic_items#Schema|schema]], but for one or more potions. The entry shows how they are made, how they can be added to Imperial lore, and how they can be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Towerjacks==&lt;br /&gt;
* &#039;&#039;&#039;14/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the &#039;&#039;dig in&#039;&#039; order of the [[Army qualities#Engineer|engineer]] quality to exclude the mustering of [[Army|armies]] and [[navy|navies]] from their ability to speed up a [[commission]].&lt;br /&gt;
&lt;br /&gt;
==New Characters and Conquered Territories==&lt;br /&gt;
* &#039;&#039;&#039;14/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the system so that it is no longer possible for players to create new characters in territories that have been completely conquered - that is, territories which are receiving the [[Resource#Conquered_Territories|conquered territory]] penalty. This is partly done to ensure new players unfamiliar with the state of the campaign do not make the mistake of starting in a territory where they will face significant additional challenges. &lt;br /&gt;
&lt;br /&gt;
==Citadels==&lt;br /&gt;
* &#039;&#039;&#039;13/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a page for citadels, the new commission type from the &#039;&#039;&#039;[[The_war_of_thorns_and_flowers#All_Along_the_Watchtower|The war of thorns and flowers]]&#039;&#039;&#039; wind of fortune. (Citadels have since been replaced with new rules for fortifications).&lt;br /&gt;
&lt;br /&gt;
==Vines and Symbols==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Vine#Costume|costume]] section of the Vine page to make clear that it is not appropriate to use a square red diamond on its own as part of costume, to avoid accidentally breaching the Geneva Convention by using a symbol of the [https://en.wikipedia.org/wiki/International_Red_Cross_and_Red_Crescent_Movement International Red Cross and Red Crescent Movement]. &lt;br /&gt;
&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a change to the [[Arcane_projection#Preparing_an_Arcane_Projection|deadline for submission]] of [[arcane projection|arcane projections]]. Rather than the late booking deadline, the deadline for the Spring Equinox will be the early booking deadline, and after that the deadline will permanently shift to the close of downtime. You can read more about it in the [[387YE_Spring_Equinox_interlude#Arcane_Projections|Spring Equinox interlude]].&lt;br /&gt;
&lt;br /&gt;
==Colleges and Runeforges==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the email address for players who run a [[college of magic]] or [[runeforge]] to send their submissions to. Rather than rules, they should now be sent to {{plot}}. The deadline for submissions (the end of downtime) remains unchanged.&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
* &#039;&#039;&#039;11/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a [[glossary]] page to the wiki with some more information on common terms used in Empire and LRP as a whole. We expect this to be updated on a semi-regular basis as more terms come to light. Any queries or suggestions can be sent to [mailto:wiki@profounddecisions.co.uk wiki@profounddecisions.co.uk].&lt;br /&gt;
&lt;br /&gt;
==Dreamcatchers==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Dreamcatcher Dreamcatchers] will be inappropriate for use in [[costume]] at Empire from event three this year onwards. We want to avoid using items that are culturally sacred in real life because it is more difficult to ignore their real world significance and we don&#039;t want to disrespect people&#039;s beliefs. We&#039;ve managed to speak to some of the players affected already, and everyone has responded very positively, but we realise we haven&#039;t been able to speak to everyone about this change - hence the reason for two events&#039; grace to allow players to make any changes needed to their costume.&lt;br /&gt;
&lt;br /&gt;
==League Look and Feel==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have rewritten [[the League look and feel]] to move beyond from the more restrictive costume options presented by the original brief. We do want the League to have a really clear visual look that defines the nation, but we want to ensure that it includes garments that everyone can feel confident wearing.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have update the combat rules for Empire to say that head hits will not be allowed at any events in 2025. We are trialling the new rules, so please see the [[Rules_update_2025#Combat|rules update page]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
* &#039;&#039;&#039;28/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a fourth option to the [[declaration]] of [[alignment]], that of [[alignment#Acceptance|Acceptance]], as a result of opportunities created by plot over the last year or so. This allows the Conclave to accept or refuse an offer from an eternal, in a manner that the Archmage of the appropriate realm can also use.&lt;br /&gt;
&lt;br /&gt;
==Army Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;25/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several changes to rituals that [[enchantment|enchant]] an [[Army|Imperial army]]. Almost every army enchantment ritual has changed in some fashion. It is no longer possible to change the [[Army qualities|quality]] of an army with magic, and the resonant effects for each realm have been much more clearly defined. You can find out more about these changes in the accompanying [[rules update]].&lt;br /&gt;
* [[Swords in the Noonday Sun]] ([[Urizen lore]]; Summer 80): now fills soldiers with supernatural prowess, increasing the strength of an army by the equivalent of 1000 extra warriors. It&#039;s also gained an option for additional targets. The roleplaying associated with it has also changed, meaning it is no longer considered a ritual that uses savagery to create its effect.&lt;br /&gt;
* [[Find the Best Path]] (Autumn 80): Now grants a campaign army the ability to move through an additional territory, rather than granting the [[Army qualities#Fast|fast]] quality. The magnitude has been lowered to 80, and an option to include additional targets has been added.&lt;br /&gt;
* [[Quickening Cold Meat]] (Winter 120): We&#039;ve reduced the magnitude of the ritual and been significantly clearer about the unpredictable dangers associated with the ritual.&lt;br /&gt;
* [[Machines of Destruction]] (Autumn 135): No longer offered by [[Estavus]] and removed from the [[Mystic scrolls of Estavus]] page.&lt;br /&gt;
* [[Loosen the Shackles]] ([[Urizen lore]]) Winter 120): now gives an enchanted army the equivalent of 4,000 extra soldiers but only for purposes of inflicting casualties on an enemy. The magnitude has increased to 120. It still draws on the forbidden power of [[Agramant]].&lt;br /&gt;
* [[Why Sulemaine Walked Away From The Baker]] (Winter 80): The effects of the ritual have been increased. In addition to making the army more resistant to effects related to poison and venom, it also reduces damage suffered from other means.&lt;br /&gt;
* [[Bound by Common Cause]] (Autumn 80): has had its effect completely redesigned and now reduces the upkeep of an army while providing potential narrative bonuses.&lt;br /&gt;
* [[Fire on the Water]] and [[Eyes of the Hills]] cannot currently be cast; we are still deciding how to deal with them.&lt;br /&gt;
&lt;br /&gt;
The change has also affected some non-enchantment rituals.&lt;br /&gt;
* [[Eyes of the Sun and Moon]] (Day 14): now provides information about enchantments on armies and fortifications in the territory scried.&lt;br /&gt;
* [[Eye of the High Places]] (Day 14): now provides information about large-scale effects on a territory. &lt;br /&gt;
* [[Dreams in the Witch House]] (Night 14): has been reworked to make it better reflect the way the ritual had evolved in play and to widen the kind of information it provides. The magnitude has increased to 14, bringing it into line with similar divinations.&lt;br /&gt;
&lt;br /&gt;
==Fleet Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;24/03/2025&#039;&#039;&#039;&lt;br /&gt;
In conjunction with our [[#Military Unit Enchantments|changes to military units]], we&#039;ve also updated the way a [[fleet]] acts in [[downtime]]. As with military units, we&#039;ve streamlined the actions that can be taken by a fleet captain, and how they interact with [[enchantment]] rituals. We&#039;ve introduced several new actions that any fleet captain can take, and defined others more closely. These changes will take effect in the downtime following the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
The main change to rituals has been to better define which action each ritual supports. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update. The magnitudes of rituals have not changed, nor has the amount of benefit they provide; we&#039;ve just defined what action that benefit applies to more clearly.&lt;br /&gt;
&lt;br /&gt;
Rituals affected include [[Blood and Salt]] (supports raiding), [[Winds of Fortune]] (supports trading), [[The Lure of Distant Shores]] (supports trading), [[Sular&#039;s Promise]] (supports trading), [[Golden Voyage]] (supports questing), [[Muffled Oar]] (supports scouting), and [[Piranhas Devour the Kraken]] (supports campaigning). The ritual &#039;&#039;Shroud of Rolling Fog&#039;&#039;, which is not in Imperial lore, has likewise been adjusted to support a single category of fleet action. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a new ritual to Imperial Lore: [[Wolves of the Hungry Sea]] (Winter 12) that is used to support guarding actions.&lt;br /&gt;
&lt;br /&gt;
As always, if your character has mastered a ritual that has changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll free up the mastered ritual slot for you.&lt;br /&gt;
&lt;br /&gt;
==Imperial Sodalities==&lt;br /&gt;
* &#039;&#039;&#039;18/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several significant changes to the procedures and benefits of creating an [[Imperial sodality]]. Key among them is the idea that a truly Imperial sodality is capable of wielding legal powers and appointing titles; that anyone can become a voting member of an Imperial sodality simply by receiving a ritual mark; that one can only be a voting member of a single Imperial sodality; and that their creation and upkeep are now much more clearly defined. This has also involved an addition to the powers of [[The Throne#The Great Councils|the Throne]], [[Powers of the Imperial Senate#Imperial Sodalities|Powers of the Imperial Senate]], and [[New_Imperial_titles#Well_Worn_Paths|New Imperial titles]]. There&#039;s also a new ritual in Imperial Lore - [[Mark of Fellowship]] - that supports membership of an Imperial Sodality. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also written a [[Rules update 2025#Imperial Sodalities|Rules Update]] discussing the changes.&lt;br /&gt;
&lt;br /&gt;
==Runa&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a page for [[Runa&#039;s Gift]] to the wiki and the recipe list is now available for [[Surgical_skills#Apothecary|apothecaries]] to learn. These potions come as a result of the [[Yerende]] joining the [[Imperial Orcs]] and use [[realmsroot]]. Anyone who has the necessary ingredients in their inventory and has learned the recipe list can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] before the &#039;&#039;&#039;1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; of April&#039;&#039;&#039; to mix potions from this recipe list before the event.&lt;br /&gt;
&lt;br /&gt;
==Military Unit Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2025 &#039;&#039;&#039;&lt;br /&gt;
We&#039;ve overhauled the way [[military unit|military units]] act in [[downtime]]. The focus has been on streamlining the actions that can be taken by a player with that resource, and how they interact with [[enchantment]] rituals. We&#039;ve introduced several new actions that any military unit can take (such as mercenary work or seeking glory) as well as a small number of adventures available to specific nations or archetypes. These changes will take effect in the downtime following the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
The main change to rituals has been to better define which action each ritual supports, and to remove rituals that supported multiple actions. Some magnitudes have shifted up or down as well. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update.&lt;br /&gt;
&lt;br /&gt;
Rituals affected include [[Merciless Wrath of the Reaver]] (supports raiding), [[Raise the Standard of War]] (supports campaigning), [[Clarion Call of Ivory and Dust]] (supports campaigning and has also gained an [[#Assurances|assurance]]), [[Shroud of Mist and Shadow]] (supports raiding, magnitude lowered), [[Clad in Golden Raiment]] (supports campaigning and the magnitude has increased to 6), [[Sharp Eyes of the Corsair]] (supports scouting), [[Lions of Phoenix Reach]] (supports campaigning), [[Carve the Crystal Guardian]] (supports campaigning), and [[Conclave of Trees and Shadow]] (supports scouting).&lt;br /&gt;
&lt;br /&gt;
As well as rituals in Imperial Lore, there have also been changes to these [[Urizen lore]] rituals: [[Aspect of the Mountain]], [[Peregrine and Ichimos]], and [[Raise the Dragonsworn Cohort]] (all now explicitly support the guarding action), [[Unleash the Beasts Within]] (the magnitude has increased to 16, and the enchantment now supports the campaigning action). &lt;br /&gt;
&lt;br /&gt;
These changes have also affected a few rituals that are not in either Imperial lore or Urizen lore. Specifically, [[Accoutrements of War]] (supports campaigning, no longer provides green iron), and &#039;&#039;Weaver at the Web&#039;&#039; (supports scouting actions).&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also introduced a new ritual, [[Feast of Heroes]], a [[Summer magic]] enchantment that supports military units taking a [[Military unit#Questing|questing]] action.&lt;br /&gt;
&lt;br /&gt;
As always, if your character has mastered a ritual that has changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll free up the mastered ritual slot for you.&lt;br /&gt;
&lt;br /&gt;
==Assurances &amp;lt;!--I--&amp;gt;==&lt;br /&gt;
* &#039;&#039;&#039;13/03/2025&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Updated 26/03/2025&#039;&#039;&#039;&lt;br /&gt;
We have added [[Ritual_theory#Agreement|assurances]] and [[eternal|eternals]] to the pages of a number of rituals. This is a result of the [[Unfettered Mind]] having been instructed to [[385YE_Summer_Solstice_Conclave_sessions#Concord_:_Study_Rituals|investigate]] the ritual [[Dripping Echoes of the Fen]] by the Imperial Conclave, and the continuation of the order&#039;s efforts. Any member of the order can roleplay that they were part of this research; appropriate stories might involve tracking across the Empire, careful discussion with scholars, or &amp;lt;!--staring at dusty scrolls for hours--&amp;gt;negotiations with isolated covens for snippets of information.&lt;br /&gt;
{{div col|colwidth=30em}}&lt;br /&gt;
*[[Balanced Scales of Lann]]&lt;br /&gt;
*[[Carve the Crystal Guardian]]&lt;br /&gt;
*[[Challenge the Iron Duke]]&lt;br /&gt;
*[[Clarion Call of Ivory and Dust]]&lt;br /&gt;
*[[Conclave of Trees and Shadow‎‎]]&lt;br /&gt;
*[[Crystalline Focus of Aesh]]&lt;br /&gt;
*[[Dripping Echoes of the Fen]]&lt;br /&gt;
*[[Ephisis&#039; Scale]]&lt;br /&gt;
*[[Fire in the Blood]]&lt;br /&gt;
*[[Forge the Wooden Fastness]]&lt;br /&gt;
*[[Frozen Citadel of Cathan Canae]]&lt;br /&gt;
*[[Gift of Knowledge]]&lt;br /&gt;
*[[Kimus&#039; Glaring Eye]]&lt;br /&gt;
*[[Lions of Phoenix Reach]]&lt;br /&gt;
*[[Prowess of the Golden Magician]]&lt;br /&gt;
*[[Pallid Flesh of the Dead King]]&lt;br /&gt;
*[[Quickening Cold Meat]]&lt;br /&gt;
*[[Sift the Dreamscape&#039;s Sands]]&lt;br /&gt;
*[[Sorin&#039;s Chastising Touch]]&lt;br /&gt;
*[[Sorin&#039;s Rite of Agony]]&lt;br /&gt;
*[[Swim Leviathan&#039;s Depth]]&lt;br /&gt;
*[[The Basalt Citadel]]&lt;br /&gt;
*[[Tribute to the Thrice-Cursed Court]]&lt;br /&gt;
*[[Whispering Shadow Courtiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Realms and their Inhabitants==&lt;br /&gt;
* &#039;&#039;&#039;25/01/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve done an overhaul of the [[realm]] and [[eternal]] pages adding examples and further details about each of the realms and the powers and restrictions of eternals. We have also added the [[Inhabitants of the realms]] page which goes into detail about the various creatures that live in each of the realms.&lt;br /&gt;
&lt;br /&gt;
==Links on the Tactical Map==&lt;br /&gt;
* &#039;&#039;&#039;29/12/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added links to each territory - and some important areas like the Semmerlak or the Bay of Catazar - to the [[Map - Coloured Territories|coloured territories]] map page. It is now possible to click on an area of the map to be taken to the specific territory&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Names of the Chain==&lt;br /&gt;
* &#039;&#039;&#039;05/12/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve swapped the names of star #1 and star #5 on [[the Chain]]. The writer had confused his left and right and got the anchor at the wrong end of the constellation.&lt;br /&gt;
&lt;br /&gt;
==Arcane Gambit and Ilium==&lt;br /&gt;
* &#039;&#039;&#039;15/10/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[Thief&#039;s Arcane Gambit]] and the [[Ilium#Removing_a_Permanent_Effect|ilium]] page to detail how an [[enchantment]] that has been made permanent with [[ilium]] can be moved by that Night ritual. The magnitude required is based on the total amount of ilium that could/should have been used to make the enchantment permanent without any [[opportunity]] being taken into account.&lt;br /&gt;
&lt;br /&gt;
==Throne Judgement==&lt;br /&gt;
* &#039;&#039;&#039;15/10/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[the Throne]], providing them explicitly with the ability to raise a [[judgement]] [[The Throne#Member of the Assembly of Nine|in the Assembly of Nine only]] in the event they do not control a [[congregation]].&lt;br /&gt;
&lt;br /&gt;
==Assignment==&lt;br /&gt;
* &#039;&#039;&#039;10/09/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the power of [[Powers_of_the_Imperial_Senate#Assignment|assignment]] to set down that a motion to assign a territory is always raised as an administrative motion by the Speaker for the Senate. &lt;br /&gt;
&lt;br /&gt;
==Veto==&lt;br /&gt;
* &#039;&#039;&#039;31/08//2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[veto]] to remove the ambiguity about when a veto held over from the previous event ends. We have put a fixed end point, 10pm on Saturday night. The [[Rules_update_2024#Veto|rules update]] page contains the OOC reasoning and the IC justification for this edit.&lt;br /&gt;
&lt;br /&gt;
==Proxies and Resigning==&lt;br /&gt;
* &#039;&#039;&#039;22/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have added an entry to the [[Proxy#Restrictions|restrictions]] of what a proxy can do. It is not possible for a proxy to resign on behalf of the title holder as that is not a power of a specific Imperial title. &lt;br /&gt;
&lt;br /&gt;
==Maps of Otkodov==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have added a note that was missing to the [[Otkodov]] page making clear that the Empire only has a strategic map of [[Verthandi]]. When the first spy network was created the entirety of Otkodov was mapped in error. To gain access to strategic maps of the other territories of the Thule additional [[spy network|spy networks]] would need to be constructed and [[Military_unit#Scout_an_Area|supported]] in the normal fashion.&lt;br /&gt;
&lt;br /&gt;
==Senate Voting==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Senate motion]] page to remove an option for secret voting. We&#039;ve removed it because it hadn&#039;t been used in years if ever, because supporting it logistically would have been a massive hassle, but mostly because it runs contrary to the major design elements of Empire around the operation of politics within the game.&lt;br /&gt;
&lt;br /&gt;
==Audio recordings==&lt;br /&gt;
* &#039;&#039;&#039;09/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[photography]] rules to remove the option to make audio recordings at events. On further consideration we were convinced that audio recording was much closer to filming and should follow the same rules and guidelines. As a general rule of thumb we want to minimise intrusion: we permit people to take photographs, but that is the limit.&lt;br /&gt;
&lt;br /&gt;
==Black Plateau Template==&lt;br /&gt;
* &#039;&#039;&#039;24/07/2024&#039;&#039;&#039;&lt;br /&gt;
We have changed the formatting for the Black Plateau template that we use to increase readability and in an attempt to avoid eyestrain. It has changed from black text on a grey background to white text on a black background.&lt;br /&gt;
&lt;br /&gt;
==Fleet Great Work Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Great work]] page making clear that a great work that supports [[fleet|fleets]] can only be built in a region with the coastal [[Region qualities|quality]].&lt;br /&gt;
&lt;br /&gt;
==Whispers through the Black Gate==&lt;br /&gt;
* &#039;&#039;&#039;25/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[Whispers_through_the_Black_Gate#OOC_Elements|OOC elements]] of [[Whispers through the Black Gate]] to add a little clarity to what happens if you want to summon the spirit of a dead NPC.&lt;br /&gt;
&lt;br /&gt;
==Sung and their Counsel==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a couple of tiny changes to the [[Sung]] page, to provide more context for the kind of mysteries that the eternal encourages you to probe and look into and those mysteries she prefers to stay hidden. We&#039;ve coupled this with a set of updates to the main ritual that draws on Sung&#039;s power [[Clear Counsel of the Everflowing River]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve decided to change the way we respond to queries to Sung to try and provide more useful information going forwards. We want to keep some of the enigmatic quality of the responses, which some of those players casting the ritual currently enjoy - but we want to make it easier to get more useful insight, guidance and wisdom from the ritual.&lt;br /&gt;
&lt;br /&gt;
To help us do that we&#039;ve changed the way we&#039;ll be responding to the ritual going forwards. We created a set of guidelines for the style of responses that we&#039;ll give to the different kinds of questions we&#039;ve been getting up to now. Hopefully this means that where we can provide some useful information or clues to players about a plot we&#039;ll be able to continue to do that, but where Sung can&#039;t or won&#039;t give an answer we&#039;ll be able to respond in a way that makes clear why that is the case.&lt;br /&gt;
&lt;br /&gt;
The goal with these changes is to make the ritual more useful to players but also make it easier for us to produce the responses. We want to emphasize the roleplaying interaction with Sung - but allow the eternal more freedom to give out more useful information when it exists.&lt;br /&gt;
==Martial Titles==&lt;br /&gt;
* &#039;&#039;&#039;10/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have added [[Captain of the Throne Guard]] to the list of martial titles because of their duties to defend the Throne. There is no requirement to pick a skilled fighter for the role - it has many other duties besides fighting - but it is acceptable for the Throne to include such considerations when picking who they want for the Throne Guard.&lt;br /&gt;
&lt;br /&gt;
==Savagery and Fire on the Water==&lt;br /&gt;
* &#039;&#039;&#039;05/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the declaration of [[interdiction]] from [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_%3A_Savagery_of_Armies|Autumn Equinox 385YE]] to include the ritual [[Fire on the Water]] and added a note to the page for the ritual. This was missed at the time as being a ritual that was covered by the interdiction.&lt;br /&gt;
&lt;br /&gt;
==Endorsement==&lt;br /&gt;
* &#039;&#039;&#039;05/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[endorsement]] to make clear that you cannot use it to permit a sorcerer to carry out an act of magic that is illegal for them to do. Endorsement cannot be used to undermine Conclave itself, so it Conclave has declared someone a sorcerer, it&#039;s not possible to supersede that with endorsement.&lt;br /&gt;
&lt;br /&gt;
==Guiding an Order==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have formalised how [[Concord#Guiding_an_Order|guiding an order]] using a Declaration of [[Concord]] works. It now requires 20 mana crystals directly from the [[Conclave_vault#The_Font|Font]] and can only be used as a result of an opportunity, unless specified otherwise. It continues to require the use of one of the order&#039;s two declarations.&lt;br /&gt;
&lt;br /&gt;
==Territory Curses==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several changes to ritual curses that work on the [[territory]] level. All such curses now explicitly have the chance to have unexpected effects depending on where and when they are cast. We&#039;ve added a section to the [[curse]] page detailing this. There have also been other changes made to several specific curses.&lt;br /&gt;
* [[Icy Maw Devours the Spark of Essence]] has increased in magnitude to 30 (previously 15), and now inflicts a fixed penalty on mana sites. We also removed the lethargy and depression [[roleplaying effect]] element.&lt;br /&gt;
* [[Naeve&#039;s Twisting Blight]] has increased in magnitude to 30 (previously 15), and now inflicts a set 72 ring penalty on a farm rather than the previous 50% penalty.&lt;br /&gt;
* [[Foam and Spittle of the Furious Sea]] places a 2 rank penalty on fleets, and no longer harms navies moving through the target territory.&lt;br /&gt;
* [[Thunderous Deluge]] reduces resource production by two ranks rather than a percentage.&lt;br /&gt;
* [[Rivers of Life]] and [[Rivers Run Red]] have remained the same but we&#039;ve added boxes discussing some of the unique peculiarities of the rituals.&lt;br /&gt;
* [[Winter&#039;s Ghosts]] affects all resources save [[congregation|congregations]], but inflicts a fixed amount of damage to production rather than a percentage.&lt;br /&gt;
* [[Mountain Remembers Its Youth]] does not harm armies that move through the territory. Its effects apply to mines and forests as well as farms, and inflict a fixed amount of damage to production rather than a percentage.&lt;br /&gt;
* [[Thunderous Tread of the Trees]] requires a region with the forest quality (it no longer works on marshes). It no longer affects armies passing through the territory, and reduces production of all personal resources in the territory except fleets.&lt;br /&gt;
* [[The Flower is Withered on the Stalk]] remains unchanged but we added a boxout laying out more clearly the limitations of the curse.&lt;br /&gt;
&lt;br /&gt;
==Pronunciation Guide==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have deleted the pronunciation guide page from the wiki. Anyone who has a query on how we pronounce something is welcome to email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to ask.&lt;br /&gt;
&lt;br /&gt;
==Fire Safety==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Site_safety#Pyrotechnics|site safety]] page with updated rules for the limited use of small pyrotechnics at events.&lt;br /&gt;
&lt;br /&gt;
==Dedication==&lt;br /&gt;
* &#039;&#039;&#039;28/05/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a minor edit to the [[Dedication#Dreams|dreams]] section of the [[dedication]] skill to replace &amp;quot;priest of the Way&amp;quot; with &amp;quot;a priest who is not dedicated to a specific virtue&amp;quot;. The former wording was a holdover from the period where dedication was linked to the assembly a priest was part of. The new wording makes in explicit that the ability to pick any Virtue for oracular dreams is for priests that are not dedicated.&lt;br /&gt;
&lt;br /&gt;
==Senatorial Elections==&lt;br /&gt;
* &#039;&#039;&#039;23/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[Dawn leadership]] to add confirmation that nobles must be physically present in the Glory Square unless there are any accessibility issues that make that difficult. In that case our team will make whatever accommodations are needed to support a player.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated [[Wintermark_political_leadership|Wintermark leadership]] to change the duration of the election from one hour to half an hour. This is based on feedback that candidates were unduly having to wait around much longer than the election practically needed.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the [[Varushka leadership]] to better describe how it works in practice and to make clear that the right of witness does apply to the part of the meeting dedicated to picking the senator.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the [[League leadership]] to remove the requirement not to exchange bonds before the start of the election. This was unenforceable in practice and needlessly restrictive. Empire is meant to be a deeply political game and we&#039;d like players to have the first half of the summit to engage in as much roleplaying as they want over the exchange of voting bonds.&lt;br /&gt;
&lt;br /&gt;
==Warding Rituals==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2024&#039;&#039;&#039;&lt;br /&gt;
We have added an OOC note to the rituals that ward an area to make clear that you must inform a ref about it before you pass through the [[Sentinel Gate]] and get the props you are planning on using checked. The affected rituals are :&lt;br /&gt;
* [[Hold Back Frozen Hunger]]&lt;br /&gt;
* [[Retreat to the White Caves]]&lt;br /&gt;
* [[There Is No Welcome Here]]&lt;br /&gt;
* [[Wardens of the Black Waste]]&lt;br /&gt;
&lt;br /&gt;
==Imperial Orcs==&lt;br /&gt;
* &#039;&#039;&#039;11/04/2024&#039;&#039;&#039; &lt;br /&gt;
We&#039;ve made extensive updates to the [[Imperial Orcs]] pages, primarily related to the introduction of [[sept|septs]]. This also touches on a number of other elements including the introduction of a new group archetype (the coterie) and changes to the way ancestors work. Many pages now have additional information on them, but the biggest changes are:&lt;br /&gt;
* Addition of the six septs: [[Ethengraw]], [[Illarawm]], [[Sannite]], [[Sunstorm]], [[Tamazi]], and [[Yerende]]&lt;br /&gt;
* Revision of the [[Imperial Orcs religious beliefs]] page&lt;br /&gt;
* Addition of [[Imperial Orcs culture and customs#Septs|septs]] to the [[Imperial Orcs culture and customs]] page.&lt;br /&gt;
* Addition of [[Imperial Orcs magical traditions#Spiritweaving|Spiritweaving]] to the [[Imperial Orcs magical traditions]] page.&lt;br /&gt;
* We&#039;ve removed the Imperial Orcs lineage and species page as the information on that page was now redundant.&lt;br /&gt;
New characters can select their sept during character creation. Existing characters can change their sept by emailing [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk]. You can also change sept during play by engaging in the [[Imperial Orcs religious beliefs#The Living Bridge|appropriate ceremony]] then going to GOD.&lt;br /&gt;
==League Orcs==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[the League]] brief to incorporate new material relevant to playing an [[orc]] in [[the League]], reflecting current developments. It is now possible for players creating a new character in the League to choose whether they are playing an orc or a human.&lt;br /&gt;
&lt;br /&gt;
As part of the change we&#039;ve made a number of updates to several League pages:&lt;br /&gt;
* [[The League|Introduction]]&lt;br /&gt;
* [[The League people|The people]]&lt;br /&gt;
* [[The League culture and customs|Culture and customs]]&lt;br /&gt;
* [[The League look and feel|Look and feel]]&lt;br /&gt;
* [[The League history|History]]&lt;br /&gt;
* [[The League religious beliefs|Religious beliefs]]&lt;br /&gt;
* [[The League magical traditions|Magical traditions]]&lt;br /&gt;
&lt;br /&gt;
==Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;04/03/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a new wiki page for [[Cold Sun]], the cruelly impassive eternal of the Day realm whose forces are currently threatening a number of locations in the Empire. While this is mostly a campaign update, we&#039;ve included it here because we have taken the winter to tinker with some of the stats of the heralds involved to try and make them more interesting and engaging to fight against, so there are some rules changes. Also, in the past there has been some confusion over the abilities of the heralds of Cold Sun. They are very much not [[Calls#Monstrous_Creatures|monstrous creatures]] so they take the effects of all calls that hit them legitimately, including the effects of [[weakness]]. There is no indication that looting heralds of Cold Sun will result in any kind of curse, nor are they able to reflect back calls. There was some confusion early on due to the way that the brief was delivered before the first block of skirmishes at E3 2023. We have taken all steps possible to try to ensure that this doesn&#039;t happen again. Part of the reason for us presenting this information here as clearly as possible is to ensure that those going on skirmishes can have some idea of what they might be up against.&lt;br /&gt;
&lt;br /&gt;
==Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;21/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to the language around sanctioned events. Previously, &amp;quot;sanctioned event&amp;quot; included both any event taking place in the continuity of the Empire campaign world, and specifically events containing plot elements. We&#039;ve explicitly renamed the kind of event with plot, NPCs, and combat as a &amp;quot;plot event&amp;quot;, leaving &amp;quot;sanctioned event&amp;quot; to refer to all events not run by Profound Decisions that are considered part in the Empire campaign.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a section of additional guidance on [[Sanctioned_event_advice#Communication_Magic|Communication Magic]] at sanctioned events. While it can&#039;t be used to speak to off-stage NPCs in the wider world, it is possible for the creators of a plot event to use certain types of communication magic within the context of their plot.&lt;br /&gt;
==Tisanes of the Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;17/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed [[Usher&#039;s Decoction]] and [[Tisanes of the Labyrinth#Waywalker&#039;s Suffusion|Waywalker&#039;s Suffusion]] to be [[Potion#Tonics|tonics]]. This means their effects cannot be stacked with each other.&lt;br /&gt;
&lt;br /&gt;
==Aspect magic==&lt;br /&gt;
* &#039;&#039;&#039;16/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the name of the magical tradition formerly known as &#039;&#039;totem magic&#039;&#039; to [[aspect magic]] as it more accurately reflects the function of that tradition. We have also taken the opportunity to change the term for calling on aspects of mundane animals in magic to [[Aspect_magic#Beast_Magic|beast magic]] rather than &#039;&#039;spirit animals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Liao Ceremony Cooperation==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the [[Religious skills#Cooperation|cooperation]] section on the [[religious skills]] page to make it clear that it is [[dedication]] and not membership of a [[Assembly#The_Virtue_Assemblies|virtue assembly]] that determines who a character can perform a &#039;&#039;virtue ceremony&#039;&#039; in cooperation with. Now that it is possible for a character to be dedicated to one virtue, but a member of a different Virtue assembly through the use of the preaching [[Congregation#Downtime options|downtime option]], the original wording was open to misinterpretation.&lt;br /&gt;
&lt;br /&gt;
==Synod Votes and Lay Members==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the reference to &amp;quot;appropriate virtue assembly&amp;quot; from the [[Sinecure#Synod_Votes|Sinecure]] page, with regard to people who are not members of the [[Synod]] gaining votes. Since the introduction of [[Congregation#Downtime_Options|preaching]] as the method for determining Virtue assembly membership, there is no way for someone without a [[congregation]] to be part of a Virtue assembly, and someone with a congregation is already a member of the Synod. &lt;br /&gt;
&lt;br /&gt;
==Veto==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
On the [[Senate]] page, we&#039;ve changed the word &amp;quot;exercised&amp;quot; for &amp;quot;submitted&amp;quot; and added a line making it clear the usual [[Veto#Timing|timing]] rules apply in the event the veto is being submitted following the Senate session on Sunday.&lt;br /&gt;
&lt;br /&gt;
==Medium Armour==&lt;br /&gt;
* &#039;&#039;&#039;17/01/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to the names of certain [[:Category:Medium Armour|medium armour]] to avoid confusion since the [[Rules_update_2022#Armour|change]] to what counts as different types of armour. This has had no effect on the mechanical effect of the magic items.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mithril Shirt&#039;&#039; is now [[Bloodamber Hauberk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tombsteel Guardian&#039;&#039; is now [[Tombshroud Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Wardensweave Scale&#039;&#039; is now [[Wardensweave]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Runemail&#039;&#039; is now [[Runebound Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Splint Mail&#039;&#039; is now [[Cerulean Protector]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mediator&#039;s Mail&#039;&#039; is now [[Scrivener&#039;s Guard]]&lt;br /&gt;
&lt;br /&gt;
In addition we have also changed &#039;&#039;Oathkeeper&#039;&#039; to [[Vowkeeper]] and &#039;&#039;Alderman&#039;s Edge&#039;&#039; to [[Alder&#039;s Edge]]&lt;br /&gt;
&lt;br /&gt;
==Secrets of Skilful Artifice==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to [[Secrets of Skilful Artifice]]. The donor [[Crafting skills#Artisan|artisan]] now chooses what skill to share via the ritual, and may choose to share nothing. This partly resolves some inconsistencies with how the knowledge the ritual shares was determined, and better defines how it works with Runesmith&#039;s Law and similar effects.&lt;br /&gt;
&lt;br /&gt;
==Runesmith&#039;s Law==&lt;br /&gt;
* &#039;&#039;&#039;3/1/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated both [[Wintermark_economic_interests#Runesmith.27s_Law|Runesmith&#039;s Law]] and [[Secrets of Skilful Artifice]] to make it clear that using magic to temporarily share knowledge of how to make a unique Wintermark magic item triggers the geas not to share this knowledge. The result is that the artisan donating the knowledge to someone outside their nation permanently loses access to Runesmith&#039;s Law.&lt;br /&gt;
&lt;br /&gt;
==Farms and Businesses==&lt;br /&gt;
* &#039;&#039;&#039;14/12/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to both [[Farm#Production|farm]] and [[Business#Production|busniess]] resources to make it clearer that the income they provide represents disposable income rather than being the sum total of their seasonal production. Expenses, lifestyle, and taxes all exist below the abstraction layer.&lt;br /&gt;
==Regalia==&lt;br /&gt;
* &#039;&#039;&#039;11/12/2023&#039;&#039;&#039;&lt;br /&gt;
We have added a section on the [[New Imperial titles]] page which explains how the Imperial Senate can add [[New_Imperial_titles#Regalia|regalia]] to a title. &lt;br /&gt;
==Ossium Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;31/08/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight alteration to the [[Culling_the_threat#Dripping_Echoes|Culling the threat]] wind of fortune in the section about creating a permanent magical fortress in the Drownbark Forest. We&#039;ve made it clear that the &amp;quot;no upkeep&amp;quot; element of the permanent magical fortress is part of the [[opportunity]], and not a standard part of making a magical fortress permanent. The precise mechanics of creating a permanent magical fortress would be determined on case by case basis.&lt;br /&gt;
==Appraisal==&lt;br /&gt;
* &#039;&#039;&#039;08/08/2023&#039;&#039;&#039;&lt;br /&gt;
Now the [[Senate]] can perform &#039;&#039;two&#039;&#039; [[appraisal|appraisals]] each season, we&#039;ve added [[Appraisal#The_Prognosticators_Office|a note]] to the power as to how the Imperial Auditor will proceed if both name the same researcher.&lt;br /&gt;
==Recognition==&lt;br /&gt;
* &#039;&#039;&#039;25/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have added a new use for the judgement of [[Recognition]]; allowing the [[Assembly#General_Assembly|General Assembly]] to recognise someone as an explicitly false exemplar or paragon. A judgement of recognition used in this way can only be raised in the General Assembly and always requires a greater majority to pass.&lt;br /&gt;
&lt;br /&gt;
==Spiral Strategy==&lt;br /&gt;
* &#039;&#039;&#039;24/07/2023&#039;&#039;&#039;&lt;br /&gt;
The [[Spiral]] page has been tweaked slightly, naming the [[Spiral#The_Passes|Apulian Way]] as the connection between the territory and the Grendel nation, and adding a [[Spiral#Strategic_Considerations|Strategic Considerations]] section that summarises the geographical complications in the territory. Apart from naming the southern pass, nothing has actually changed we&#039;ve just made it more explicit.&lt;br /&gt;
&lt;br /&gt;
==Imperial Inquisitor==&lt;br /&gt;
* &#039;&#039;&#039;0707/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight amendment to the responsibilities of the Imperial Inquisitor to make clear that they are part of the &#039;&#039;inquisitorial court&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Thief&#039;s Arcane Gambit==&lt;br /&gt;
* &#039;&#039;&#039;04/07/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Thief&#039;s Arcane Gambit]] that specifies that the &amp;quot;legitimate target&amp;quot; for the ritual is also affected by any specific restrictions around willingness in the original enchantment. If the original enchantment can only be used on a willing target, it can only be moved to a willing target.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Locations==&lt;br /&gt;
* &#039;&#039;&#039;02/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have replaced the old rules for inspirational tombs with some new rules for [[inspirational location|inspirational locations]]. The new rules cover using true liao to create inspirational memorials for exemplars and paragons as well as using it to consecrate a sacred sites like the Kallavesa Marshes. The new rules provide a detailed framework that lays out how characters do this - what steps are needed in-character and what the outcome will be at each stage. We&#039;ve provided more explanation for the changes and why we&#039;ve made them in the [[rules update 2023]] page.&lt;br /&gt;
&lt;br /&gt;
==Sentinel Gate==&lt;br /&gt;
* &#039;&#039;&#039;01/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have removed references to getting a traumatic wound if you travel back too late through the sentinel gate. Implementation of this rule was always spotty at best and it violated some of our core design principles in the way it confused in-character and out-of-character objectives. We don&#039;t want players to return through the gate late, because it plays havoc with the schedule that everyone, players and ourselves, are relying on. Most participants implicitly appreciate this and make the best effort possible to return to Anvil before the gate begins to close. Traumatic wounds are intended to lead to further roleplaying for the participants who receive them, they are not meant to punish participants for taking the wrong action. Empire tries as hard as possible to avoid mixing in-character and out-of-character consequences in that way.&lt;br /&gt;
&lt;br /&gt;
==FIRST AID==&lt;br /&gt;
* &#039;&#039;&#039;01/07/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the MAN DOWN call to [[Calls#FIRST_AID|FIRST AID]]. We&#039;ve made this change for two reasons, one is that we and many of our players are no longer comfortable with such a clearly gendered call. The other reason is that over the years, a few players have developed a bad habit of using the call in-character when someone gets wounded. We&#039;ve replaced the call with FIRST AID - a clear call asking for the first aid team to provide assistance.&lt;br /&gt;
&lt;br /&gt;
We understand that many of participants will continue to use MAN DOWN in emergency situations, precisely because it is the instinctive thing to shout in an emergency. That is absolutely fine, and everyone should treat the call &#039;&#039;exactly&#039;&#039; as if they had called FIRST AID. We expect it to take some years to drop the old call in favour of the new one and we would much rather participants shouted either call quickly than pause to think. The hobby has been using the man down call for decades and we do not want to compromise safety while we transition away from its use at Empire.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
* &#039;&#039;&#039;29/06/2023&#039;&#039;&#039;&lt;br /&gt;
We have removed the option in the rules to carry out a real search when searching a character. Previously it was possible to do a real search, but only if both parties agreed. We&#039;ve removed this option as it&#039;s not compatible with the wider system where we discourage this kind of physical contact.&lt;br /&gt;
&lt;br /&gt;
==Art of the Deal==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the name of the Art of the Deal ritual to [[Winds of Fortune]]. Art of the Deal is still an alternate name for the ritual, but the main entry and all references on magic items use the new name.&lt;br /&gt;
&lt;br /&gt;
==Golden Ramparts==&lt;br /&gt;
* &#039;&#039;&#039;21/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Golden Ramparts]] with an [[Golden Ramparts#Assurance|assurance]], related to the Rod and Shield, that has been helpfully uncovered by a scholar at the Icy Crag of the Eternal Sun.&lt;br /&gt;
&lt;br /&gt;
==Druj Miasma==&lt;br /&gt;
* &#039;&#039;&#039;16/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Druj miasma]] page, especially with reference to miasma pillars, so that it is less focused on information gained after the liberation of Reikos.&lt;br /&gt;
&lt;br /&gt;
==Cruelty==&lt;br /&gt;
* &#039;&#039;&#039;14/06/2023&#039;&#039;&#039;&lt;br /&gt;
Building on the commentary we added to the [[Iron Helms]] army page [[Iron_Helms#Composition|on cruelty]], we added the word &amp;quot;needless&amp;quot; to the [[Varushka#What the Varushkans are not|what the Varushkans are not]] section on the [[Varushka]] page.&lt;br /&gt;
&lt;br /&gt;
==Magic Quality==&lt;br /&gt;
* &#039;&#039;&#039;04/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve explicitly added a note that the ritual targeting ability of an army with the [[Army_qualities#Magic|magic quality]] can also target a region or fortification within a territory.&lt;br /&gt;
&lt;br /&gt;
==Haunted Quality==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve decided to remove the &#039;&#039;Haunted&#039;&#039; [[army qualities|army quality]]. There are no armies with this quality, and after extensive discussion we don&#039;t believe we would ever allow any future army to have it, either as a quality or an enchantment.&lt;br /&gt;
&lt;br /&gt;
==Farm Diversification==&lt;br /&gt;
* &#039;&#039;&#039;31/05/2023&#039;&#039;&#039;&lt;br /&gt;
Updated the [[Farm#Diversification|diversification]] section on the [[farm]] page to make it clearer that &amp;quot;herb&amp;quot; means one of the standard five magical herbs. Any opportunity that grants &amp;quot;herbs&amp;quot; will always mean the herbs gathered from a standard [[herb garden]] unless it explicitly says otherwise.&lt;br /&gt;
&lt;br /&gt;
==Wolves of Winter==&lt;br /&gt;
* &#039;&#039;&#039;26/05/2023&#039;&#039;&#039;&lt;br /&gt;
The magnitude of the ritual &#039;&#039;Wolves of Winter&#039;&#039; has been increased in line with our recent changes to rituals that affect the downtime campaign. The ritual is not in Imperial lore, but the database has been adjusted to reflect this change.&lt;br /&gt;
&lt;br /&gt;
==Whispers through the Black Gate==&lt;br /&gt;
* &#039;&#039;&#039;20/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Whispers_through_the_Black_Gate#Option|special liao option]] on the [[Whispers through the Black Gate]] ritual to make it explicit that the option is not available to orc casters.&lt;br /&gt;
&lt;br /&gt;
==Throne Appointment==&lt;br /&gt;
* &#039;&#039;&#039;17/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the part of the [[The_Throne#Appointment|Throne appointment]] that talks about changing support around and when the election ends inconclusively. The previous wording was a little misleading. &lt;br /&gt;
&lt;br /&gt;
==Navarr Warlocks==&lt;br /&gt;
* &#039;&#039;&#039;16/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the word &amp;quot;warlock&amp;quot; on the [[Navarr]] page. The word was very misleading and intended to be a synonym for &amp;quot;magician&amp;quot;, which is what we have replaced it with.&lt;br /&gt;
&lt;br /&gt;
==Commonwealth History==&lt;br /&gt;
* &#039;&#039;&#039;10/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the year of the formation of the [[Commonwealth#History|Commonwealth]] from 120YE to 105YE so that it is consistent with the background of [[Emperor Frederick]].&lt;br /&gt;
&lt;br /&gt;
==Throne Election==&lt;br /&gt;
* &#039;&#039;&#039;05/05/2023&#039;&#039;&#039;&lt;br /&gt;
Appointment of a Throne is [[Senate_motion#Constitutional_Vote|constitutional vote]]. We&#039;ve made it more explicit that the [[Assembly of the Nine]], as well as the [[General Assembly]], can [[veto]] the election of [[the Throne]]. We&#039;ve also added that one of the first things every Throne does is ratify their own appointment.&lt;br /&gt;
&lt;br /&gt;
==Marsh Commissions==&lt;br /&gt;
* &#039;&#039;&#039;19/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[commission]] page to indicate that the [[Commission#Marshes|problem of building on marshes]] has become permanent.&lt;br /&gt;
&lt;br /&gt;
==Dreams in the Witch House==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[Dreams in the Witch House]] inviting players to e-mail us before the event with information about territories they intend to scry so that we are more likely to have a response ready.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;12/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the wiki to make it clear that characters who are nominated by the civil service to [[Sentinel_Gate#Prognostication|oversee a conjunction]] can delegate that authority to another character and that they are not expected to go on the conjunction if they don&#039;t want to do so. Any player who doesn&#039;t want to oversee a conjunction can contact plot@profounddecisions.co.uk to have the responsibility shifted to another character.&lt;br /&gt;
&lt;br /&gt;
==Endorsement==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2023&#039;&#039;&#039;&lt;br /&gt;
Clarified the limits of [[endorsement|endorsing]] deals with eternals. An endorsement cannot support a deal made with an eternal that is under [[Alignment#Enmity|enmity]] &#039;&#039;at the time the deal is made&#039;&#039;. Amity or Neutrality cannot be retroactively applied.&lt;br /&gt;
&lt;br /&gt;
==Divination Rituals==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made matching updates to [[Clear Counsel of the Everflowing River]] and [[Combing the Beach]], Both rituals now require an effigy to perform, and that the question posed be submitted the previous night. The response to the ritual now comes when it is performed, rather than some time afterwards. You can find more details about the change on the [[Rules update 2023#Divination Ritual Updates|Rules update]] page.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Service==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2023&#039;&#039;&#039;&lt;br /&gt;
We have taken the decision not to charge for the [[Dadford_Road_Campsite#Banbury_Shuttle_Service|shuttle service in 2023]]. We have no plans to charge for the shuttle in the future if the costs to run the service remain similar.&lt;br /&gt;
&lt;br /&gt;
==Regio and Portals==&lt;br /&gt;
* &#039;&#039;&#039;05/04/2023&#039;&#039;&#039;&lt;br /&gt;
We made some adjustments to [[detect magic]] and [[operate portal]] to lay out their functionality when it comes to detecting and identifying [[regio]] and the portals that lie within them. We included in operate portal the mechanics of accessing the Hall of Worlds (copied from the regio page), given how commonly that spell effect is used by magicians.&lt;br /&gt;
&lt;br /&gt;
==Military Rituals==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several updates to rituals that involve [[Army|armies]] and [[fortification|fortifications]]. The [[Rules_update_2023#Military_Rituals|Rules Update 2023]] page goes through these changes in detail. The rituals affected are [[Knights of Glory]], [[Bound by Common Cause]], [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], [[The Basalt Citadel]], [[Golden Ramparts]] and [[Stone&#039;s Unyielding Defiance]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also modified [[Clarity of the Master Strategist]], [[Quickening Cold Meat]], and the non-Imperial ritual &#039;&#039;&#039;Footsteps of the Fallen&#039;&#039;&#039; to change the [[roleplaying effects]] experienced by the [[general]] targeted by the [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
==Resources and Conquered Territories==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the way [[fleet|fleets]] and [[military unit|military units]] interact with the [[Resource#Conquered_Territories|conquered territory]] rules. Previously these two resources had been exempt from the penalty for being in a conquered territory; we&#039;ve removed that exemption. You can read more about this change in the [[Rules_update_2023#Military_Units_and_Fleets|rules update]].&lt;br /&gt;
&lt;br /&gt;
==Venom==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve clarified the [[Calls#VENOM|VENOM]] call to make it explicit that if you are [[Combat#Dying|dying]] and have less than thirty seconds to live when you are hit by venom, then you should continue with your current count - gaining the venom condition &#039;&#039;never&#039;&#039; increases the time remaining if you were already dying.&lt;br /&gt;
&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
* &#039;&#039;&#039;23/03/2023&#039;&#039;&#039;&lt;br /&gt;
The effects of [[Fan the Flame of New Life]] have been significantly changed, and we&#039;ve removed the &#039;&#039;&#039;Midwife&#039;s Recourse&#039;&#039;&#039; ritual from the game. Discussion of and explanation for these changes can be found on the [[Rules_update_2023#Spring_Rituals|Rules update 2023]]page. We also added a medicine section to the [[Technology#Medicine|Technology]] page, and a section on the [[Healing in Empire#Pregnancy and childbirth|healing in Empire]] page.&lt;br /&gt;
&lt;br /&gt;
==COVID Safety==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[entry requirements]] and the rules for [[COVID safety]] for our events in 2023.&lt;br /&gt;
&lt;br /&gt;
==Bow Safety==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We have overhauled the rules for [[bow safety]] at Empire. Please make sure you read and understand the new rules if you use a bow or crossbow at any point at the events.&lt;br /&gt;
&lt;br /&gt;
==Blood of the Hydra==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
[[Blood of the Hydra]] has been amended to make it explicit that it is intended for the treatment of limbs ruined by effects such as [[Calls#CLEAVE|CLEAVE]] or the like. It cannot be used to regrow internal or damaged organs, and is only useful for traumatic wounds when explicitly called out. Damaged internal organs are very much intended to be in the purview of the [[Surgical skills#Physick|physick]], and regenerating or replacing them magically is a much more significant use of magic than simply repairing a limb ruined by a sword. &#039;&#039;&#039;(23/03/2023)&#039;&#039;&#039; Further discussion of this change can be found [[Rules_update_2023#Reasoning:_Blood_of_the_Hydra|here]].&lt;br /&gt;
&lt;br /&gt;
==Chimes of Annulment==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the casting time on [[Chimes of Annulment]] to be 2 minutes rather than 5, to bring it in to line with other rituals.&lt;br /&gt;
&lt;br /&gt;
==Knight-protector Declination==&lt;br /&gt;
* &#039;&#039;&#039;10/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Knight-protector#Appointment|Knight-protector]] [[Imperial title]] about what happens if someone wins the tourney but declines to take the title.&lt;br /&gt;
&lt;br /&gt;
==Vital Strength of the Earth==&lt;br /&gt;
* &#039;&#039;&#039;09/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error in [[Vital Strength of the Earth]] which had the increased magnitude for additional targets at 5, rather than 24.&lt;br /&gt;
&lt;br /&gt;
==Lineage in Play==&lt;br /&gt;
* &#039;&#039;&#039;08/03/2023&#039;&#039;&#039;&lt;br /&gt;
We added some material about gaining (and losing) lineage after character creation. There&#039;s a section on the [[lineage#Gaining_lineage_in_play|lineage]] page, and sections on each of the individual lineage pages in the &#039;&#039;Imperial (lineage)&#039;&#039; sections.&lt;br /&gt;
&lt;br /&gt;
==Liao and PLV==&lt;br /&gt;
* &#039;&#039;&#039;08/03/2023&#039;&#039;&#039;&lt;br /&gt;
Additional information about [[Liao#True Liao|true liao]] has been added to the [[liao]] page. We&#039;ve also added a new page laying out the procedures and mechanics involved in having a [[past life vision]].&lt;br /&gt;
&lt;br /&gt;
==Card Wording==&lt;br /&gt;
* &#039;&#039;&#039;02/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the rules about [[Game_items#Cards|cards]] pointing out that when a game item card and the rules on the wiki differ, the rules take precedence. Usually this is because a card was printed during an earlier iteration of the rules.&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
* &#039;&#039;&#039;01/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few updates to the [[aura]] page. [[Aura#Durable Auras|Durable auras]] are now auras that last indefinitely unless replaced, and we&#039;ve specified [[Aura#Strong Auras|strong auras]] as being auras with a strength higher than one. We&#039;ve also explicitly called out that the [[insight]] skill does [[Aura#Virtue|not reveal]] which (if any) virtue or malign spiritual presence an aura is tied to. Finally, we&#039;ve added a section giving some information about [[Aura#Spontaneous Auras|spontaneous auras]] to the page.&lt;br /&gt;
&lt;br /&gt;
==Booking IC Spaces==&lt;br /&gt;
* &#039;&#039;&#039;28/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the facility for characters to book IC spaces at the event - the Hub, Hall of Worlds, Military Council and Senate - when not in use for official business. We&#039;ve added a section to the page on [[Anvil#Booking_Civil_Service_Spaces|Anvil]] to explain how this works and how to make a booking.&lt;br /&gt;
&lt;br /&gt;
==Dreams in the Witch House==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the description of the ritual effect for [[Dreams in the Witch House]] to bring it more into line with the way the ritual is actually working in the field.&lt;br /&gt;
&lt;br /&gt;
==Eye of the High Places==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the requirement for this ritual to be performed in a powerful Day [[regio]], to bring it into line with [[Eyes of the Sun and Moon]] and [[Dreams in the Witch House]].&lt;br /&gt;
&lt;br /&gt;
==Align the Celestial Net==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight tweak to [[Align the Celestial Net]] to bring it into line with [[Wind of Mundane Silence]]. Neither ritual can be performed by a coven that is drawing on the power of the target [[regio]] to allow them to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
==Army Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;23/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the casting time of rituals that target Imperial Armies to 10 minutes, with the new rule about using the Imperial regio to reduce the casting time to 5 minutes. So far the affected rituals are [[Bound by Common Cause]], [[Brotherhood of Tian]], [[Why Sulemaine Walked Away From The Baker]], [[Eyes of the Hills]], and [[Mystic_scrolls_of_Estavus#Machines_of_Destruction|Machines of Destruction]].This brings them into line with the other army enchantment rituals.&lt;br /&gt;
&lt;br /&gt;
==Longer Rituals==&lt;br /&gt;
*&#039;&#039;&#039;23/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an additional power to the [[Regio#The Imperial Regio|Imperial Regio]]. Any ritual with a casting time of at least 10 minutes can be cast in 5 minutes instead when using the Imperial regio. We&#039;re updating existing ritual pages to include a reminder of this effect. We&#039;ve added a note to the &amp;quot;imperial enchantments&amp;quot; ([[Bright Eyes Gleam in the Depths]], [[Hallow of the Green World]], and [[Wondrous Forests of the Night]]) to indicate that they do not have their casting time reduced by the Imperial regio.&lt;br /&gt;
&lt;br /&gt;
==Phial of the Sun / Bloodcloak==&lt;br /&gt;
* &#039;&#039;&#039;22/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the rules text for the [[Phial of the Sun]] and [[Bloodcloak]] [[magic items]] to make it explicit that they only duplicate the effect of the five traditional magical [[herb|herbs]];  [[Bladeroot]], [[Cerulean Mazzarine]], [[Imperial Roseweald]], [[Marrowort]], and [[True Vervain]]. While other substances might be described as herbs, they are distinct from the five herbs used by [[Surgical skills#Physick|physicks]] that these magic items can replicate.&lt;br /&gt;
&lt;br /&gt;
==Navarr Are Not...==&lt;br /&gt;
* &#039;&#039;&#039;15/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a new bullet point to [[Navarr#What_the_Navarr_are_not|What the Navarr are not]] making it clear that while the [[Navarr]] are merciless toward their enemies, they are just as law abiding as any other Imperial nation.&lt;br /&gt;
&lt;br /&gt;
==Conclave Changes==&lt;br /&gt;
* &#039;&#039;&#039;11/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made extensive changes to the [[Conclave]]. This touches on the way a [[Conclave session]] is organised, all the [[declaration|declarations]], and almost all of the [[Imperial title|titles]] associated with the Conclave, as well as [[the Throne]]. Rather than repeat them here, you can find a summary of the changes on the [[Rules_update_2023#Conclave_Changes|Rules update 2023]] page.&lt;br /&gt;
&lt;br /&gt;
==Advisor on the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;11/02/2023&#039;&#039;&#039;&lt;br /&gt;
As part of the updates to the [[Conclave]], we&#039;ve removed the power of the [[Advisor on the Vallorn]] to raise a free [[Declaration]] of [[Interdiction]].&lt;br /&gt;
&lt;br /&gt;
==Unstoppable and Pretending to be Dead==&lt;br /&gt;
* &#039;&#039;&#039;19/01/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the rules for [[Heroic_skills#Unstoppable|Unstoppable]]. We haven&#039;t change the rules, but we&#039;ve tried to make the intent behind the skill use clearer. We&#039;ve also rolled in some points from the [[Rules FAQ]] as having information about a skill in two places can be unhelpful.&lt;br /&gt;
&lt;br /&gt;
At the same time, we&#039;ve made the rule about pretending to be dead or dying more prominent by moving it to the section of the rules dealing with [[Combat#Dying|dying]].&lt;br /&gt;
&lt;br /&gt;
==Operating Portals==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few minor edits to [[operate portal]] and related effects (specifically the [[Ambassadorial Gatekeeper]] ritual) to make it clearer that you can&#039;t bring along additional living creatures even if they are [[combat#Dying|dying]] or [[Combat#Terminal|terminal]]. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a note to the [[Knight-protector#Banner_of_the_Season|Banner of the Season]] power of the [[Knight-protector]] [[Imperial title]] that the Summer Banner is specifically more potent than the others, as there had been some confusion around the fact the item is notably different to the other three.&lt;br /&gt;
&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
* &#039;&#039;&#039;27/09/2022&#039;&#039;&#039;&lt;br /&gt;
We added a note to the [[Commission#Necessary_Details|necessary details]] section on the [[commission]] page making it explicit that in the absence of details about the cost of a commission, the civil service will always assume it is the minimum size allowed for such a commission.&lt;br /&gt;
&lt;br /&gt;
==Accoutrements of War==&lt;br /&gt;
* &#039;&#039;&#039;16/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a boxout to the [[Mystic_scrolls_of_Estavus#Accoutrements_of_War|Accoutrements of War]] ritual making it clearer that the special production granted by the [[enchantment]] &#039;&#039;only&#039;&#039; applies to paid work, not to every action under the independent action dropdown.&lt;br /&gt;
&lt;br /&gt;
==Cardinals and Assemblies==&lt;br /&gt;
* &#039;&#039;&#039;15/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[cardinal]] page in the [[Cardinal#Appointment|appointment]] section reinforcing the idea that a cardinal must be a member of the [[Assembly#The_Virtue_Assemblies|assembly]] they lead. Changing assembly (perhaps through [[Congregation#Downtime_Options|preaching]] in downtime) means the cardinal forfeits their title. Likewise, someone without a [[congregation]] who gains membership of an assembly through the votes granted by a [[sinecure]] cannot become cardinal because as soon as they do, they lose their former [[Imperial title]] and no longer meet the criteria to be cardinal. Both are very edge cases, but are worth bearing in mind.&lt;br /&gt;
&lt;br /&gt;
==Imperial Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;15/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the magnitude of the three [[:Category:Imperial Enchantment|Imperial enchantments]] up from 160 to 200. In-character magical scholars believe this is due to the increasing size of the Empire, and might have been heralded by a [[A_yellow_star_hung#A_Light_that_Never_Goes_Out|subtle conjunction]] of the esoteric [[Astronomancy#Constellations|constellations]] of [[the Key]] and [[the Lock]] during the Autumn Equinox. Out-of-character this is because we want to keep these rituals challenging, and the former magnitude is no longer as difficult to achieve as it was when the game began.&lt;br /&gt;
&lt;br /&gt;
We also took the opportunity to change how [[Hallow of the Green World]] works. Previously the coven had to choose which herb the herb gardens would create. This is because when we first created these rituals we didn&#039;t have the ability to add random herbs to resources. Now that we do, we&#039;ve update the ritual to work a little bit more like [[Bright Eyes Gleam in the Depths]] and [[Wondrous Forests of the Night]] whose bonus production is set by the base resource rather than being chosen.&lt;br /&gt;
&lt;br /&gt;
==Cruel Quality==&lt;br /&gt;
* &#039;&#039;&#039;06/09/2022&#039;&#039;&#039;&lt;br /&gt;
In July, we made a change to the [[Army qualities#Cruel|Cruel]] quality which we forgot to document at the time. Rather than an army with this quality automatically revealing it to everyone in a territory, it is only noticeable when it actively takes the [[Army_qualities#Cruel|Merciless Assault]] order. This change was made to bring the description of the quality into line with how it was actually working in terms of the downtime campaign.  &lt;br /&gt;
&lt;br /&gt;
==Clear Lens and Shadowed Glass==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the line &amp;quot;&#039;&#039;A detect magic spell may occasionally reveal if there is specific, additional information in a specific location&#039;&#039;&amp;quot; from both [[Clear Lens of the Eternal River]] and [[Shadowed Glass of Sung]] because it was misleading; our intention was to allow some space for plot writers to create specific results from these rituals for their plots taking place on Anvil, but this has proved to be impractical. &lt;br /&gt;
&lt;br /&gt;
==Parliament of Owls==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updates the [[Raven_Seer#Parliament_of_Owls|Parliament of Owls]] power of the [[Raven Seer]] to make it clear there is only one copy of this ritual text and the Raven Seer is expected to hand it to their successor.&lt;br /&gt;
&lt;br /&gt;
==Briar Bark==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight update to [[Briar#Patches_of_bark|patches of bark]] on the [[briar]] page. &amp;quot;While tree bark can come in a variety of colours and textures, briar bark is rough, and predominantly brown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Shroud of Fog and Ravens==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2022&#039;&#039;&#039;&lt;br /&gt;
As noted in the &#039;&#039;&#039;[[Of_earth_and_sky#Game_Information|Of earth and sky]]&#039;&#039;&#039; wind of war, we&#039;re removing the ritual &#039;&#039;Shroud of Fog and Ravens&#039;&#039; from the game. Unfortunately, this ritual is completely incompatible with Empire&#039;s magic theory and was a remnant from the very first years of the game before we had nailed down all these elements. As a consequence we are removing this ritual. Any character who has it mastered will now have an empty &amp;quot;slot&amp;quot; for mastering new rituals. The in-character explanation is that the recent conjunction of the Lock has rendered the ritual unworkable, taking away whatever strange power it relied on. We will continue to reject attempts to create similar effects in this realm using arcane projections; it is not possible to enchant armies in this way with [[Night magic]].&lt;br /&gt;
&lt;br /&gt;
==Bright Lantern of Ophis==&lt;br /&gt;
* &#039;&#039;&#039;11/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an additional line to the [[Bright_Lantern_of_Ophis#Performing_the_Ritual|performing the ritual]] section of [[Bright Lantern of Ophis]] to make it more clear that the ritual cannot be used to target other territories using the Anvil regio.&lt;br /&gt;
&lt;br /&gt;
==Castellan of Spiral Castle==&lt;br /&gt;
* &#039;&#039;&#039;10/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error around the election of [[Castellan of Spiral Castle]] which suggested it would be appointed in Winter when the text indicates the appointment is (correctly) Autumn. &lt;br /&gt;
&lt;br /&gt;
==Improving Opportunities==&lt;br /&gt;
* &#039;&#039;&#039;07/08/2022&#039;&#039;&#039;&lt;br /&gt;
We added a section to the page on [[opportunity|opportunities]] explaining that it&#039;s rarely possible to simply [[Opportunity#Amending._Improving.2C_and_Upgrading|improve a commission]] gained via an opportunity. &lt;br /&gt;
&lt;br /&gt;
==Visions==&lt;br /&gt;
* &#039;&#039;&#039;03/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made it explicit that the visions received from [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] and [[Signs and Portents]] are the same. If you experience one, you get the same vision from all other incidences of these kinds of visions for the rest of the event.&lt;br /&gt;
&lt;br /&gt;
==Concedence==&lt;br /&gt;
* &#039;&#039;&#039;29/7/2022&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have issued new guidance on the use of [[Powers_of_the_Imperial_Senate#Concedence|concedence]] by the Imperial Senate. The new guidance grants national assemblies the right to veto a motion that cedes a region or territory assigned to that nation. This new guidance does not cover any concedence already passed by the Imperial Senate, it is not a retrospective change, it applies to any motion of Concedence passed by the Imperial Senate from Summer 384YE and onwards.&lt;br /&gt;
&lt;br /&gt;
==Raising an Army==&lt;br /&gt;
* &#039;&#039;&#039;29/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve amended the rules to make clear that you can only raise an army in a territory of that nation. Nobody has ever tried to raise an army somewhere else, but we wanted to be clear that that is not possible.&lt;br /&gt;
&lt;br /&gt;
==Consecration==&lt;br /&gt;
* &#039;&#039;&#039;20/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Consecration#Performance|performance]] section of the [[consecration]] skill to make it clearer that &amp;quot;letting a referee know in advance&amp;quot; means &amp;quot;during an event&amp;quot; rather than &amp;quot;prior to the event.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Challenge the Iron Duke==&lt;br /&gt;
* &#039;&#039;&#039;14/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a paragraph to the [[Challenge_the_Iron_Duke#OOC_Elements|out-of-character section]] of [[Challenge the Iron Duke]] to help players better manage their expectation of the kind of challenge or boon the ritual might provide.&lt;br /&gt;
&lt;br /&gt;
==Abrogation==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] power of the Senate to make it clearer that when a [[commission]] is abrogated the exact effects depend on the nature of the structure affected, but generally result in the loss of any production following the summit where the motion is passed.&lt;br /&gt;
&lt;br /&gt;
==Preaching and Virtue==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2022&#039;&#039;&#039;&lt;br /&gt;
The Imperial Senate [[384YE_Spring_Equinox_Senate_sessions#Amend_membership_of_virtue_assemblies|voted]] during the Spring Equinox to change how membership of a [[Assembly#The_Virtue_Assemblies|Virtue Assembly]] was determined from relying solely on [[dedication]] to use of the new &#039;&#039;[[Congregation#Downtime Options|preach]]&#039;&#039; downtime option. We&#039;ve updated the [[congregation]] and [[Assembly]] pages appropriately, as well as adding additional information to [[Synod#History|history of the Imperial Synod]], [[Imperial_Orcs_religious_beliefs#Membership_of_the_Virtue_Assemblies|Imperial Orcs religious beliefs]] and [[preachers]] pages. There are also a number of minor edits to other pages talking about the Virtue assemblies to reflect the changes.&lt;br /&gt;
&lt;br /&gt;
==IC Tents==&lt;br /&gt;
* &#039;&#039;&#039;12/07/2022&#039;&#039;&#039;&lt;br /&gt;
We have discovered that the range of tents marketed as Oxford Canvas has grown to include a small number of tents that don&#039;t meet our minimum requirements for the in-character field because the colour and thickness of the material they are made from looks too much like plastic. We&#039;ve clarified the [[Costume|rules]] to make clear that these types of tent are not allowed because of this.&lt;br /&gt;
&lt;br /&gt;
We do understand that the tents are appealing because they are cheap and light, but we have to have a cut-off at some point otherwise we would have to allow any tent in the IC area. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve created an amnesty to allow these ultra-light sandstone bell tents to be used for the remainder of 2022 to remove any immediate need to change.&lt;br /&gt;
&lt;br /&gt;
==Naga Scales==&lt;br /&gt;
* &#039;&#039;&#039;06/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Naga#Scaled_Skin|scaled skin]] under naga reminding players to be sensitive to real-world considerations when choosing the colour scheme for their scales.&lt;br /&gt;
&lt;br /&gt;
==Artisan&#039;s Oil==&lt;br /&gt;
* &#039;&#039;&#039;05/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the time required to use [[Artisan&#039;s Oil]] to ten seconds on the wiki, to bring it in line with what the majority of the item cards say.&lt;br /&gt;
&lt;br /&gt;
==Ephisis&#039; Scale==&lt;br /&gt;
* &#039;&#039;&#039;24/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few tweaks to [[Ephisis&#039; Scale]], primarily around managing expectations and being more explicit about what will, and will not, be considered by the ritual effect.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour Masks==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added &amp;quot;&#039;&#039;mask&#039;&#039;&amp;quot; to the standard pieces that count toward a suit of [[Weapons_%26_armour#Mage_Armour|mage armour]].&lt;br /&gt;
&lt;br /&gt;
==Plenipotentiary==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[archmage]] power of [[Archmage#Plenipotentiary|plenipotentiary]] to make it clearer that the more specific a message is, the more likely it is to result in [[Archmage#Parley|parley]].&lt;br /&gt;
&lt;br /&gt;
==Drawing the Penumbral Veil==&lt;br /&gt;
* &#039;&#039;&#039;10/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Piercing Light of Revelation]] ritual to make it explicit that the ritual does not automatically reveal the magnitude of a shroud on a territory.&lt;br /&gt;
&lt;br /&gt;
==Fane==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2022&#039;&#039;&#039;&lt;br /&gt;
We added a note that the new [[fane]] commission can currently be built only by the [[Senate]] or a title that can commission &#039;&#039;anything&#039;&#039;. This is both because it is a specific, new kind of commission, and because it uses the Senate power of [[Powers_of_the_Imperial_Senate#Concedence|concedence]].&lt;br /&gt;
&lt;br /&gt;
==Penumbral Watcher==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the [[Penumbral_Watcher#Shadow_Well|Shadow Well]] power of the [[Penumbral Watcher]] so that it is a &amp;quot;magical effect&amp;quot; that targets an allied [[spy network]] rather than a &amp;quot;territory enchantment&amp;quot; to better reflect how it actually works. If it &#039;&#039;was&#039;&#039; an enchantment on the territory, it would be obvious to the Empire&#039;s enemies, and could be removed with any territory enchantment they cared to place themselves.&lt;br /&gt;
&lt;br /&gt;
==Brass Coast Tally==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2022&#039;&#039;&#039;&lt;br /&gt;
Following on from a statement of principle in the Brass Coast National Assembly, we&#039;ve [[384YE_Spring_Equinox_winds_of_fortune#Sails_of_Fire|changed]] how the [[Tally of the Votes]] is done for Brass Coast national positions appointed through the Bourse. It&#039;s no longer required that a character engage in privateering to vote for such titles; ownership of a [[fleet]] resource is sufficient.&lt;br /&gt;
&lt;br /&gt;
==Anointing and informed consent==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve (again) updated [[anointing]]. A target does not need to be aware of what virtue they are being anointed with, but they &#039;&#039;must&#039;&#039; be aware that your ceremony is an anointing that will create a personal aura on them.&lt;br /&gt;
&lt;br /&gt;
==Vallornspawn Husk Insight==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[vallornspawn husk]] page relating to use of the [[insight]] ceremony. It talks about the [[Vallornspawn_husk#Insight|contradictory results]] received when using the ceremony on bodies animated by the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Election Schedule==&lt;br /&gt;
* &#039;&#039;&#039;25/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve [[New_Imperial_titles#Term|updated the wiki]] to make clear that the civil service set what event a title is elected on, if the title is reappointed each year. In practice titles have usually worked this way anyway - for example Bourse seats are all done together and so forth, but we have made clear that new Imperial titles are subject to this rule in all cases. We&#039;ve done this because we need to be able to spread elections out through the year for the smooth running of the game.&lt;br /&gt;
&lt;br /&gt;
==Sinecure==&lt;br /&gt;
* &#039;&#039;&#039;13/05/2022&#039;&#039;&#039;&lt;br /&gt;
Added a small section to the [[sinecure]] page explaining how [[sinecure#production|production]] of resources works.&lt;br /&gt;
&lt;br /&gt;
==Titles, Tenure, and Ownership==&lt;br /&gt;
* &#039;&#039;&#039;12/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to the way [[tenure]] works for [[Imperial title|Imperial titles]], along with a short box-out explaining the reasons for the change. We&#039;ve also added a new section called [[Imperial_title#Ownership|ownership]] which is intended to help manage the expectation of players who gain Imperial titles during the game.&lt;br /&gt;
&lt;br /&gt;
==Dedication==&lt;br /&gt;
* &#039;&#039;&#039;11/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the overview of the [[Dedication#Overview|dedication]] page to remove an incorrect reference to only priests who are undedicated being able to remove a dedication.&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
==Anointing and informed consent==&lt;br /&gt;
* &#039;&#039;&#039;04/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[anointing]] to make it clearer that a target must be aware of what virtue they are being anointed with. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Orc Wayleave==&lt;br /&gt;
* &#039;&#039;&#039;18/04/2022&#039;&#039;&#039;&lt;br /&gt;
Fixed the error on the Imperial Orc Wayleave that had them only able to commission once a year. While the title is appointed in the Autumn Equinox it can announce one commission each season.&lt;br /&gt;
&lt;br /&gt;
==Foam and Trees==&lt;br /&gt;
* &#039;&#039;&#039;17/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the line &amp;quot;The civilian population of a territory will certainly be affected by this ritual&amp;quot; to both [[Foam and Spittle of the Furious Sea]] and [[Thunderous Tread of the Trees]].&lt;br /&gt;
&lt;br /&gt;
==Mountain Remembers Its Youth==&lt;br /&gt;
* &#039;&#039;&#039;17/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made it clearer that [[Mountain Remembers Its Youth]] affects fortifications alongside Imperial armies as this wasn&#039;t clear from the effect text.&lt;br /&gt;
&lt;br /&gt;
==Rivers Run Red / Rivers of Life==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line &amp;quot;&#039;&#039;The civilian population of a territory will certainly be affected by this ritual.&#039;&#039;&amp;quot; to the [[Rivers Run Red]] and [[Rivers of Life]] rituals to make it clear that these rituals  will have an effect on the civilian population of a territory, not only the Imperial armies there.&lt;br /&gt;
&lt;br /&gt;
==Hand of the Maker and Stamps==&lt;br /&gt;
* &#039;&#039;&#039;13/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[Hand of the Maker]] to make it explicit that the special message used with [[Call Winged Messenger]] can be evaluated with this ritual as it has a Profound Decisions ID number.&lt;br /&gt;
&lt;br /&gt;
==COVID Safety==&lt;br /&gt;
* &#039;&#039;&#039;24/03/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the wiki with our [[COVID safety]] measures for our events this year. Our plan is to review these measures and update many of them on the run up to each event on the basis of current conditions.&lt;br /&gt;
&lt;br /&gt;
==Sinecure Production==&lt;br /&gt;
* &#039;&#039;&#039;23/03/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[sinecure]] page to make it clear that you still gain the production even if you didn&#039;t attend the event.&lt;br /&gt;
&lt;br /&gt;
==Conduct Overhaul==&lt;br /&gt;
* &#039;&#039;&#039;20/03/2022&#039;&#039;&#039;&lt;br /&gt;
We have rewritten the Profound Decisions [[conduct]] policy. The page on [[conduct]] defines the rules that we expect all participants to follow, [[reporting a conduct problem]] provides information on the process for reporting any issue you have, and [[sanctions]] describes the steps we can take in response. We have also updated the text for the [[must-avoid policy]] to reflect the new changes. There is a description of the key changes and some of the reasoning on our [[Rules_update_2021#Conduct_Overhaul|rules update 2022]] page.&lt;br /&gt;
&lt;br /&gt;
==Sutannir==&lt;br /&gt;
* &#039;&#039;&#039;17/03/2022&#039;&#039;&#039;&lt;br /&gt;
We have added a new wiki page devoted to the [[sutannir]], [[archetype|archetypal]] Freeborn priest who focuses on encouraging celebration and festivities. We&#039;ve also updated [[the Brass Coast religious beliefs]] page with new information to complement the updates to the sutannir page. &lt;br /&gt;
&lt;br /&gt;
==Public Auction==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve significantly reduced the scale and scope of the public auctions carried out by civil servants at events. From now on, the auction will be restricted to lots of bourse resources, the bourse seats themselves, and a dose of true liao. A more detailed explanation of the changes and reasoning are [[Rules update 2021|presented here]].&lt;br /&gt;
&lt;br /&gt;
==Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;07/02/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several edits to our [[sanctioned events]] page, splitting some of the information onto a separate [[Sanctioned event advice]] page aimed at organisers. The main changes are around the definitions of sanctioned event styles, and the rule that all sanctioned events take place in the same chronological order in-character that they do out-of-character.&lt;br /&gt;
&lt;br /&gt;
==Downtime Roleplaying and Coronavirus==&lt;br /&gt;
* &#039;&#039;&#039;27/01/2022&#039;&#039;&#039;&lt;br /&gt;
We removed the relaxed rules about online roleplaying during lockdown from the wiki, and edited references to them. The normal rules about roleplaying [[online]] and in [[downtime]] are now back in full effect.&lt;br /&gt;
&lt;br /&gt;
==Wind of Mundane Silence==&lt;br /&gt;
* &#039;&#039;&#039;26/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the idea that the [[Wind of Mundane Silence]] can only be used to affect a powerful [[regio]]. The ritual will destroy &#039;&#039;any&#039;&#039; regio it is performed at.&lt;br /&gt;
&lt;br /&gt;
==Fish People==&lt;br /&gt;
* &#039;&#039;&#039;16/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Merrow]] page under &amp;quot;[[Merrow#What they are not|what they are not]]&amp;quot; to indicate that they are not fish people.&lt;br /&gt;
&lt;br /&gt;
==Emphasising Agramant==&lt;br /&gt;
* &#039;&#039;&#039;13/01/2022&#039;&#039;&#039;&lt;br /&gt;
We’ve made a change to the setting we want to let you know about. From this point forward, the eternal who has been primarily known by the name Wendigo will be more commonly known as [[Agramant]]. Likewise we&#039;re changing the name of the Wendigo&#039;s Bargain item to [[Agramant&#039;s Bargain]]. &lt;br /&gt;
&lt;br /&gt;
We are not changing anything else about the character or tendencies of this eternal, but we are de-emphasising the name Wendigo. Agramant has always been one of Wendigo&#039;s names - so we&#039;ve chosen to emphasise it as the &amp;quot;preferred&amp;quot; name for the eternal on the wiki from now on.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done this for several reasons. We&#039;ve been aware for a while of some concerns about the [https://en.wikipedia.org/wiki/Wendigo origin of the name],  and what that implies for our use of the eternal. We’ve reflected on that feedback and noted that while many of the other eternals make references (at variable subtlety levels) to literary, mythological, or gaming sources, Wendigo was the only one we know of with a name that is directly featured in a real-world belief system. There are no eternals called Hades, Hel, or Balor for example.&lt;br /&gt;
&lt;br /&gt;
For the time being, the name Wendigo will remain one of Agramant’s less-widely used sobriquets. We&#039;d like people to adopt this de-emphasising approach over time rather than treating this as a retcon or sudden break - for example, we know that many characters have written a lot of material about this eternal. It isn&#039;t suddenly off brief or wrong to use the original name, and there&#039;s no need to reprint IC booklets that use the name Wendigo. The name will remain one of Agramant&#039;s less widely used soubriquets. From this point forward, the eternal who has been primarily known by the name Wendigo will be more commonly known as Agramant. &lt;br /&gt;
&lt;br /&gt;
==Archiving Wiki Updates==&lt;br /&gt;
* &#039;&#039;&#039;12/02/2022&#039;&#039;&#039;&lt;br /&gt;
We archived wiki updates prior to 2019. The page had long since become unwieldy due to the sheer volume of entries, and in several cases the page listed updates that were out of date or superseded by later updates. Wiki updates prior to 2019 are now held on the [[Archive:Wiki_updates_to_2018|previous wiki updates]] page in the Archive namespace.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to the [[General FAQ]], and deleted both the &#039;&#039;obscure questions&#039;&#039; and &#039;&#039;new player FAQ&#039;&#039; pages. Most of the questions covered by those pages have been folded into the remaining sections.&lt;br /&gt;
&lt;br /&gt;
==Calls and Blows==&lt;br /&gt;
* &#039;&#039;&#039;03/11/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added some words to [[Calls]] to make it clear that you can only make one call with each blow you strike.&lt;br /&gt;
&lt;br /&gt;
==Iron Qanat==&lt;br /&gt;
* &#039;&#039;&#039;26/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Segura]] page to include the presence of the Iron Qanat; this has also required a note on the [[Construct Iron Qanat II]] Senate motion that the [[great work]] is in Sobral Grasses not Yellow Chase.&lt;br /&gt;
&lt;br /&gt;
==Battle Safety==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to streamline the [[Combat safety#Battle Safety|Battle Safety]] section on the [[combat safety]] page.&lt;br /&gt;
&lt;br /&gt;
==Heroic Skills==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[heroic skills]] overview reiterating that skills such as [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]] cannot be used with [[Weapons_%26_armour#Implements|mage implements]].&lt;br /&gt;
&lt;br /&gt;
==Illegal Orders==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a short section to the [[general]] page about [[army orders]] that are in-character illegal and how they are handled.&lt;br /&gt;
&lt;br /&gt;
==Orders that Break the Rules==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a clarification to the [[army orders]] page about what happens if a general accidentally submits a set of orders that break the rules on war.&lt;br /&gt;
&lt;br /&gt;
==Imperial Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;13/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some adjustments to the [[:Category:Imperial Enchantment|Imperial enchantments]] - [[Wondrous Forests of the Night]], [[Hallow of the Green World]], and [[Bright Eyes Gleam in the Depths]]. The main change is to modify the &#039;&#039;effect&#039;&#039; of these rituals to better reflect how they actually operate - that they create powerful but unpredictable secondary effects as well as the more predictable effect on production of resources. We&#039;ve also expanded their history a little in the &#039;&#039;description&#039;&#039; sections in the wake of the recent [[#Finalized Urizen Update|Urizen update]].&lt;br /&gt;
&lt;br /&gt;
==Finalised Urizen Update==&lt;br /&gt;
* &#039;&#039;&#039;28/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve finalised the Urizen update. Mostly this has meant removing the stubs from the pages but we&#039;ve made a small number of changes to the content based on player feedback.&lt;br /&gt;
* The [[sword scholar]] section about [[Sword scholar#Costume|costume]] has been edited to remove unnecessary references and make it clearer what kind of weapons and armour the sword scholars favour.&lt;br /&gt;
* We modified some of the wording on the [[Urizen look and feel]] page to hopefully make it clearer&lt;br /&gt;
* We updated the [[costume]] page to make the wording around [[costume#Less Appropriate Costume|less appropriate]] and [[Costume#Inappropriate Costume|inappropriate]] costume clearer.&lt;br /&gt;
* We clarified the rules on guy ropes in the [[Costume#In-Character Tents|In-Character Tents]] section of the [[costume]] page.&lt;br /&gt;
* We modified the details of the [[Some_heavenly_music#Net_of_Gossamer_Chains|Net of Gossamer Chains]] ritual in the [[Some heavenly music]] wind of fortune&lt;br /&gt;
* We&#039;ve moved the content regarding the Urizen Spring Festival to the [[Urizen culture and customs#Spring Flower Festival|culture and customs]] page.&lt;br /&gt;
&lt;br /&gt;
==Privateering and Piracy==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2021&#039;&#039;&#039;&lt;br /&gt;
We have added a note to the box-out about the privateering action on the [[fleet]] page to remind players that they cannot use this action to commit piracy against people the Empire is not at war with due to the [[Employ_Civil_Service_to_observe_Fleets|Civil Service observers]].&lt;br /&gt;
&lt;br /&gt;
==Armour Coverage==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2021&#039;&#039;&#039;&lt;br /&gt;
We have updated the armour rules to make clear that a full breastplate that covers the front only is sufficient to be classed as &amp;quot;covering the majority of the torso&amp;quot;. This means it will provide extra hits provided your armour also covers one other location.&lt;br /&gt;
&lt;br /&gt;
==Urizen Politics Update==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
As part of our review of Urizen, we&#039;ve changed the way the nation appoints [[senator|senators]]. You can read about the changes [[Urizen leadership#Leading a territory|here]] and a discussion of the reasons and in-character explanation for them can be found [[Rules_update_2021#Urizen_Elections|here]].&lt;br /&gt;
&lt;br /&gt;
==Urizen Culture Update==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve undertaken an extensive review of the Urizen pages on the wiki. Almost all the pages that form part of the Urizen brief have been updated. You can learn more about the reasoning for this and the way the changes are being handled in the [[Rules_update_2021#Urizen_Culture|Rules Update]]. A brief summary of the changes follows here.&lt;br /&gt;
* We&#039;ve updated [[Urizen]], [[Urizen people]], [[Urizen culture and customs]], [[Urizen leadership]], [[Urizen economic interests]],  [[Urizen religious beliefs]], [[Urizen military concerns]] and [[Urizen magical traditions]] &lt;br /&gt;
* We&#039;ve greatly expanded the [[Urizen history]] page&lt;br /&gt;
* We&#039;ve added significantly to the [[spire]] page and created an [[Urizen groups]] page (which will also serve as a template for similar pages in other nations)&lt;br /&gt;
* We&#039;ve extensively overhauled [[Urizen look and feel]] in line with our new [[costume]] guidelines&lt;br /&gt;
* We&#039;ve added or updated pages for all the Urizen archetypes: [[arbiter]],  [[architect]], [[illuminate]], [[mage]], [[seer]],  [[sentinel]], [[stargazer]], [[sword scholar]], [[torchbearer]], [[questor]]&lt;br /&gt;
* We&#039;ve added the rituals placed into [[Urizen magical traditions#urizen lore|Urizen lore]]&lt;br /&gt;
* We&#039;ve added a page for the historical figure [[Sulemaine]]&lt;br /&gt;
Some tweaks have been made (or are in the process of being made) to various pages that are connected to these changes.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve completed rewritten the [[costume]] page to lay out clearer guidelines for the various ways costume is used at Empire.&lt;br /&gt;
&lt;br /&gt;
==Vallorn Miasma==&lt;br /&gt;
* &#039;&#039;&#039;20/08/2021&#039;&#039;&#039;&lt;br /&gt;
Added a line of OOC explanation to the [[Vallorn#Vallorn miasma|vallorn miasma]] section of the [[vallorn]] page to make it explicit how exposure to the miasma works.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;2/7/2021&#039;&#039;&#039;&lt;br /&gt;
We have changed the [[Weapons &amp;amp; armour#Armour|classification and benefits provided by armour]] and introduced the [[Combat skills#Dreadnought|dreadnought]] skill. Please see the [[Rules_update_2021|2021 rules update]] for the explanation and reasoning behind the changes.&lt;br /&gt;
&lt;br /&gt;
==Others Languages==&lt;br /&gt;
*&#039;&#039;&#039;28/06/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to [[languages]] giving guidance on languages other than those currently placed in the setting which you can find [[Languages#Other_Languages|here]].&lt;br /&gt;
&lt;br /&gt;
==Regio at Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;28/06/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[Sanctioned events]] guidance about [[regio]] which you can find [[Sanctioned_events#Regio|here]].&lt;br /&gt;
&lt;br /&gt;
==Lineage Review==&lt;br /&gt;
* &#039;&#039;&#039;06/05/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve completed the first stage of a review of the [[lineage]] pages. This stage has been largely cosmetic, removing bullet points and replacing them with linkable headings on the [[briar]], [[cambion]], [[changeling]], [[draughir]], [[merrow]] and [[naga]] pages. &lt;br /&gt;
&lt;br /&gt;
One more significant  change is that we have moved the &amp;quot;demeanour&amp;quot; trappings from the &amp;quot;physical trappings&amp;quot; section of each of the pages to the roleplaying section. This is in line with the requirement that to have lineage you must have a physical trapping.&lt;br /&gt;
&lt;br /&gt;
In the case of merrow, we have also moved [[Merrow#Blue-green Hair|blue-green hair]] from being a minor trapping to being an &amp;quot;[[Merrow#Other_trappings|other trapping]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Distil the Serpent&#039;s Stone==&lt;br /&gt;
* &#039;&#039;&#039;21/04/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected the magnitude on the [[Distil the Serpent&#039;s Stone]] page to match the correct magnitude on the database and in the rituals list. It should have been magnitude 100 rather than magnitude 70.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
* &#039;&#039;&#039;01/03/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the &amp;quot;Icons and Artistry&amp;quot; pages for each nation, and rolled that information into the individual Culture and Customs pages. In some cases this has meant moving some information from Look and Feel as well, or altering the layout of the page (for example we&#039;ve reordered the information about art and history on the [[Wintermark culture and customs]] page to create two new subsections of [[Wintermark culture and customs|Scops]] and [[Wintermark culture and customs|Riddles]] while moving the discussion of music to the new [[Wintermark culture and customs|Icons and Artistry]] section). &lt;br /&gt;
* [[The_Brass_Coast_culture_and_customs#Icons_and_Artistry|The Brass Coast]]&lt;br /&gt;
* [[Dawn_culture_and_customs#Icons_and_Artistry|Dawn]]&lt;br /&gt;
* [[Highguard_culture_and_customs#Icons_and_Artistry|Highguard]]&lt;br /&gt;
* [[Imperial_Orcs_culture_and_customs#Icons_and_Artistry|Imperial Orcs]]&lt;br /&gt;
* [[The_League_culture_and_customs#Icons_and_Artistry|The League]]&lt;br /&gt;
* [[The_Marches_culture_and_customs#Icons_and_Artistry|The Marches]]&lt;br /&gt;
* [[Navarr_culture_and_customs#Icons_and_Artistry|Navarr]]&lt;br /&gt;
* [[Urizen_culture_and_customs#Icons_and_Artistry|Urizen]]&lt;br /&gt;
* [[Varushka_culture_and_customs#Icons_and_Artistry|Varushka]]&lt;br /&gt;
* [[Wintermark_culture_and_customs#Icons_and_Artistry|Wintermark]]&lt;br /&gt;
&lt;br /&gt;
==Erawayugot and Skaftafell==&lt;br /&gt;
* &#039;&#039;&#039;23/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error with the regions of Otkodov where we&#039;d erroneously labelled both a region of [[Verthandi]] and a region of Nithoggir as &amp;quot;Erawayugot&amp;quot;. Bringing the wiki into line with the database, we&#039;ve changed the name of the Erawayugot in Verthandi to Skaftafell and will update the maps appropriately.&lt;br /&gt;
&lt;br /&gt;
==Military Units, Army Orders, and Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;17/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Military_unit#Support_Army|Military units]] to make it more obvious how their strength interacts with orders given to, and enchantments placed on, the [[Army|armies]] they support. &lt;br /&gt;
&lt;br /&gt;
==Still Waters, Running Deep==&lt;br /&gt;
* &#039;&#039;&#039;10/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the magnitude of the [[Still Waters, Running Deep]] ritual to be correct as near as we can tell. We have no idea why the magnitude was recorded in error.&lt;br /&gt;
&lt;br /&gt;
==Burning Falcon==&lt;br /&gt;
* &#039;&#039;&#039;05/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the date of the destruction of the [[Burning Falcon]] army from 247YE to 248YE to remove a conflict with details of the [[campaigns of Emperor Guntherm]]. In-character this correction comes as result of some research performed by [[the Brass Coast|Freeborn]] scholar Bakar i Erigo (Tomas Marchington).&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141595</id>
		<title>Weapons &amp; armour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141595"/>
		<updated>2026-07-12T18:52:59Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be a phys-rep of a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use anything larger. Weapon categories are also important for [[Magic_items#Weapons|enchantments]].&lt;br /&gt;
&amp;lt;!--fix--&amp;gt;&lt;br /&gt;
One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.&lt;br /&gt;
&lt;br /&gt;
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions [[weapon checking]] team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.&lt;br /&gt;
&lt;br /&gt;
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat&#039;leths are not allowed. Some phys-reps can be used but are [[Costume#Look_and_Feel|less appropriate]] for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The [[costume]] page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.&lt;br /&gt;
===Daggers===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 24” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any [[heroic skills]] or with enchantments suitable for one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 24” and 42” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.&lt;br /&gt;
&lt;br /&gt;
===Great weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 42” and up to 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon up to 60&amp;quot; long provided they hold it in both hands. &lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=Stern von Holberg of the Orphans preparing to ruin a barbarian&#039;s day.|caption=League defender with polearm|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon between 60&amp;quot; and 84&amp;quot; long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.&lt;br /&gt;
&lt;br /&gt;
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 84” and up to 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a pike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.&lt;br /&gt;
&lt;br /&gt;
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
{{CaptionedImage|file=Kill the foe.jpg|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 60&amp;quot; and up to 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a spear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be a phys-rep of a spear which is between 60&amp;quot; and 84&amp;quot; long. The weapon can be wielded in one hand - but you &#039;&#039;must&#039;&#039; hold the weapon within 6&amp;quot; of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.&lt;br /&gt;
&lt;br /&gt;
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cannot be used with heroic skills&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to deliver an [[Spellcasting#Offensive_Spells|offensive spell]]. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as [[mend]] or [[heal]].&lt;br /&gt;
&lt;br /&gt;
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications: wands, rods, and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Battle_Mage|Battle Mage]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some [[magic items|magical enchantments]] can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 18” long&#039;&#039;&#039;&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[restore limb]] or utility incantations such as [[mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 18” and up to 42” long&#039;&#039;&#039;&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[repel]] or [[empower]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
{{CaptionedImage|file=Staff.jpeg|caption=A Freeborn battle mage shows use of the staff in battle.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 42” and up to 84” long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon in both hands &lt;br /&gt;
* &#039;&#039;&#039;A staff that is at least 60” long must be held in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician&#039;s reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical_skills#Battle_Mage|Battle Mage]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
A staff that is between 60&amp;quot; and 84&amp;quot; in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18&amp;quot; separation between your hands when wielding a staff that is 60&amp;quot; or longer.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Marksman skill to use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands to shoot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.&lt;br /&gt;
&lt;br /&gt;
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
&lt;br /&gt;
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapons==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Thrown skill to use a thrown weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 8&amp;quot; or longer and passed by weapons check as safe for throwing&#039;&#039;&#039;&lt;br /&gt;
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long. &lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{{CaptionedImage|file=Shield Shapes.PNG|align=right|width=400}}&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 16” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A shield must be gripped by a handle held in the hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can use a buckler, a small shield up to 16 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
&lt;br /&gt;
Some special [[calls]] still effect a character even if the blow is blocked by a shield. A character is still [[Calls#REPEL|repelled]], [[Calls#ENTANGLE|entangled]], or [[Calls#STRIKEDOWN|knocked off their feet]] if the blow strikes their shield, although they do not lose any hits.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px; display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 16&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Kite and Heater shaped shields, we compare your shield to the length of a Tower shield. As a rule of thumb, you must be losing at least as much area from the first 40&amp;quot; of the shield (in red) as you gain from the point of the shield in the last 8&amp;quot; (in green). If you&#039;re in any doubt, and for unusual shield shapes, please email a photo of shield along with it&#039;s dimensions to [mailto:rules@profounddecisions.co.uk the rules team]&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armour coverage.png|align=right|caption=Armour needs to add up to one alongside torso coverage to grant additional hits|width=200|title=Art provided by Daisy Prout}}&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The phys-rep must be a piece of armour: leather clothing or similar does not count&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells or perform rituals while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Complete coverage of the front of the torso is considered sufficient. Valid locations are the head (with a helm), the arms, the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm then it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing any armour other than mage armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
{{CaptionedImage|file=ArmourWintermark.jpg|caption=Thick leather armour is medium armour.|width=200|align=right}}&lt;br /&gt;
===Helmet===&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear a helmet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If the phys-rep is a robust helmet that contains padding that protects your head then your character gains one additional body hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A helmet never interferes with spellcasting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A helmet provides additional protection by increasing your global hits by one, provided the phys-rep is a robust helmet that includes padding that will help to protect your head in real life. This means a phys-rep of a helmet that is made from metal, leather, foam or similar material that includes padding that might reasonably provide some real protection to your head if you get a stray head hit. It must be a phys-rep of armour, so an arming cap is the bare minimum - a thin cloth cap, a hat, head-band or similar does not count.&lt;br /&gt;
&lt;br /&gt;
A helmet with no padding, or a [https://en.wikipedia.org/wiki/Mail_coif mail coif] does not count. You can add foam padding to a helm or wear a coif over a padded cap to gain the additional benefits. You can [mailto:rules@profounddecisions.co.uk email a picture of your helm to rules@profounddecisions.co.uk] if you need a definitive ruling.&lt;br /&gt;
&lt;br /&gt;
A helmet will &#039;&#039;also&#039;&#039; count as part of your character&#039;s armour, if it increases the amount of cover your armour provides to the necessary limits then you &#039;&#039;also&#039;&#039; gain additional hits from your armour as well as one additional hit from your helmet.&lt;br /&gt;
&lt;br /&gt;
Magicians cannot cast spells or perform rituals while wearing any armour, except for a helmet. A helmet never interferes with your spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk is classed as light armour. If it covers the torso and one other location it provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Leather or armour made to appear as if constructed from leather.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 3mm or more thick.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides a hero point provided you are not wearing any heavy armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any armour that is made to look like leather armour is classed as medium armour. If it covers the torso and one other location it provides the wearer with 3 extra hits. This can be made of any material that is made to look like leather, but the material used must be 3mm or more thick.&lt;br /&gt;
&lt;br /&gt;
If the armour covers the torso and one other location then it also grants you a hero point. You do not get this benefit if you are wearing heavy armour on any location other than the head.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
{{CaptionedImage|file=DawnPlate.jpg|align=right|width=300|caption=Steel armour is classed as heavy armour}}&lt;br /&gt;
* &#039;&#039;&#039;Metal armour or armour that looks like it is metal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any metal armour, or any armour designed to look metal is classed as heavy armour. If the armour covers the torso and at least one other location then it provides the wearer with 4 extra hits. This includes polyurethane, foam, aluminium and other lightweight materials, provided the surface is made to look like metal, as well as brigandine armour (armour that looks like metal covered with fabric).&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Not Armour===&lt;br /&gt;
* &#039;&#039;&#039;Some materials can never be used to make light, medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes cardboard, tinfoil and paper.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wool or other fabric coloured to look like chain is also not acceptable.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If in any doubt about what you&#039;re making your armour from, please email rules@profounddecisions.co.uk.&#039;&#039;&#039;&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tinfoil and paper cannot be counted as armour in Empire. Wool padding in gambesons and similar is fine, but you cannot use knitted wool or other fabric which is coloured to look like chain as armour either. These materials can be used to make mage armour if desired.&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
{{CaptionedImage|file=Mage Armour.jpg|caption=Mage armour by [https://www.facebook.com/Tannerintheworks/?hc_location=ufi Tanner in the Works]|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;You must have the battle mage skill to wear mage armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify, the mage armour must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectoral (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
* Circlet or mask (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area, but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
You must have the [[Magical_skills#Battle_Mage|Battle Mage]] skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real-world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
{{Core Rule Links}}&lt;br /&gt;
* [[Weapon checking]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141594</id>
		<title>Weapons &amp; armour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141594"/>
		<updated>2026-07-12T18:51:35Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be a phys-rep of a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use anything larger. Weapon categories are also important for [[Magic_items#Weapons|enchantments]].&lt;br /&gt;
&amp;lt;!--fix--&amp;gt;&lt;br /&gt;
One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.&lt;br /&gt;
&lt;br /&gt;
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions [[weapon checking]] team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.&lt;br /&gt;
&lt;br /&gt;
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat&#039;leths are not allowed. Some phys-reps can be used but are [[Costume#Look_and_Feel|less appropriate]] for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The [[costume]] page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.&lt;br /&gt;
===Daggers===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 24” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any [[heroic skills]] or with enchantments suitable for one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 24” and 42” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.&lt;br /&gt;
&lt;br /&gt;
===Great weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 42” and up to 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon up to 60&amp;quot; long provided they hold it in both hands. &lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=Stern von Holberg of the Orphans preparing to ruin a barbarian&#039;s day.|caption=League defender with polearm|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon between 60&amp;quot; and 84&amp;quot; long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.&lt;br /&gt;
&lt;br /&gt;
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 84” and up to 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a pike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.&lt;br /&gt;
&lt;br /&gt;
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
{{CaptionedImage|file=Kill the foe.jpg|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 60&amp;quot; and up to 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a spear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be a phys-rep of a spear which is between 60&amp;quot; and 84&amp;quot; long. The weapon can be wielded in one hand - but you &#039;&#039;must&#039;&#039; hold the weapon within 6&amp;quot; of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.&lt;br /&gt;
&lt;br /&gt;
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cannot be used with heroic skills&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to deliver an [[Spellcasting#Offensive_Spells|offensive spell]]. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as [[mend]] or [[heal]].&lt;br /&gt;
&lt;br /&gt;
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications: wands, rods, and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Battle_Mage|Battle Mage]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some [[magic items|magical enchantments]] can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 18” long&#039;&#039;&#039;&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[restore limb]] or utility incantations such as [[mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 18” and up to 42” long&#039;&#039;&#039;&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[repel]] or [[empower]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
{{CaptionedImage|file=Staff.jpeg|caption=A Freeborn battle mage shows use of the staff in battle.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 42” and up to 84” long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon in both hands &lt;br /&gt;
* &#039;&#039;&#039;A staff that is at least 60” long must be held in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician&#039;s reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical_skills#Battle_Mage|Battle Mage]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
A staff that is between 60&amp;quot; and 84&amp;quot; in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18&amp;quot; separation between your hands when wielding a staff that is 60&amp;quot; or longer.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Marksman skill to use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands to shoot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.&lt;br /&gt;
&lt;br /&gt;
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
&lt;br /&gt;
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapons==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Thrown skill to use a thrown weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 8&amp;quot; or longer and passed by weapons check as safe for throwing&#039;&#039;&#039;&lt;br /&gt;
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long. &lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{{CaptionedImage|file=Shield Shapes.PNG|align=right|width=400}}&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 16” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A shield must be gripped by a handle held in the hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can use a buckler, a small shield up to 16 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
&lt;br /&gt;
Some special [[calls]] still effect a character even if the blow is blocked by a shield. A character is still [[Calls#REPEL|repelled]], [[Calls#ENTANGLE|entangled]], or [[Calls#STRIKEDOWN|knocked off their feet]] if the blow strikes their shield, although they do not lose any hits.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px; display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 16&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Kite and Heater shaped shields, we compare your shield to the length of a Tower shield. As a rule of thumb, you must be losing at least as much area from the first 40&amp;quot; of the shield (in red) as you gain from the point of the shield in the last 8&amp;quot; (in green). If you&#039;re in any doubt, and for unusual shield shapes, please email a photo of shield along with it&#039;s dimensions to rules@profounddecisions.co.uk&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armour coverage.png|align=right|caption=Armour needs to add up to one alongside torso coverage to grant additional hits|width=200|title=Art provided by Daisy Prout}}&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The phys-rep must be a piece of armour: leather clothing or similar does not count&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells or perform rituals while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Complete coverage of the front of the torso is considered sufficient. Valid locations are the head (with a helm), the arms, the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm then it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing any armour other than mage armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
{{CaptionedImage|file=ArmourWintermark.jpg|caption=Thick leather armour is medium armour.|width=200|align=right}}&lt;br /&gt;
===Helmet===&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear a helmet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If the phys-rep is a robust helmet that contains padding that protects your head then your character gains one additional body hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A helmet never interferes with spellcasting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A helmet provides additional protection by increasing your global hits by one, provided the phys-rep is a robust helmet that includes padding that will help to protect your head in real life. This means a phys-rep of a helmet that is made from metal, leather, foam or similar material that includes padding that might reasonably provide some real protection to your head if you get a stray head hit. It must be a phys-rep of armour, so an arming cap is the bare minimum - a thin cloth cap, a hat, head-band or similar does not count.&lt;br /&gt;
&lt;br /&gt;
A helmet with no padding, or a [https://en.wikipedia.org/wiki/Mail_coif mail coif] does not count. You can add foam padding to a helm or wear a coif over a padded cap to gain the additional benefits. You can [mailto:rules@profounddecisions.co.uk email a picture of your helm to rules@profounddecisions.co.uk] if you need a definitive ruling.&lt;br /&gt;
&lt;br /&gt;
A helmet will &#039;&#039;also&#039;&#039; count as part of your character&#039;s armour, if it increases the amount of cover your armour provides to the necessary limits then you &#039;&#039;also&#039;&#039; gain additional hits from your armour as well as one additional hit from your helmet.&lt;br /&gt;
&lt;br /&gt;
Magicians cannot cast spells or perform rituals while wearing any armour, except for a helmet. A helmet never interferes with your spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk is classed as light armour. If it covers the torso and one other location it provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Leather or armour made to appear as if constructed from leather.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 3mm or more thick.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides a hero point provided you are not wearing any heavy armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any armour that is made to look like leather armour is classed as medium armour. If it covers the torso and one other location it provides the wearer with 3 extra hits. This can be made of any material that is made to look like leather, but the material used must be 3mm or more thick.&lt;br /&gt;
&lt;br /&gt;
If the armour covers the torso and one other location then it also grants you a hero point. You do not get this benefit if you are wearing heavy armour on any location other than the head.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
{{CaptionedImage|file=DawnPlate.jpg|align=right|width=300|caption=Steel armour is classed as heavy armour}}&lt;br /&gt;
* &#039;&#039;&#039;Metal armour or armour that looks like it is metal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any metal armour, or any armour designed to look metal is classed as heavy armour. If the armour covers the torso and at least one other location then it provides the wearer with 4 extra hits. This includes polyurethane, foam, aluminium and other lightweight materials, provided the surface is made to look like metal, as well as brigandine armour (armour that looks like metal covered with fabric).&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Not Armour===&lt;br /&gt;
* &#039;&#039;&#039;Some materials can never be used to make light, medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes cardboard, tinfoil and paper.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wool or other fabric coloured to look like chain is also not acceptable.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If in any doubt about what you&#039;re making your armour from, please email rules@profounddecisions.co.uk.&#039;&#039;&#039;&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tinfoil and paper cannot be counted as armour in Empire. Wool padding in gambesons and similar is fine, but you cannot use knitted wool or other fabric which is coloured to look like chain as armour either. These materials can be used to make mage armour if desired.&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
{{CaptionedImage|file=Mage Armour.jpg|caption=Mage armour by [https://www.facebook.com/Tannerintheworks/?hc_location=ufi Tanner in the Works]|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;You must have the battle mage skill to wear mage armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify, the mage armour must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectoral (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
* Circlet or mask (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area, but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
You must have the [[Magical_skills#Battle_Mage|Battle Mage]] skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real-world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
{{Core Rule Links}}&lt;br /&gt;
* [[Weapon checking]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141593</id>
		<title>Weapons &amp; armour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141593"/>
		<updated>2026-07-12T18:51:22Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be a phys-rep of a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use anything larger. Weapon categories are also important for [[Magic_items#Weapons|enchantments]].&lt;br /&gt;
&amp;lt;!--fix--&amp;gt;&lt;br /&gt;
One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.&lt;br /&gt;
&lt;br /&gt;
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions [[weapon checking]] team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.&lt;br /&gt;
&lt;br /&gt;
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat&#039;leths are not allowed. Some phys-reps can be used but are [[Costume#Look_and_Feel|less appropriate]] for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The [[costume]] page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.&lt;br /&gt;
===Daggers===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 24” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any [[heroic skills]] or with enchantments suitable for one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 24” and 42” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.&lt;br /&gt;
&lt;br /&gt;
===Great weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 42” and up to 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon up to 60&amp;quot; long provided they hold it in both hands. &lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=Stern von Holberg of the Orphans preparing to ruin a barbarian&#039;s day.|caption=League defender with polearm|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon between 60&amp;quot; and 84&amp;quot; long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.&lt;br /&gt;
&lt;br /&gt;
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 84” and up to 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a pike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.&lt;br /&gt;
&lt;br /&gt;
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
{{CaptionedImage|file=Kill the foe.jpg|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 60&amp;quot; and up to 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a spear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be a phys-rep of a spear which is between 60&amp;quot; and 84&amp;quot; long. The weapon can be wielded in one hand - but you &#039;&#039;must&#039;&#039; hold the weapon within 6&amp;quot; of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.&lt;br /&gt;
&lt;br /&gt;
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cannot be used with heroic skills&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to deliver an [[Spellcasting#Offensive_Spells|offensive spell]]. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as [[mend]] or [[heal]].&lt;br /&gt;
&lt;br /&gt;
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications: wands, rods, and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Battle_Mage|Battle Mage]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some [[magic items|magical enchantments]] can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 18” long&#039;&#039;&#039;&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[restore limb]] or utility incantations such as [[mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 18” and up to 42” long&#039;&#039;&#039;&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[repel]] or [[empower]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
{{CaptionedImage|file=Staff.jpeg|caption=A Freeborn battle mage shows use of the staff in battle.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 42” and up to 84” long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon in both hands &lt;br /&gt;
* &#039;&#039;&#039;A staff that is at least 60” long must be held in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician&#039;s reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical_skills#Battle_Mage|Battle Mage]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
A staff that is between 60&amp;quot; and 84&amp;quot; in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18&amp;quot; separation between your hands when wielding a staff that is 60&amp;quot; or longer.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Marksman skill to use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands to shoot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.&lt;br /&gt;
&lt;br /&gt;
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
&lt;br /&gt;
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapons==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Thrown skill to use a thrown weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 8&amp;quot; or longer and passed by weapons check as safe for throwing&#039;&#039;&#039;&lt;br /&gt;
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long. &lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{{CaptionedImage|file=Shield Shapes.PNG|align=right|width=200}}&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 16” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A shield must be gripped by a handle held in the hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can use a buckler, a small shield up to 16 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
&lt;br /&gt;
Some special [[calls]] still effect a character even if the blow is blocked by a shield. A character is still [[Calls#REPEL|repelled]], [[Calls#ENTANGLE|entangled]], or [[Calls#STRIKEDOWN|knocked off their feet]] if the blow strikes their shield, although they do not lose any hits.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px; display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 16&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Kite and Heater shaped shields, we compare your shield to the length of a Tower shield. As a rule of thumb, you must be losing at least as much area from the first 40&amp;quot; of the shield (in red) as you gain from the point of the shield in the last 8&amp;quot; (in green). If you&#039;re in any doubt, and for unusual shield shapes, please email a photo of shield along with it&#039;s dimensions to rules@profounddecisions.co.uk&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armour coverage.png|align=right|caption=Armour needs to add up to one alongside torso coverage to grant additional hits|width=200|title=Art provided by Daisy Prout}}&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The phys-rep must be a piece of armour: leather clothing or similar does not count&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells or perform rituals while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Complete coverage of the front of the torso is considered sufficient. Valid locations are the head (with a helm), the arms, the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm then it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing any armour other than mage armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
{{CaptionedImage|file=ArmourWintermark.jpg|caption=Thick leather armour is medium armour.|width=200|align=right}}&lt;br /&gt;
===Helmet===&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear a helmet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If the phys-rep is a robust helmet that contains padding that protects your head then your character gains one additional body hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A helmet never interferes with spellcasting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A helmet provides additional protection by increasing your global hits by one, provided the phys-rep is a robust helmet that includes padding that will help to protect your head in real life. This means a phys-rep of a helmet that is made from metal, leather, foam or similar material that includes padding that might reasonably provide some real protection to your head if you get a stray head hit. It must be a phys-rep of armour, so an arming cap is the bare minimum - a thin cloth cap, a hat, head-band or similar does not count.&lt;br /&gt;
&lt;br /&gt;
A helmet with no padding, or a [https://en.wikipedia.org/wiki/Mail_coif mail coif] does not count. You can add foam padding to a helm or wear a coif over a padded cap to gain the additional benefits. You can [mailto:rules@profounddecisions.co.uk email a picture of your helm to rules@profounddecisions.co.uk] if you need a definitive ruling.&lt;br /&gt;
&lt;br /&gt;
A helmet will &#039;&#039;also&#039;&#039; count as part of your character&#039;s armour, if it increases the amount of cover your armour provides to the necessary limits then you &#039;&#039;also&#039;&#039; gain additional hits from your armour as well as one additional hit from your helmet.&lt;br /&gt;
&lt;br /&gt;
Magicians cannot cast spells or perform rituals while wearing any armour, except for a helmet. A helmet never interferes with your spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk is classed as light armour. If it covers the torso and one other location it provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Leather or armour made to appear as if constructed from leather.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 3mm or more thick.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides a hero point provided you are not wearing any heavy armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any armour that is made to look like leather armour is classed as medium armour. If it covers the torso and one other location it provides the wearer with 3 extra hits. This can be made of any material that is made to look like leather, but the material used must be 3mm or more thick.&lt;br /&gt;
&lt;br /&gt;
If the armour covers the torso and one other location then it also grants you a hero point. You do not get this benefit if you are wearing heavy armour on any location other than the head.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
{{CaptionedImage|file=DawnPlate.jpg|align=right|width=300|caption=Steel armour is classed as heavy armour}}&lt;br /&gt;
* &#039;&#039;&#039;Metal armour or armour that looks like it is metal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any metal armour, or any armour designed to look metal is classed as heavy armour. If the armour covers the torso and at least one other location then it provides the wearer with 4 extra hits. This includes polyurethane, foam, aluminium and other lightweight materials, provided the surface is made to look like metal, as well as brigandine armour (armour that looks like metal covered with fabric).&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Not Armour===&lt;br /&gt;
* &#039;&#039;&#039;Some materials can never be used to make light, medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes cardboard, tinfoil and paper.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wool or other fabric coloured to look like chain is also not acceptable.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If in any doubt about what you&#039;re making your armour from, please email rules@profounddecisions.co.uk.&#039;&#039;&#039;&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tinfoil and paper cannot be counted as armour in Empire. Wool padding in gambesons and similar is fine, but you cannot use knitted wool or other fabric which is coloured to look like chain as armour either. These materials can be used to make mage armour if desired.&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
{{CaptionedImage|file=Mage Armour.jpg|caption=Mage armour by [https://www.facebook.com/Tannerintheworks/?hc_location=ufi Tanner in the Works]|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;You must have the battle mage skill to wear mage armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify, the mage armour must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectoral (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
* Circlet or mask (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area, but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
You must have the [[Magical_skills#Battle_Mage|Battle Mage]] skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real-world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
{{Core Rule Links}}&lt;br /&gt;
* [[Weapon checking]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141592</id>
		<title>Weapons &amp; armour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=141592"/>
		<updated>2026-07-12T18:50:20Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be a phys-rep of a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some phys-reps are inappropriate for use in Empire, please check the costume guidelines before you buy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use anything larger. Weapon categories are also important for [[Magic_items#Weapons|enchantments]].&lt;br /&gt;
&amp;lt;!--fix--&amp;gt;&lt;br /&gt;
One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.&lt;br /&gt;
&lt;br /&gt;
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions [[weapon checking]] team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.&lt;br /&gt;
&lt;br /&gt;
Some phys-reps of weapons are inappropriate for use in Empire - for example muskets or bat&#039;leths are not allowed. Some phys-reps can be used but are [[Costume#Look_and_Feel|less appropriate]] for the game - such as a flaming sword or a crystal mace. The look and feel brief for each nation gives advice on the best phys-reps to use for your character where possible. The [[costume]] page provides more detail on kit that is not allowed or better avoided and explains how the limitations work in practice.&lt;br /&gt;
===Daggers===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 24” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any [[heroic skills]] or with enchantments suitable for one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 24” and 42” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.&lt;br /&gt;
&lt;br /&gt;
===Great weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 42” and up to 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon up to 60&amp;quot; long provided they hold it in both hands. &lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=Stern von Holberg of the Orphans preparing to ruin a barbarian&#039;s day.|caption=League defender with polearm|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon between 60&amp;quot; and 84&amp;quot; long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.&lt;br /&gt;
&lt;br /&gt;
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 84” and up to 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a pike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.&lt;br /&gt;
&lt;br /&gt;
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
{{CaptionedImage|file=Kill the foe.jpg|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 60&amp;quot; and up to 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a spear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be a phys-rep of a spear which is between 60&amp;quot; and 84&amp;quot; long. The weapon can be wielded in one hand - but you &#039;&#039;must&#039;&#039; hold the weapon within 6&amp;quot; of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.&lt;br /&gt;
&lt;br /&gt;
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cannot be used with heroic skills&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to deliver an [[Spellcasting#Offensive_Spells|offensive spell]]. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as [[mend]] or [[heal]].&lt;br /&gt;
&lt;br /&gt;
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications: wands, rods, and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Battle_Mage|Battle Mage]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some [[magic items|magical enchantments]] can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 18” long&#039;&#039;&#039;&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[restore limb]] or utility incantations such as [[mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 18” and up to 42” long&#039;&#039;&#039;&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[repel]] or [[empower]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
{{CaptionedImage|file=Staff.jpeg|caption=A Freeborn battle mage shows use of the staff in battle.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 42” and up to 84” long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon in both hands &lt;br /&gt;
* &#039;&#039;&#039;A staff that is at least 60” long must be held in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician&#039;s reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical_skills#Battle_Mage|Battle Mage]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
A staff that is between 60&amp;quot; and 84&amp;quot; in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18&amp;quot; separation between your hands when wielding a staff that is 60&amp;quot; or longer.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Marksman skill to use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands to shoot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.&lt;br /&gt;
&lt;br /&gt;
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
&lt;br /&gt;
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapons==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Thrown skill to use a thrown weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 8&amp;quot; or longer and passed by weapons check as safe for throwing&#039;&#039;&#039;&lt;br /&gt;
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long. &lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{{CaptionedImage|file=Cambion and Shield.jpg|align=right|width=200}}&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 16” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A shield must be gripped by a handle held in the hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can use a buckler, a small shield up to 16 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
&lt;br /&gt;
Some special [[calls]] still effect a character even if the blow is blocked by a shield. A character is still [[Calls#REPEL|repelled]], [[Calls#ENTANGLE|entangled]], or [[Calls#STRIKEDOWN|knocked off their feet]] if the blow strikes their shield, although they do not lose any hits.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px; display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 16&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armour coverage.png|align=right|caption=Armour needs to add up to one alongside torso coverage to grant additional hits|width=200|title=Art provided by Daisy Prout}}&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The phys-rep must be a piece of armour: leather clothing or similar does not count&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells or perform rituals while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Complete coverage of the front of the torso is considered sufficient. Valid locations are the head (with a helm), the arms, the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm then it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing any armour other than mage armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
{{CaptionedImage|file=ArmourWintermark.jpg|caption=Thick leather armour is medium armour.|width=200|align=right}}&lt;br /&gt;
===Helmet===&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear a helmet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If the phys-rep is a robust helmet that contains padding that protects your head then your character gains one additional body hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A helmet never interferes with spellcasting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A helmet provides additional protection by increasing your global hits by one, provided the phys-rep is a robust helmet that includes padding that will help to protect your head in real life. This means a phys-rep of a helmet that is made from metal, leather, foam or similar material that includes padding that might reasonably provide some real protection to your head if you get a stray head hit. It must be a phys-rep of armour, so an arming cap is the bare minimum - a thin cloth cap, a hat, head-band or similar does not count.&lt;br /&gt;
&lt;br /&gt;
A helmet with no padding, or a [https://en.wikipedia.org/wiki/Mail_coif mail coif] does not count. You can add foam padding to a helm or wear a coif over a padded cap to gain the additional benefits. You can [mailto:rules@profounddecisions.co.uk email a picture of your helm to rules@profounddecisions.co.uk] if you need a definitive ruling.&lt;br /&gt;
&lt;br /&gt;
A helmet will &#039;&#039;also&#039;&#039; count as part of your character&#039;s armour, if it increases the amount of cover your armour provides to the necessary limits then you &#039;&#039;also&#039;&#039; gain additional hits from your armour as well as one additional hit from your helmet.&lt;br /&gt;
&lt;br /&gt;
Magicians cannot cast spells or perform rituals while wearing any armour, except for a helmet. A helmet never interferes with your spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk is classed as light armour. If it covers the torso and one other location it provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Leather or armour made to appear as if constructed from leather.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 3mm or more thick.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides a hero point provided you are not wearing any heavy armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any armour that is made to look like leather armour is classed as medium armour. If it covers the torso and one other location it provides the wearer with 3 extra hits. This can be made of any material that is made to look like leather, but the material used must be 3mm or more thick.&lt;br /&gt;
&lt;br /&gt;
If the armour covers the torso and one other location then it also grants you a hero point. You do not get this benefit if you are wearing heavy armour on any location other than the head.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
{{CaptionedImage|file=DawnPlate.jpg|align=right|width=300|caption=Steel armour is classed as heavy armour}}&lt;br /&gt;
* &#039;&#039;&#039;Metal armour or armour that looks like it is metal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any metal armour, or any armour designed to look metal is classed as heavy armour. If the armour covers the torso and at least one other location then it provides the wearer with 4 extra hits. This includes polyurethane, foam, aluminium and other lightweight materials, provided the surface is made to look like metal, as well as brigandine armour (armour that looks like metal covered with fabric).&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Not Armour===&lt;br /&gt;
* &#039;&#039;&#039;Some materials can never be used to make light, medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes cardboard, tinfoil and paper.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wool or other fabric coloured to look like chain is also not acceptable.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If in any doubt about what you&#039;re making your armour from, please email rules@profounddecisions.co.uk.&#039;&#039;&#039;&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tinfoil and paper cannot be counted as armour in Empire. Wool padding in gambesons and similar is fine, but you cannot use knitted wool or other fabric which is coloured to look like chain as armour either. These materials can be used to make mage armour if desired.&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
{{CaptionedImage|file=Mage Armour.jpg|caption=Mage armour by [https://www.facebook.com/Tannerintheworks/?hc_location=ufi Tanner in the Works]|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;You must have the battle mage skill to wear mage armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify, the mage armour must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectoral (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
* Circlet or mask (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area, but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
You must have the [[Magical_skills#Battle_Mage|Battle Mage]] skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real-world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
{{Core Rule Links}}&lt;br /&gt;
* [[Weapon checking]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Shield_Shapes.PNG&amp;diff=141591</id>
		<title>File:Shield Shapes.PNG</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Shield_Shapes.PNG&amp;diff=141591"/>
		<updated>2026-07-12T18:48:40Z</updated>

		<summary type="html">&lt;p&gt;Graemej: Shield shapes diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Shield shapes diagram&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_information&amp;diff=134211</id>
		<title>Event information</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_information&amp;diff=134211"/>
		<updated>2026-02-11T13:41:08Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Arrival Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The following event information is applicable for all our events. Please feel free to point people to this page if they are looking for information on details for times, dates and other recurring event details.&lt;br /&gt;
&lt;br /&gt;
==Tickets==&lt;br /&gt;
When you book for an event the system will try to email you a booking confirmation email with an attached pdf ticket. Please print the ticket out, or bring it with you on your phone if that&#039;s easier. If you don&#039;t use email, you can log in to your PD account and download your ticket at any time. You will be asked to show your ticket when you arrive at the gate.&lt;br /&gt;
&lt;br /&gt;
If you are not sure if you are booked for the event, then you can check your booking status by logging in to [http://www.profounddecisions.co.uk/home your PD account] or by [mailto:admin@profounddecisions.co.uk emailing the head office].&lt;br /&gt;
&lt;br /&gt;
Please make sure that you have entered your car registration number on your PD account if you are travelling by car.&lt;br /&gt;
&lt;br /&gt;
If you have claimed the concessionary ticket price, please make sure that you email a copy of your proof of eligibility to the head office or bring a copy with you to the event.&lt;br /&gt;
&lt;br /&gt;
==Arrival Times==&lt;br /&gt;
Players are allowed on site from 13:00 (1pm) on the Thursday before the event starts. There is an additional charge of £10 to arrive one day early; this is paid on the gate and MUST be paid separately. This charge only applies to participants aged 16 or over. There is a card reader on the gate..&lt;br /&gt;
&lt;br /&gt;
The gate will close at approximately 10pm and will open again at 10am on Friday morning. If you are arriving after this time, there will be a number on the gate that you can call and security will open the gate to allow you in.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DaveMcKennaWiki.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Time In==&lt;br /&gt;
Empire begins at 6pm on Friday and ends at 1 am that night. On Saturday time in begins at 10 am and ends at 1 am. On Sunday time in begins at 10 am and ends at 3 pm.&lt;br /&gt;
&lt;br /&gt;
==Time Out==&lt;br /&gt;
The event ends at 3pm on Sunday, there are no vehicles allowed on site before this time. During take-down there is simply not enough room for everyone to bring their car onto the site while all the tents are still up. We need participants to make room for vehicles and be off as quickly as possible, otherwise the traffic on the site becomes gridlocked and nothing can move. For this reason you must take your tent down and pack up your belongings before you bring your vehicle on site, unless you need to bring your vehicle on first for accessibility reasons (such as disability, fatigue, childcare, etc). Once everything is down and ready to be packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go. We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather.&lt;br /&gt;
&lt;br /&gt;
This rule applies up to 7pm on Sunday - after that time participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
&lt;br /&gt;
==Camping==&lt;br /&gt;
If you are pitching an in-character tent, then you must make sure you liaise with your [[camp planner]] before pitching your tent. We are pressed for space in the IC field, so our camp planners will only be able to guarantee sleeping space on the IC field to people with accessibility or childcare needs.&lt;br /&gt;
&lt;br /&gt;
* Our camp planners will be asking everyone who is bringing an IC tent to the event whether it is required or optional.&lt;br /&gt;
* &amp;quot;Required&amp;quot; tents include all tents for roleplaying in and any tents that need to be on the IC field for any accessibility reason (mobility, fatigue, childcare, etc).&lt;br /&gt;
* &amp;quot;Optional&amp;quot; tents include any tents that could move to an OC field if required because they are just used for sleeping or storing equipment and aren’t needed for any accessibility reason.&lt;br /&gt;
* You won’t be asked to justify or explain your choices - just mark your tent as optional or required with your camp planner.&lt;br /&gt;
* If we run out of space, camp planners will move some or all of the sleeping tents labelled as optional to the new overflow fields we have hired. &lt;br /&gt;
* The overflow fields are not in-character and don&#039;t form part of the Anvil game area, but they are adjacent to Anvil to keep walking distances to a minimum.&lt;br /&gt;
* If we only need to move a few tents, we will ensure we aren&#039;t moving the same tents each time.&lt;br /&gt;
&lt;br /&gt;
If you are camping in the OOC area then you are welcome to camp in any suitable spot that is available provided you don&#039;t block any vehicle access ways. Check with a member of our traffic team if you are in any doubt.&lt;br /&gt;
&lt;br /&gt;
Please make sure you pitch your tent carefully and safely and follow the published guidance for [[camp safety]].&lt;br /&gt;
&lt;br /&gt;
==Weapons Check==&lt;br /&gt;
Bring your weapons to the weapon check point on the main road at the bottom end of the Highguard camp just down from GOD to get them checked by a Profound Decisions weapons checker before use. There will be a large grey banner on the tent to identify it. The best time to get your weapon checked is Friday day before the event starts where possible. &lt;br /&gt;
&lt;br /&gt;
If you are taking part in the battles then your weapons will need checking before each battle. The first time you get your weapon checked we will put a coloured rubber band coded for the event on it. On Saturday any weapon that isn&#039;t banded will be checked before it can be taken on the battlefield. On Sunday we will check all weapons before they go on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Any weapon that fails a safety check will be tagged with a weapon-fail cable-tie and must be put stowed in an OOC area (or at GOD if you don&#039;t have access to any OOC area) until the end of the event.&lt;br /&gt;
&lt;br /&gt;
==Telephone==&lt;br /&gt;
For appropriate use only, our on-site mobile number is 07817 133793. This will be staffed by Profound Decisions event team on the run up to the event, and held by our security team throughout the event. If you need to get hold of Profound Decisions to report an emergency then you can call this number.&lt;br /&gt;
{{CaptionedImage|file=Mhorish.jpg|align=right|width=500|caption=Mhorish Goodfood}}&lt;br /&gt;
&lt;br /&gt;
==First Aid==&lt;br /&gt;
* &#039;&#039;&#039;First aid is available 24/7 throughout the event&#039;&#039;&#039;&lt;br /&gt;
The First Aid tent is immediately in front of GOD. Qualified first aid staff are available at all times here or via GOD. Please report any medical problems to First Aid or to any member of staff with a radio.&lt;br /&gt;
&lt;br /&gt;
==Toilets==&lt;br /&gt;
There are toilet blocks placed at appropriate locations all over the site. The location of the toilet blocks will be marked on the site map for each event.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
Drinks and snacks are available from our fully IC tavern. The bar will be serving drinks on Thursday evening, but is OOC until time in on Friday. We have a wide range of caterers serving food and drinks listed below. They are joined in the IC area by Mhorish Good Food and Smokey Hole.&lt;br /&gt;
&lt;br /&gt;
All our OOC caterers can be found in our new Trade Court area from 2024 onwards.&lt;br /&gt;
&lt;br /&gt;
===Bean There Drunk That===&lt;br /&gt;
[https://www.facebook.com/beantheredrunkthat/ Bean There Drunk That] specialises in artisan coffee and fresh-fruit smoothies. We use high-end beans from one of the country&#039;s finest roasters. Always Organic, Direct-Trade and freshly roasted in small batches, there&#039;s a real difference in both flavours and effect when compared to a standard espresso.&lt;br /&gt;
&lt;br /&gt;
Our fresh-fruit smoothies are really popular with kids and we offer a selection of milkshakes, iced coffees, specials and a range of snacks.&lt;br /&gt;
&lt;br /&gt;
===Cantina El Burrito===&lt;br /&gt;
The [[Cantina El Burrito]] will be providing a range of tasty Mexican dishes. For more details of the planned menu see the [[Cantina El Burrito]] page.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{PDFLink|caption=Jabberwocky menu|link=https://www.profounddecisions.co.uk/resources/downloads/LARPMenuApril2022.pdf|align=left}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Fresh Roots===&lt;br /&gt;
Fresh Roots will be serving a range of vegetarian meals.&lt;br /&gt;
&lt;br /&gt;
===Jabberwocky===&lt;br /&gt;
A wide range of delicious toasties starting from £5. All our toasties are made using local bread and high quality ingredients from local independent suppliers. Sandwiches are toasted to order on our unique presses.&lt;br /&gt;
&lt;br /&gt;
===Mhorish Goodfood===&lt;br /&gt;
Mhorish will be serving tasty, filling, hot meals from the kitchen next to the Skian Mhor trade stall in the market place.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; grid-gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
* Specials/Six Item Breakfast: £10.50&lt;br /&gt;
* Beef Burger - £8&lt;br /&gt;
* Cheese Burger - £8.50&lt;br /&gt;
* Double Cheese Burger - £12&lt;br /&gt;
** + bacon/black pudding - £1&amp;lt;br&amp;gt;&lt;br /&gt;
** + egg/cheese – 50p&amp;lt;br&amp;gt;&lt;br /&gt;
* Chicken Burger - £8&lt;br /&gt;
* Mozzarella Burger (v) - £8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
* Spicy Bean Burger (ve) - £8&lt;br /&gt;
* Nuggets and Chips - £7&lt;br /&gt;
* Chips - £3.50&lt;br /&gt;
* Cheesy Chips - £4&lt;br /&gt;
* 3 things in a thing - £6&lt;br /&gt;
** Bacon, Sausage, black pudding, egg, veggie sausage. Cheese extra 50p&lt;br /&gt;
* Mighty Mhorish - £13&lt;br /&gt;
** Burger, sausage, bacon, black pudding, fried egg, and cheese.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meal tickets are currently £9.50 per meal. We also offer a 50p discount if you bring your own food receptacle and cutlery and/or drink receptacle.&lt;br /&gt;
{{CaptionedImage|file=spicybox.jpeg|caption=Spicy Box menu.|align=right|width=300}}&lt;br /&gt;
===Pizza Yule Love===&lt;br /&gt;
Delicious 12&amp;quot; pizzas starting from £8.00 and cooked in ninety seconds. The new menu includes three types of veggie pizzas and the option for vegan cheese as well as their monster nachos that&#039;s enough to feed 4 hungry Larpers which comes in meat, veggie or vegan options and goes down a storm at other events.&lt;br /&gt;
&lt;br /&gt;
===Smokey Hole===&lt;br /&gt;
Smokey Hole will be serving good quality burgers and sausages from their stall on the edge of the Varushkan on the road leading to GOD. Breakfast is bacon sausage or vegan bap for £4, or £5 with a coffee. Lunch is a huge Cumberland sausage for £6.50, 6 oz cheeseburger for £7.50, or carvery roast pork bap with apple sauce for £6. Dinner is BBQ pulled pork baps with cheese.&lt;br /&gt;
&lt;br /&gt;
===Spicy Box===&lt;br /&gt;
Spicy Box offer a range of kebabs, curries and similar - see the adjacent menu for details.&lt;br /&gt;
&lt;br /&gt;
===Tony&#039;s Ice Cream===&lt;br /&gt;
Offering a range of delicious ic-creams.&lt;br /&gt;
&lt;br /&gt;
===Yuleys Bratwurst===&lt;br /&gt;
Yuleys Bratwurst sells a range of different bratwurst all cooked on charcoal. All served with German condiments, Mustard, Curry and Tom ketch in a soft sub roll.&lt;br /&gt;
* 20” long Pork Bratwurst - £8&lt;br /&gt;
* 10” long Pork Bratwurst, Ham and Cheese Bratwurst, Ham Bratwurst - £6&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Autumn_Equinox_Senate_sessions&amp;diff=128199</id>
		<title>387YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Autumn_Equinox_Senate_sessions&amp;diff=128199"/>
		<updated>2025-09-11T10:37:38Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:387YE Autumn]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
Following the mandate [[385YE_Winter_Solstice_Synod_judgements#Judgement_127|enacted]] by &#039;&#039;&#039;Luca i Taziel i Riqueza&#039;&#039;&#039; after the Winter Solstice 385YE the number of commissions available has been reduced as the faithful have been convinced to withdraw their labour. This will continue until either the Imperial Senate uses a motion to assign fines from the magistrates to the Virtue fund or the [[Assembly#The_Virtue_Assemblies|Prosperity Assembly]] uses a clearly worded [[Statement of Principle]] upheld with a greater majority to encourage the faithful to once again take up their tools. More information can be found in the [[Forwards_and_Rewards#Fines_and_Funds|Forwards and Rewards]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1180 thrones and 2 crowns.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Allocate the Singing Caves===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To allocate the Singing Caves&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker for the Senate at the Friday evening session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The [[Singing Caves]] have been claimed by the Empire. They can be allocated as a national seat, for the Marches and appointed by [[Tally of the Votes]]; an Imperial seat, and auctioned off; or the motion rejected and raised later. More information on this motion can be found on the &#039;&#039;&#039;[[Because they must]]&#039;&#039;&#039; wind of war&lt;br /&gt;
&lt;br /&gt;
===Allocate the Arch of the Sky===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To allocate the Arch of the Sky&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker for the Senate at the Friday evening session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; Work on the Arch of the Sky has been completed. They can be allocated as a national seat, for Urizen and appointed by [[Tally of the Votes]]; an Imperial seat, and auctioned off; or the motion rejected and raised later. The Arch of the Sky is in Operus, [[Zenith]], that produces 18 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
===Confirm Trade with Zemelslo===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; The Senate confirms that trade with Zemelslo is permitted under the terms of the [[Liberty Pact]].&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Speaker for the Senate]] at the Saturday evening session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; Zemelslo is a small nation bordering and allied with [[Jarm]]. It has recently offered to open trade with the Empire, but the Civil Service have raised concerns about Zemelslo&#039;s dependence on Jarm and the potential political implications. More information can be found on the &#039;&#039;&#039;[[My_passions_from_a_common_spring#Free_Ports_And_Free_People|My passions from a common spring]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Grant Spymaster Power to Authorise Foreign Access===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To grant the [[Imperial Spymaster]] the legal power to authorise foreign powers to access Imperial spy networks and smugglers&#039; coves, by announcement in the [[Military Council]].&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Speaker for the Senate]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion would allow the Imperial Spymaster to extend access to Imperial espionage assets to foreign nations. More details can be found in the &#039;&#039;&#039;[[Bedight_in_veils#Forest_of_Ulnak| Bedight in veils]]&#039;&#039;&#039; wind of fortune. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To grant the [[Imperial Spymaster]] the legal power to control all access to Imperial spy networks and smugglers&#039; coves, by announcement in the [[Military Council]].&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Speaker for the Senate]] at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion would place sole authority for determining access to with the Spymaster. Any citizen or foreigner wishing to make use of spy networks and smuggler&#039;s coves would require the Spymaster’s approval. More details can be found in the &#039;&#039;&#039;[[Bedight_in_veils#Forest_of_Ulnak| Bedight in veils]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Ambassador to the Sarcophan Delves===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Appoint the Ambassador to the Sarcophan Delves&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Speaker of the Senate at the Friday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; This appointment was [[387YE_Summer_Solstice_Senate_sessions#Ambassador_to_the_Sarcophan_Delves|initially raised]] in the last session of the Summer Solstice 387YE&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Summer_Solstice_Senate_sessions&amp;diff=125506</id>
		<title>387YE Summer Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Summer_Solstice_Senate_sessions&amp;diff=125506"/>
		<updated>2025-07-25T13:02:51Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:387YE Summer]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
Following the mandate [[385YE_Winter_Solstice_Synod_judgements#Judgement_127|enacted]] by &#039;&#039;&#039;Luca i Taziel i Riqueza&#039;&#039;&#039; after the Winter Solstice 385YE the number of commissions available has been reduced as the faithful have been convinced to withdraw their labour. This will continue until either the Imperial Senate uses a motion to assign fines from the magistrates to the Virtue fund or the [[Assembly#The_Virtue_Assemblies|Prosperity Assembly]] uses a clearly worded [[Statement of Principle]] upheld with a greater majority to encourage the faithful to once again take up their tools. More information can be found in the [[Forwards_and_Rewards#Fines_and_Funds|Forwards and Rewards]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 658 thrones and 6 Crowns.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
&lt;br /&gt;
===Elect Imperial Consul===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Election of Imperial Consul.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Speaker of the Senate &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; The title of [[Imperial Consul]] will be appointed at the Friday Senate session&lt;br /&gt;
&lt;br /&gt;
===Elect Minister of Historical Research===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Election of the Minister of Historical Research.&lt;br /&gt;
*&#039;&#039;&#039;Proposed:&#039;&#039;&#039; Speaker of the Senate &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; The title of [[Minister of Historical Research]] will be appointed at the Friday Senate session &lt;br /&gt;
&lt;br /&gt;
===Assign Madruga===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Assign Madruga&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion will be brought during the Saturday evening session unless a Senator raises an earlier motion to assign the territory.&lt;br /&gt;
&lt;br /&gt;
===Redefine Advisor on the Vallorn===&lt;br /&gt;
&lt;br /&gt;
The following three motions will be brought on Saturday evening session, in an order chosen by the Speaker of the [[Vallornguard]]. If an earlier motion passes, the others will be withdrawn. If none of the three pass, then the position of [[Advisor on the Vallorn]] is [[Eight_for_a_wish#Role_of_the_Advisor |no longer able to be appointed]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To reassign the title of Advisor on the Vallorn, making it an Imperial title appointed by the Vallornguard sodality.  The title would no longer be responsible for protecting the Great Library of Hacynian; this duty will instead be transferred to the Singer of the Silence.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; If this motion passes, the Advisor on the Vallorn becomes an Imperial title appointed by the [[Vallornguard]] and the [[Singer of the Silence]] becomes responsible for protecting the Great Library at Hacynian. The Advisor would retain the power to address the Senate and could be given additional powers, such as address the Military Council.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Advisor on the Vallorn, to remove the ability to address the Senate and the responsibility to advise the Senate and protect the Empire. The title will instead gain the power to address the Vallornguard, and the responsibility to advise the sodality in their mission.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;  If passed, the title holder would gain the power to make a single, short address during a formal meeting of the [[Vallornguard]] each summit, even if not themselves a member. They would remain custodian of the Great Library of Hacynian and appointment by Navarr Senators. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Advisor on the Vallorn, removing its power to address the Senate and its responsibility to advise the Senate and protect the Empire. The title will be renamed &#039;&#039;Custodian of Hacynian&#039;&#039;, and its sole responsibility will be the oversight and protection of the Great Library at Hacynian.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;  The renamed Custodian of Hacynian will remain a Navarr Senator appointed title and a respected authority on the vallorn and the history of Terunael, but will hold no legal powers. Their duties will focus entirely on safeguarding the Library and the invaluable lore it contains.&lt;br /&gt;
&lt;br /&gt;
===Establish the Cat&#039;s Graces===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Create the Imperial Sodality of The Cat&#039;s Graces. The sodality is dedicated to art and music. It holds the following to be true: Arts are for everyone to enjoy, no matter their skill; Virtue demands that we give a space for joy as well as for work; The value of a nation is judged by its culture as much as its might. The sodality therefore exists to: To promote and encourage the arts and creatives in Anvil and across the Empire; To encourage all people and nations, within and outside the Empire, to teach each other through their art; To hold social events to enjoy and promote the arts in Anvil and outside it. The symbol of the sodality is a cat holding a scroll. The Imperial title &#039;Maestro&#039; will be elected by the sodality, with the responsibility to represent the Cat&#039;s Graces views to other parts of the Empire, to recruit new members, and to advance the sodality&#039;s goals and the members&#039; interests.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion will be brought at the Saturday 9pm Senate session. It requires a [[Senate_motion#Constitutional_Vote|Constitutional Vote]].&lt;br /&gt;
&lt;br /&gt;
===Establish the Artisans Guild===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Create the Imperial Sodality of the Artisans Guild. The Imperial Artisans Guild holds the following to be true: Artisans and the items they create are valuable strategic resources for the Empire; Artisans deserve to be compensated fairly for their craft; Artisans are the citizens best placed to make decisions that affect artisanry. The Artisans Guild therefore exists to: Provide aid and guidance on artisanry across the Empire; Support and coordinate the efforts of artisans in the creation and innovation of magic items; Represent the Empire&#039;s artisans and support opportunities for them within our borders and beyond. The symbol is an anvil with the Xun rune. The title of Guildmaster of the Artisans will be amended to be elected by the sodality, and gain the responsibility to represent the Artisans Guild&#039;s views to other parts of the Empire, to recruit new members, and to advance the sodality&#039;s goals and the members&#039; interests.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion will be brought at the Saturday 9pm Senate session. It requires a [[Senate_motion#Constitutional_Vote|Constitutional Vote]].&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Root_and_branch&amp;diff=124328</id>
		<title>Root and branch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Root_and_branch&amp;diff=124328"/>
		<updated>2025-07-15T10:41:07Z</updated>

		<summary type="html">&lt;p&gt;Graemej: Undo revision 124327 by Graemej (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Summer]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Root and branch.jpg|caption=The Empire rises to the challenge of the Sarangrave|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Golden Sun and Blue Skies==&lt;br /&gt;
Spring turns toward Summer in [[the Barrens]]. It is, and has always been, a wild territory and the stewardship of [[Dawn]] is unlikely to change that any time soon. It can be a little disconcerting how beautiful the place can be, given the history of this vast tract of land that has been torn between Empire and [[the Mallum]] for centuries. For all the death, all the blood spilled and all the sorrow, it is still a living, vibrant place. Flowers explode across [[The_Barrens#Dawnguard|Dawnguard]], [[The_Barrens#Murderdale|Murderdale]], and the [[The_Barrens#The_Carmine_Fields|Carmine Fields]]. [[Farm|Farms]] well-established and newly carved out burgeon with grain across the western Barrens, under the bright sun and the dark blue skies. Further east, there are hunters in the woods and the high hills - [[yeofolk of Dawn|yeofolk]] after deer and boars, nobles after more deadly prey. &lt;br /&gt;
&lt;br /&gt;
In the north, the [[Not_to_conquer#Rahvin|Rahvin]] are in command of the [[The_Barrens#Bitter_Strand|Bitter Strand]]. They do not welcome visitors - save for those who fought alongside them and helped their sept survive the violence unleashed by the [[Gryphon&#039;s Pride]]. Even those who risked their lives to help them are not truly welcome, but they at least are not turned away. That much trust they have earned, paid for in blood. Perhaps, in time, this might widen into a wider accommodation. They are too busy for trade anyway; harvesting wood and stone to build homes, forging mithril and iron into weapons and shields for their [[Imperial army|army]].&lt;br /&gt;
&lt;br /&gt;
In the south, along the borders with benighted Therunin, the [[Great Forest Orcs]] have finished restoring their settlement - and building an odd [[weirwood]] [[fortification]] to protect it. By all accounts they and their Navarr allies are preparing for the horror to come as the [[vallorn]] spreads through the [[Druj]] controlled territory.&lt;br /&gt;
&lt;br /&gt;
There are Navarr spread across the Barrens now, establishing small settlements here and there near their [[orc]] allies or near [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle Wayhouse]] in [[The Barrens#The Bleaks|the Bleaks]]. The [[Not to conquer#Karass|Karass]] do not welcome them, not even a little bit, and glare at their backs when they think they are not looking. Yet for now at least they restrict themselves to glares, and the odd griping comment to anyone who will listen. They rarely come out and say it but they seem to resent the [[wayhouse]] more, perhaps, than they have ever openly resented the Dawnish conquest of their homes.&lt;br /&gt;
&lt;br /&gt;
In the east, Dawn keeps the garrison at [[The Barrens#Houndsgate|Houndsgate]] well supplied and well stocked with arms and armour. The challenges of traversing the Bleaks and the [[The Barrens#Untrod Groves|Untrod Groves]], in the absence of an easier route through the Bitter Strand, means that maintaining the connection between the east and the west Barrens can sometimes become a little tenuous. Not that anyone gives the five Imperial armies marching through the Barrens any trouble, of course.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EasternSky_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=LionsAdelmar_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=GryphonPride_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NorthernEagle_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==From the West==&lt;br /&gt;
Five armies, fresh from their reverie at the [[Golden_magicians_fayre#Lion_and_Bear|Golden Magicians fayre]] in [[Astolat]], marching through the Barrens. The [[Granite Pillar]] and the [[Eastern Sky]] lead the way alongside the new-mustered [[Lions of Adelmar]]. More controversially, both the Gryphon’s Pride and the [[Northern Eagle]] are here. The last time the [[Varushka|Varushkan]] army was here it was to [[Ripples_and_shadows#Hope&#039;s_Rest|destroy the Montanians]]. The last time the ‘Pride were here… well everyone knows [[By northern shores|that story]] no doubt. Not that there is any trouble - why would there be with the Rahvin safely at Bitter Strand and the Great Forest Orcs in their new homes? But their presence is a reminder of the past - it can be difficult to shake off the clinging shadow of your past.&lt;br /&gt;
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Most of the denizens of the Barrens that the armies see are Karass [[orc|orcs]], and not even that many of those. Neither the  Untrod Groves nor the Bleaks are particularly hospitable - these are wild woodlands where entire armies could get lost and never be seen again. There is darkness under the trees, the kind of darkness that makes the Varushkans at least feel at home in a way the bright blue skies and golden sun of the farmlands does not. Yet those shadows cannot hope to hold much menace, not with the &#039;&#039;other&#039;&#039; force that marches through the Barrens with the Empire.&lt;br /&gt;
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Here we do not talk of Imperial captains - although there are more than enough of them, mostly fighting with the Northern Eagle - but with the shining knights of the [[Realms#Summer|Summer realm]]. True to her words, the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; has sent her finest warriors to battle beside the armies of the Empire who took part in the grand tourneys and feasting in Astolat last season. More than ten thousand [[Knights of Glory|knights]] called from the Fields of Glory to accompany Imperial soldiers into the Mallum. &lt;br /&gt;
&lt;br /&gt;
While many knights have fought alongside the Empire in the recent past, this season Eleonaris sends five of her Lords of the Pennants and their cohorts to fight with the Empire. Some of the Imperial armies have history with these particular nobles. The Eastern Sky are [[Glass_and_flame#The_Rains_of_Cerevado|reunited]] with the heroes under the command of &#039;&#039;Dindrayne&#039;&#039;, the proud feather-browed war-witch with a staff of adamant. &#039;&#039;Ser Gaspare&#039;&#039;, wrapped in her great white bearskin cloak over her crimson plate once again joins the Northern Eagle, her proud golden-eyed [[schlacta]] ready to lock their unbreakable shields into a bulwark of adamant against the cruel spears and barbed arrows of the Druj. For their very first battle, the Lions of Adelmar are joined by &#039;&#039;Lady Moriamis&#039;&#039;, a golden-eyed warrior-poet and a cohort of warsingers, inspiring their fellow knights with both their words and their deeds to acts of heroism and glory even in the face of the grim realities of war against the Druj. With the Granite Pillar, the rune-armoured hammersmiths of the herald &#039;&#039;Elodian&#039;&#039;, whose discipline matches that of the Highborn soldiers and whose thunderous hammer blows send any foe foolish enough come within their reach sprawling back into the mud. Few rise again. And with the Gryphon&#039;s Pride marches &#039;&#039;Kore&#039;&#039;, the lion-maned warlord in scarlet armour, with his battalion of swift-footed knights with the lower bodies of great cats. All told, ten thousand Knights of Glory, who despise the cowardly, treacherous Druj even more than the Empire does.&lt;br /&gt;
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The armies - mortal and eldritch alike - stop briefly at the Last Battle Wayhouse. A sea of Imperial troops spread out through the trees of the Untrod Groves. The wayhouse cannot provide enough hospitality for even a fraction of the soldiers here but they do their best to welcome their allies nonetheless. Campfires burn like earthbound stars through the woods and if the Karass are unhappy about it, they keep their concerns to themselves. Perhaps just as well - the lords of Eleonaris’ court seem to have little affection for the orcs of these dense forests. Two days they remain here, before starting to move again. This time, they are accompanied by a dozen land-wise Navarr pathfinders from the Last Battle striding. They have made it their business to get to know the border between the Barrens and Sarangrave, to scout out the best places to cross over into [[Sarangrave#Nesustak Forest|Nesustak Forest]] and the [[Sarangrave#Turan_Flats|Turan Flats]]. The latter is the target of the Imperial march, and as the sun rises on the last day of spring, the host of the Empire enters the Mallum.&lt;br /&gt;
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==Those Already There==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CitadelGuard_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=WinterSun_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=QuietStep_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There are, of course, already Imperial forces in the Sarangrave but they are far away from the Turan Flats. At the start of the year, four Imperial armies - the [[Citadel Guard]], the [[Winter Sun]], the [[Towerjacks]] and the [[Golden Axe]] - marched up through the night-haunted forests of [[Zenith#Lustri|Lustri]] and into [[Sarangrave#Bloodwater Marsh|Bloodwater March]]. They faced down the Druj armies here to lick their wounds and resupply. As the year grew older they pressed further north to the shores of the [[Dredgemaster of Feverwater#Dredging the Feverwater|Feverwater]], pushing the Druj defenders back step by step.&lt;br /&gt;
&lt;br /&gt;
Almost immediately after the Spring Equinox, the Towerjacks quit Sarangrave, retracing their steps beneath the [[Zenith#The_Stork&#039;s_Gaze|Stork’s Gaze]] into Zenith proper and from there into [[Morrow]]. They have their tools with them, ready to help their allies complete the [[citadel]] they are [[386YE_Winter_Solstice_Senate_sessions#Construct_Citadel_in_Peregro|building]] in [[Morrow#Peregro|Peregro]]. Along the shore of some of the hot springs the Towerjacks meet the [[Navarr]] of the [[Quiet Step]], who have come down from [[Reikos]] at the command of [[The Throne#Defender of the Empire|the Throne]] to join the fight in Sarangrave. The mud-spattered soldiers of [[the League]] spend a night camped alongside the [[thorn|thorns]] of Navarr, sharing news of the campaign against the Druj on one hand and that of the Empire on the other. One leaving the Mallum to recover in Morrow, the other leaving the Empire to fight in Sarangrave.&lt;br /&gt;
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They make good time, the Quiet Step, barely pausing on their long hike through Lustri to the edges of the Bloodwater Marsh, and if their hearts yearn to look upon Therunin instead… well hearts can be silenced and every Navarr knows the value of sacrifice.&lt;br /&gt;
==Dark Clouds==&lt;br /&gt;
Summer in Sarangrave, and the heat swiftly makes anything it touches sticky and unpleasant. Some mud dries, cracking like old tiles; some thickens into a glutinous quagmire that seems eager to suck an unsuspecting boot from a foot or in some cases to swallow an unwary traveller whole. When the golden sun is at its highest, even the wasps and biting flies seem too tired to fly and sting and bite. Those baking hours provide little respite, though. Supplies of clean water run low, and if not for the [[Rivers of Life]] sending health and healing through the entire territory it might prove a challenge for the soldiers of the Empire to quench their thirsts and clear the sweat from their eyes.&lt;br /&gt;
&lt;br /&gt;
In a way, the brightness is at odds with the [[Druj miasma]] that smothers the Sarangrave. Those who&#039;ve never encountered it before are particularly unprepared. When unspoken dread suddenly ambushed a soldier walking along a darkened path in the [[Forest of Ulnak]], it is half expected. When existential terror surges through someone under cloudless cerulean skies in the middle of the day with the golden sun shining... that&#039;s a different matter. The Knights of Glory, as they have several times before, are often on hand with a reassuring pat on the shoulder or a rousing comment about the death of the Druj, but even their presence only helps muffle the symptoms. At night, when the temperature is barely any cooler, and the nocturnal beasts of the marshes and the forest come out to feast on the blood of Imperial soldiers, it is not uncommon to hear sobs, or a voice quietly praying that the paragons make this campaign swift, and sometimes perhaps that voice is your own.&lt;br /&gt;
==Bloodwater Marsh==&lt;br /&gt;
At the start of the year, three Imperial armies swept through the woodlands of [[Zenith#Lustri|Lustri]], out of [[Urizen]] and into [[the Mallum]]. They [[Unlock thy hidden gate|faced down]] the forces of the [[Druj]], and slowly but surely made headway toward conquering the [[Sarangrave#Bloodwater Marshes|Bloodwater Marshes]]. As the year grows older, they continue to press against the barbarian forces in the Sarangrave. They, too, are bolstered by cohorts of golden knights from the Fields of Glory - another six thousand knights in gold and scarlet armour, eager to fight the orcs of the Mallum and their twisted allies. &lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=200}}&lt;br /&gt;
They are still joined in battle against the [[Druj armies#Hidden Widow|Hidden Widow]], the [[Druj armies#Red Lizard|Red Lizard]], and the [[Druj armies#White Lion|White Lion]]. The latter are clearly taking the lead in defending Sarangrave; the banners of the pale ant hang over the defenders, perhaps the most disciplined of the Druj armies. It almost seems at some points that along with the garrison of the [[Sarangrave#Tower of the Skink|Tower of the Skink]] they are holding the line against the Empire all by themselves. &lt;br /&gt;
&lt;br /&gt;
It’s an illusion, though. The other two armies are simply better at attacking from ambush, of fading back into the marshes after a swift strike, of striking from a distance and then immediately retreating in the vain hope of drawing over-zealous Imperials into a trap. In the absence of the Towerjacks, the Druj begin to gain the upper hand, push the Empire back a few miles, and for a time seem to think that they may have the measure of the Empire.&lt;br /&gt;
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News filters down from the north that the [[Druj armies#Black Wind|Black Wind]] are on the move, that they have left Therunin and come to the defence of the Sarangrave. It’s doubtful they are doing this for any particular love of the septs here. It seems most likely they are drawn by the presence of the Golden Axe. After the Dawnish, the former siblings of the Rahvin hate the Varushkans most of all. Fortunately, before they can reach the southern regions, the Quiet Step arrive to reinforce the Imperial line.&lt;br /&gt;
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The [[Rivers of Life]] flow through the Sarangrave - the Druj have conjured that verdant power to bolster their own defences but the indiscriminate effects protect Imperial soldiers as well as the warriors of the Mallum. Even in the marshes, where disease and infection are a constant concern, no wound that is not in itself fatal will claim the life of anyone who survives the mortal blow, provided they take a few mouthfuls of water. And the water of the marshes is as wholesome, right now, as that taken from the freshest spring in the highest mountains of Zenith. &lt;br /&gt;
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None of the Druj armies themselves seem to bear enchantments, but nonetheless they have odd supernatural allies of their own. There are comparatively few sightings of eight-legged crocodiles or other terrors that were encountered last season, but rather attacks from black-feathered bird-like creatures with the faces of cats. They sing melodiously, their music causing discord and confusion in the minds of those who hear them, scrambling their perception of who they are. Fortunately, both those [[Cambion|crowned with horns]] by the [[Realms#Autumn|Autumn realm]] prove remarkably resistant to this torturous music; and the [[orc|orcs]] of the Winter Sun prove equally capable of ignoring the confusion that might otherwise cause them to fail their allies. The feathered beasts soon learn to fear the arrows loosed from Imperial bows.&lt;br /&gt;
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It is clear to the [[Citadel Guard]] that there is a powerful conjured ward of [[Night magic]] somewhere in the territory - something like those [[Dripping Echoes of the Fen|misty forts]] the Empire borrows from the &#039;&#039;[[Sadogua|Brother of Wizards]]&#039;&#039; from time to time. All they can say with certainty is that it is not here in Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
Nor is it the only such magical structure, and that causes a little confusion of its own when the effects become clear. There is a [[Forge the Wooden Fastness|Wooden Fastness]] in the Nesustak Forest, it seems, yet it is not aiding the Druj. Nor for that matter is it aiding the Empire. Instead, it seems to serve as the stronghold of an unknown number of allies of the [[Irra Harah|Shacklebreaker]], that Spring eternal who teaches the lost to hide, and the scared to run, and the furious to fight. If the Citadel Guard know more about its presence - and some of the Urizen magicians allow themselves a certain self-possessed smile when the matter is raised, as of one who knows they have done a difficult thing well - they do not elaborate.&lt;br /&gt;
&lt;br /&gt;
But we’ll come to that later, perhaps.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Shears of Fate==&lt;br /&gt;
The battle in the south is almost balanced; between the Druj armies and the garrison of their great fortress and their conjured fort and the four Imperial armies and the summoned knights the defenders of the Mallum may even have the upper hand - especially as their tactics favour defence more than the Empire’s more cautious tactics favour conquest. Bolstered by the Black Wind, it seems that they might not only deny the Imperial advance but also drive them back a step or twelve. Then the &#039;&#039;rest&#039;&#039; of the Empire attacks the Turan Flats and everything changes, changes completely. &lt;br /&gt;
&lt;br /&gt;
The Druj orcs are suddenly caught between the mountains and a sea of Imperial steel. Five fresh armies, eight thousand Knights of Glory, pushing into the Turan Flats and the Druj defences focused in the south. The Black Wind immediately abandon the defence of the Bloodwater Marsh, racing north to face the Gryphon’s Pride and the Eastern Sky. They take half the garrison of the Tower of the Skink with them, and most of the healers and apothecaries of the Red Lizard. That leaves the White Lion - whose disciplined defence is proving quite effective - and the Hidden Widow who, for a change, are more focused on slowing and diverting the Empire than they are on poisoning them.&lt;br /&gt;
&lt;br /&gt;
The Druj are vicious when cornered but they are also outnumbered and outplayed. The intelligence gathered by the Last Battle striding, and the support of the wayhouse and the Navarr makes all the difference in the Turan Flats. By the time the Black Wind and the garrison of the Tower are in position to try and slow them they are already laying siege to the settlement of Turan. The notoriously cruel [[Druj_champion#Het|het]] of the Banded Snakes who rule there - Trakaa, known for his insatiable hunger for tormenting Imperial prisoners - rallies the warriors of his sept. Unfortunately the majority of his warriors fight under the banner of the [[Druj armies#Hidden Snake|Hidden Snake]] and they are far from the marshes of Sarangrave right now. Yet Turan is by no means defenceless - a cadre of [[Druj lore#Tortured Souls|tortured souls]] are bound to Trakaa it seems. Former heroes of Dawn and Urizen, taken by the Druj and twisted into monstrous unliving warriors whose love for their Imperial siblings has been transformed into the darkest hate. They do not stay dead, and their former prowess now serves the dark will of the het.&lt;br /&gt;
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When they arrive, the garrison of the Tower bolsters the defences of Turan, but the Black Wind are more interested in trying to kill as many Dawnish warriors as they can - and the healing power of Spring that flows through the territory must be particularly frustrating to them.&lt;br /&gt;
&lt;br /&gt;
Just as frustrating, no doubt, is the presence of the Lions of Adelmar. The army is untested, and has been hurled into the hurricane indeed with its first campaign being in the Mallum. Yet they are stalwart, standing strong against the threat of the Druj and the terrible miasma that hangs over Sarangrave. They fight to defend not only themselves but their allies, creating a barrier of Dawnish steel against the enemy. The war-witches versed in healing magic and the yeofolk physicks both work tirelessly to ensure that anyone who falls and can be saved, is saved. The Black Wind focus much of their attention on the new army, but the rest of the Empire - especially the Eastern Sky and the Gryphon’s Pride - are as swift to come to their aid as they are to support the rest of the Imperial force.&lt;br /&gt;
&lt;br /&gt;
The fighting is bloody, even in spite of the Spring healing, but in the end Turan falls to the Empire. The Banded Snake are forced to scatter - some to their holdings in the strangely enchanted Nesustak Forest others to the dubious sanctuary of the Marshlizard sept or the ghulai of the Palace of the Sleepers. &lt;br /&gt;
{{CaptionedImage|file=Druj4.jpg|align=right|width=200}}&lt;br /&gt;
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==Across the River, Into the Woods==&lt;br /&gt;
The northern force doesn’t delay; as soon as they have secured Turan they begin to plan the crossing of the slow-moving river that flows south through [[Sarangrave#Bendol|Bendol]] to the Feverwater. The Druj have built no bridges, preferring to rely on boats and rafts it appears. The Empire secures as many of the Turan boats as they can but they have also made their own preparations. After all, they knew they would need to cross the river and so wagonloads of lumber gathered in the Barrens and collected in Astolat are broken out. A bridge of pontoons is put together, quickly reaching across the river and allowing the Empire to begin the assault into the weird marshes of [[Sarangrave#Kroll|Kroll]].&lt;br /&gt;
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Further south, the Druj defence is in disarray with the attack from the north and the rapid departure of two of the defensive armies. The White Lion fight like cornered rats but the writing is on the wall. The Empire pushes, the Druj collapse like a house of cards, retreating in confusion toward the [[Sarangrave#Whisperwood|Whisperwood]] and the palace of the Thornwasp sect at Uklead. The Empire quickly secures the Bloodwater Marsh and follows after them.&lt;br /&gt;
&lt;br /&gt;
At first they are especially cautious, worried about the threat of a supernatural ward on the Whisperwood but soon discover no such magic is in place. There are, however, a surprising number of traps and deadfalls.&lt;br /&gt;
&lt;br /&gt;
(And while the Bloodwater is secured, there are no sign of the [[Make_it_happen#The_Bloodwater_Spears|Bloodwater Spears]] - the sept that Prognosticator Graciana had identified [[Make it happen|three years ago]] that might be persuaded to fight against the Druj were they suitably armed and armoured. Their homes are abandoned, but with a kind of ordered chaos that suggests to the Winter Sun that they left of their own volition rather than taking disordered flight. The only clues as to what might have happened is a recent carving on the lintel of one of the village shacks that, if one squint, might seem to be an image of a rabbit or hare with curling horns).&lt;br /&gt;
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Further to the north, the other Imperial force has bridged the sluggish, muddy river but the crossing is no less perilous. The Druj defenders of Sarangrave pepper them with arrows, launching frenzied attacks when the armies are at their most vulnerable. They have reckoned without the Lions of Adelmar, first across the river, who hold the southern bank while their allies make the crossing. After a tense hour or so of effectively taking the brunt of the enemy attack against their shields, enough Imperial soldiers are on the shores of Kroll to turn the tide and force the Druj to retreat.&lt;br /&gt;
&lt;br /&gt;
As the southern expeditionary force begins to move through Whisperwood, the northern expeditionary force takes its first steps toward conquest of the marshes of Kroll. And then the news of an unlooked for development comes from the south…&lt;br /&gt;
{{CaptionedImage|file=RegionsofZenith.png|caption=Zenith will fight|align=right|width=400}}&lt;br /&gt;
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==Dark Beneath the Boughs==&lt;br /&gt;
It is perhaps six weeks before the Summer Solstice that the curtain of darkness begins to fall over the woods of Lustri. A smothering veil of night seeps down from the north-west. There are few spires in Lustri these days, but the lamps of the [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]] explode with light. The Druj are coming, down out of Therunin along the shores of the Feverwater. A host of orcs moving through the woods, striking south and east. It seems that almost all the armies that recently ravaged the Navarr marshes have attacked out of [[Therunin#East Ashes|East Ashes]] into Zenith.&lt;br /&gt;
&lt;br /&gt;
Perhaps they hoped that by delaying they would achieve a surprise attack, but those hopes are dashed. The vigilance of the people of Urizen, supported by Synod [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] and inspired by the [[sword scholar|sword scholars]] of the [[Urizen groups#Temple of the Wanderer|House of the Wanderer]] catches the Druj a little off guard. The alarm is raised, and word spreads across Lustri and more importantly beyond. Defenders take up arms to slow or hold the advance of the Mallum orcs, and the garrison of Stork’s Gaze marches west. Yet almost from the start, the Urizen are forced to retreat. The size of the force arrayed against them is simply too great.&lt;br /&gt;
&lt;br /&gt;
The defence very nearly ends in disaster before it even gets started. A second force of Druj - the bulk of those under the banners of the [[Druj armies#Hunting Scorpion|Hunting Scorpion]] - have claimed boats from the [[Therunin#The_Docks_at_Feverwater|docks at Feverwater]]. Supplemented with hastily constructed rafts, the orcs of the Mallum seek to trap the soldiers protecting Zenith between them in a terrible pincer movement. There is just enough warning from the vigilant patrols - a single sighting of a boat moving stealthily to shore swiftly communicated to the sentinels of the Gaze - and many of the soldiers marching from Stork’s Gaze are able to react swiftly enough to pull south. Sadly several hundred are still taken by surprise and mercilessly butchered by the warriors of that displaced Amber Scorpion sept who once held Ossium in their cruel grip.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Druj act carefully, with subtle malice. This is not one of those times. The Druj waste no time at all, an overwhelming assault against the north-eastern Urizen territory they once held. With the [[Druj armies#Thorn Born|Thorn Born]] at the head under the brambled-banners, they spread quickly through the woods. They seem less interested in securing the spires here than they are in launching an assault against the fortification that watches the borders with Sarangrave but any spires that fall into their hands - any that are not [[Vale of Shadows|hidden away]] with [[Night magic]] - are swiftly, brutally, smashed apart.&lt;br /&gt;
&lt;br /&gt;
The sentinels of Stork’s Gaze rally with the virtuous defenders, a desperate fight to hold the borders against the Druj. They hold for three days; the last heliopticon message from the fortification is a simple “remember us”. The Stork’s Gaze burns. Yet those brave sentinels do not die alone - one of the copper spiders of the [[Prospero|City of Bridges]] escapes the destruction and speaks of the courage of the garrison, of the forest around the fortress scattered hip-deep in the bodies of the Druj before the gates were breached and the towers broken.&lt;br /&gt;
&lt;br /&gt;
With the fortification broken, the Druj armies split into two forces. The first, largest force with the Thorn Born at their head, spread out through Lustri to deal with the remaining defenders and finish claiming the region for themselves. They are met at every turn by [[magical skills#Battle mage|battle mages]] and warriors and [[magical skills#magicians|magicians]] from further south. They eventually claim the region but they must fight every step and thanks to the perseverance, to the watchfulness, of the Urizen the invasion is almost entirely contained in Lustri.&lt;br /&gt;
&lt;br /&gt;
The second, smaller group of invading orcs, remains in the ruins of the Stork’s Gaze to ensure that the border with the Sarangrave remains strong. Reports suggest the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] are here, something that should be enough to raise concern against any Imperial strategist. The Druj are free to rain curses or raise defences of their own across Zenith again.&lt;br /&gt;
&lt;br /&gt;
There is little panic, if that is what the Druj hoped for. The magicians of Zenith lost everything the last time the orcs of the Mallum came to their territory. They will not be laid low so easily again... whatever vile sorcery the corrupt ghulai of the Tainted Basilisk might be planning.&lt;br /&gt;
{{CaptionedImage|file=mantle.jpg|width=300|align=right}}&lt;br /&gt;
==Desperation==&lt;br /&gt;
The four armies in the south are now cut off from the rest of the Empire by Druj to the south and east, vallorn to the north, and the hungry Feverwater lake to the west. When the news of their predicament finally reaches them it adds a new desperation to the fighting in the Whisperwood, a new urgency to the fight to join up with the northern forces.&lt;br /&gt;
&lt;br /&gt;
In the north, the news likewise inspires the other Imperial armies to push forward into the eerie marshes of Kroll. Here the Druj warriors are reinforced by the militia of the Marshlizards - who barely raised a finger to help Het Trakaa but now welcome those fighters fleeing Turan. Not as allies so much as a fleshy buffer between them and the Empire.&lt;br /&gt;
&lt;br /&gt;
Yet the Marshizards only control parts of Kroll. The Sept of Masks also hold territory here, surrounding the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] along the shore of the deep, dark lake that laps along the base of the odd conical hill on which it is built. These are the same ghulai that were encountered exploring the outskirts of [[Sarangrave#Béantal_Dol|Béantal Dol]], the same allies of the Thornwasp sept who march with the Tainted Basilisk. At first they do not seem to be any great threat; they are ritual magicians rather than [[Arkad#Vikari|vikari]].&lt;br /&gt;
&lt;br /&gt;
The Red Lizard army fights with particular ferocity, while the herb masters among their number fight to ensure that the Empire kills as few of the Druj defenders as possible. The Black Wind continue to seek to face and slaughter Dawnish soldiers, and several times it is clear that they favour that strategy over defending their Marshlizard “allies”. The sept has taken its own precautions, though. [[Night magic]] infuses the marsh here, a potent enchantment that grants succour to the Druj, that grants supernatural advantage to their ability to sneak and hide, that turns the wetlands themselves against the invaders. The most apparent symptom of the magic is that the marsh octopus - the vicious little predators with their venomous beaks and delicious meat - seem to be on the verge of frenzy. The smaller ones swarm like piranha or rats, slipping through the thick mud to ambush sentries or most horribly of all emerge from swampy ground within army camps when the night is at its darkest. By themselves they would be horrible enough, but there are also much larger examples of this peculiar breed. While most marsh octopus found in Zenith are barely the size of a person’s head with arms to match, those are clearly newborns. The adults and elders are a significantly greater threat. There are reports of a band of Northern Eagle scouts being ambushed by a cephalapoid terror with a body the size of an ox-cart and awful meaty limbs of proportional length and muscular strength.&lt;br /&gt;
&lt;br /&gt;
As time ticks away, as the Empire’s advance appears unstoppable, more and more warriors from the Tower of the Skink desert the defence of the Whisperwood and come north, leaving the Thornwasp to look after themselves, much more motivated to keep their own sept lands safe.&lt;br /&gt;
&lt;br /&gt;
It is both enough, and not enough. The Empire presses through the Whisperwood slowly, but makes significantly greater gains in the north. Things might have been a little different if the Druj had followed their usual strategy of creating many magical wards and fortifications across the territory, but as it is the Imperial forces in Kroll close inexorably on the Palace of the Sleepers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=IrrahHurrah002.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First They Must Catch You==&lt;br /&gt;
Empire and Druj and Empire, and along the northern borders of Zenith, Druj again. Yet there is another force active in Sarangrave this season, that seems to owe allegiance to neither side. The Bloodwater Spears are not the only orcs that simply seem to be… missing. As the fighting rages in Turan Flats, in Kroll, in Whisperwood and along the shores of the Feverwater, there are signs of this other force if one knows how to look.&lt;br /&gt;
&lt;br /&gt;
Labour camps deserted, their guards slain not by Imperial swords and arrows but by blunt instruments and improvised weapons. To the Citadel Guard and the Granite Pillar alike it is clear the attack has come from within the camp rather than without. The slaves who might have been penned there are simply gone, any tracks they might have left lost in the marshes.&lt;br /&gt;
&lt;br /&gt;
Farms, likewise, abandoned, derelict. No sign of any farm worker, no sign of their tools, perhaps most significantly, no signs of the stores of rice and grain. Even the herds of hardy marsh-dwelling goats tended in some of these places are gone, the eel and octopus traps emptied. Not everyone has disappeared, but enough. The Winter Sun investigate as best they can but find the former slaves they speak with closed mouthed, frightened, uncommunicative. The Golden Axe and the Northern Eagle have a little more success loosening the tongues of Druj prisoners, who seem equally baffled by what is happening, but also cocky and sneering confident that once the Empire is defeated and driven out they will hunt these traitorous slaves down and make an example of them. Again, the Citadel Guard simply nod, and change the subject when the matter is brought up. &lt;br /&gt;
&lt;br /&gt;
Eventually, some of the Winter Sun are able to convince a former slave to speak to them. Those who are fleeing, in the north and the south, are doing so with the aid of the &#039;&#039;Reedleaper&#039;&#039; - a spirit of the deep marshes that helps the victims of the Druj survive their wickedness. Sometimes &#039;&#039;Reedleaper&#039;&#039; helps them flee, sometimes it helps them hide, and sometimes it helps a few fight, although that usually ends the same tragic way. The spirit teaches secrets - how to break the chains and spears of the hated guards, how to sing away the pain and torment of those who have been tormented by the slave masters, how to mend broken bones and endure the cruel lash of whips. Sometimes it teaches even greater secrets, to those with the will and wit to listen. But always it reminds them that this is not the way the world is meant to be and that they must never accept the lies of the Druj that tell them they are nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reedleaper&#039;&#039; is familiar to the [[Sunstorm]] sept at least. There are stories of similar aid offered to the [[orc|orcs]] during the [[The Orc Rebellion|Orc rebellion]]. It seems [[Irra Harah]] is in the Sarangrave, but that the extent of his influence is degrees of magnitude greater this season than it has been before. The former slave admits that there is something happening in the Nesustak Forest, but what it is and what it means they will not say. Two nights later, that talkative orc has vanished along with their entire family from the Winter Sun camp.&lt;br /&gt;
{{CaptionedImage|file=ChainIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==The Glass Vice==&lt;br /&gt;
The Druj are caught between the four armies in the south and the five in the north, but that is only the start of their troubles. The Citadel Guard, you see, have a strategy. As they advance, they weave Autumn magic around themselves and around the soldiers of the other three armies. Even the news that they are cut off from their home does not trouble their poise. They weave their magic, and at several points they drive tall spikes of green iron into the marsh topped with clear, bright lightstones. They invoke the constellation of the Chain, and the Web, and the Lock. They call on the seventy-two secret names of the Lictors of the Autumn Realm. They wield the [[Highest_discipline#Technique_of_the_Coiling_Chain|Technique of the Coiling Chain]] and all across Sarangrave their magic takes hold.&lt;br /&gt;
&lt;br /&gt;
The Druj armies are distracted, fighting on two fronts and unaware of the danger until it is too late. [[Autumn magic]] wielded with consummate expertise, catches them like rats in a trap. The marsh twists beneath the boots of the Black Wind and the Red Lizard. The sticky Summer air seems to thicken around the Hidden Widow and the White Lion.&lt;br /&gt;
&lt;br /&gt;
They are caught now, trapped in invisible amber, wound in incorporeal chains. They may be able to flee Sarangrave but they will not get far. The inescapable curse of the Glass Labyrinth has them and none can walk its twisting paths with surety. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Octopus sculpture.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The God in the Lake==&lt;br /&gt;
But there are other magicians in Sarangrave than those of the Citadel Guard and it would be dangerous to become overconfident. In Kroll, the Empire closes in on the Palace of Sleepers, despite the best efforts of the Druj armies, and the garrison of the great fortification in [[Sarangrave#Thornfen|Thornfen]] and the magically empowered marsh and octopus. It is an unsettling sight, this so-called [[college of magic]]. The parts of the structure visible above the ground is a mishmash of walls and roofs, and stubby towers like fingers reaching hungrily toward the sky. The peculiar, almost conical hill it is built atop and within is shrouded in twisted trees that claw toward the Summer sky, and a shroud of thick mist that never seems to dissipate. It stands on the edge of a great dark watered lake, avoided by everyone save the ghulai who squat in the twisted palace. &lt;br /&gt;
&lt;br /&gt;
The scouts who first explored the Sarangrave spoke of an odd statue of a giant multi-armed horror slumped next to the hill, right on the edge of the black lake. It is here that the ghulai of the Sept of Masks seem to have chosen to begin their stand against the Empire. Everyone is mud-spattered and exhausted on both sides, save the magicians. They stand arrogantly in heavy woollen robes of clashing green and purple that must be sweltering in the Summer heat, their faces completely hidden behind oversized wooden masks gaudily painted with snarling, howling, laughing, weeping expressions that are deeply unsettling to gaze on for two long. Even the Black Wind seem to give them a wide berth, for some reason.&lt;br /&gt;
&lt;br /&gt;
As the Dawnish and Varushkan forces draw up, a warning murmur spreads from the Granite Pillar. Something is not right. There is, in the midst of the Druj, a wooden cage. A scarred Highborn captain wordlessly passes her spyglass to the other commanders. The cage contains a score of humans and orcs - several still wearing scraps of their soldiers’ surcote or tabard. All show signs of torment, wounds received in battle, and fear. One of them tries to inspire the others to join him in the Battle Hymn of the Empire but is brutally struck down by one of the Druj. What new horror have the Black Wind prepared?&lt;br /&gt;
&lt;br /&gt;
Yet it becomes clear that it is not the Black Wind that are in charge here. With a terrible cry, the ghulai of the Sept of Masks begin a mad, desperate, whirling dance. Ripples of uncertainty go through the imperial ranks and the orders are swiftly given to cautiously advance. Before anyone can take more than seven steps, the magicians all tear away their wooden masks and fling them into the waters of the lake. Beneath they wear a ‘’second’’ mask, a much tighter mask, of mottled green that fits more snugly to their heads, fringed with drooping tentacles, and a single yellow-painted eye in the middle of their forehead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Ya, Kroll!&#039;&#039;&amp;quot; they cry. &amp;quot;&#039;&#039;Come to us oh you God of the Lake! Feed upon these who would invade your home and slaughter your children!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this sign, the cage full of Imperial captives is pushed unceremoniously into the lake. It sinks mercifully swiftly, but it is certain that those poor people contained within are drowned before the Empire’s soldiers can do much but voice their fury and outrage. The front lines of the Druj and the Imperials clash, blood flows, screams of orc and human mingle together and then…&lt;br /&gt;
&lt;br /&gt;
The [[Army_orders#Cautious_Advance|cautious]] Highborn [[Highguard_military_concerns|cataphracts]] and [[Highguard_military_concerns#Guardians|guardians]] sound the alarm again. Something is rising in the great black lake. The waters surge upward, breaking their banks and washing knee deep along the shores. The Druj begin to fall back, swiftly, clearly something they had planned. Something is rising in the waters.&lt;br /&gt;
&lt;br /&gt;
At first it seems to be a small island or perhaps a ship, upside down breaching the surface and bobbing. But it continues to rise, out of the waves, up into the sky. It is immense - its size hard to grasp. A behemoth that surely, surely could not have fit within even the depths of this great lake. A single baleful, impossible eye stares down at the soldiers beneath that conical hill, in the shadow of that college of magic. A great rounded bulk, water sleeting down its sides, the eye burning with hate and hunger. &lt;br /&gt;
&lt;br /&gt;
The alarm has been sounded just in time, the Imperial strategy defensive and careful, and most of the soldiers are able to react swiftly enough to avoid the two immense arms, tens of feet long, that rise from the water and sweep across the banks of the nameless lake scattering sticky dark venom in their wake. &lt;br /&gt;
&lt;br /&gt;
Three, four, six more shorter arms rip through the air, and this unspeakable horror, this titanic one-eyed marsh octopus, unleashes a roar from its hidden maw that shakes the ground.&lt;br /&gt;
&lt;br /&gt;
There is no hope of fighting this creature - if it is a creature. It is real, certainly, not some kind of glamour. Even the armies of the Mallum give it a wide berth - only the Sept of Masks seem prepared to risk its terrible attention. It cannot leave the lake, thank the paragons. Unlike its tiny kin, it does not seem to have the power to move through the marsh mud. Retreat is the only option - but that does not stop some of the Dawnish taking a stand, egged on by the knights of Summer, striking at its huge muscular arms, launching a surprise attack of their own against the Druj magicians and while most of them die in the process there can be little doubt they die &#039;&#039;[[glory|gloriously]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The terrible booming foghorn roar of the god in the lake, the immense octopus from who the hell knows where, continue to echo across the marshes of Kroll… and then it is the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;There are two Imperial forces and one Druj force in Sarangrave&lt;br /&gt;
* &#039;&#039;&#039;The Empire controls Turan Flats and Bloodwater Marsh, the Druj control the rest of the territory apart from Bendol&lt;br /&gt;
* &#039;&#039;&#039;The territory has been under the effect of Rivers of Life and there were two magical forts conjured there - but only one seems to have supported the Druj&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies here have been caught by the Glass Labyrinth reducing their ability to move&lt;br /&gt;
* &#039;&#039;&#039;Of the armies fighting in Sarangrave, only the Northern Eagle provided shares of the Imperial Guerdon&lt;br /&gt;
There are two separate Imperial forces in the Sarangrave. The southern force made up of the Citadel Guard, Winter Sun, Golden Axe, and Quiet Step, have conquered the Bloodwater Marshes and are perhaps halfway toward taking the Whisperwood and the weirwood grove there. They struggled a little with the [[Druj miasma]] that made it harder to claim territory here. They are in serious difficulty due to the invasion of Zenith.&lt;br /&gt;
&lt;br /&gt;
The northern force made up of the Gryphon’s Pride, Eastern Sky, Lions of Adelmar, Northern Eagle, and Granite Pillar, have claimed Turan Flats are just over four-fifths of the way toward taking the region of Kroll. The only significant structure remaining outside their control is the Palace of the Sleepers. They benefited from the Under Threat quality provided by the last Battle Wayhouse in the Barrens, but they also found it a little more difficult to conquer territory due to the presence of the powerful Druj miasma.&lt;br /&gt;
&lt;br /&gt;
The Druj armies are caught between them, and have been ensnared in the Glass Labyrinth. Even if they can break through the Imperial lines they cannot move more than one territory in the coming season.&lt;br /&gt;
&lt;br /&gt;
There were by all accounts two magical forts in Sarangrave - one raised by the Druj in Kroll, the other of unknown provenance in Nesustak Forest. That latter ward appears to have aided &#039;&#039;neither&#039;&#039; side in the battle of Sarangrave, and it is very much not clear what was going on with it.&lt;br /&gt;
&lt;br /&gt;
===Zenith===&lt;br /&gt;
* &#039;&#039;&#039;The Druj have claimed Lustri and destroyed the fortification of Stork&#039;s Gaze&lt;br /&gt;
* &#039;&#039;&#039;They were unable to make much additional headway due to the virtuous resistance of the people of Zenith&lt;br /&gt;
* &#039;&#039;&#039;Their control of Lustri cuts the Imperial armies in southern Sarangrave off from their supply lines&lt;br /&gt;
A major force of Druj has poured south out of Therunin into Zenith. They have captured the region of Lustri, and destroyed the Stork’s Gaze fortification. They are about a tenth of the way toward claiming the marshes of Proceris. The Druj encountered stiff resistance from the spires of Zenith, thanks to the mandate of the Urizen Assembly.&lt;br /&gt;
&lt;br /&gt;
The Tainted Basilisk are believed to be in Lustri, the magic army able to focus rituals into the territory.&lt;br /&gt;
&lt;br /&gt;
===God in the Lake===&lt;br /&gt;
* &#039;&#039;&#039;Shortly before the Summer Solstice the ghulai of the Sept of Masks have called up a behemoth marsh octopus from the lake below the Palace of the Sleeper&lt;br /&gt;
* &#039;&#039;&#039;It is not clear what this thing is, what its capabilities are, or what it presages for the battle in the Sarangrave&lt;br /&gt;
In response to the Imperial invasion of Kroll, the ghulai of the Sept of Masks have roused something big and horrible in the lake below their college of magic. The soldiers on the ground have not had much time to do anything other than retreat quickly, but it appears to be an immense one-eyed marsh octopus that is almost certainly not an inhabitant of the mortal world. It’s possible that diviners in Anvil may be able to discover more about what exactly it is and what it portends for the conquest of Kroll.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported one of the northern armies may have been at the battle below the Palace of the Sleeper and seen the God in the Lake. It is very, very big - perhaps even as large as a kraken - and it is absolutely terrifying in its size and destructive power. It is a thing that will require armies to defeat, not something that can be slain by even a quite large group of imperial heroes. Fortunately, it seems to be restricted to the lake… but that might not present much comfort to anyone involved in taking the rest of the region.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=200}}&lt;br /&gt;
==Participation : Knights of Glory==&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Eastern Sky, Granite Pillar, or Northern Eagle receive an additional boon&lt;br /&gt;
During the [[Golden magicians fayre]], the [[Eleonaris|Mistress of Pennants]] offered a boon to certain armies that had joined her soldiers in revelry. Any character whose [[military unit]] supported the Eastern Sky, Granite Pillar, or Northern Eagle receives a single  [[vis#Golden Apple|Golden Apple]] that Eleonaris hopes will help encourage the captain to seek an [[enchantment]] for themselves or the soldiers under their command.&lt;br /&gt;
&lt;br /&gt;
These armies, along with the Citadel Guard, Golden Axe, and Winter Sun, have also benefitted a little from the inspiration offered by the Knights of Glory - encouraged to pursue heroic and glorious actions in battle, to destroy the rulers of the Druj, and to endure the hardships of all this marsh fighting with a roar of defiance. Characters whose military unit supported one of these armies are encouraged to create stories about fighting alongside these enthusiastic elfin warriors.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
===Being Cut Off===&lt;br /&gt;
* &#039;&#039;&#039;Four Imperial armies in southern Sarangrave are cut off from their supply lines and will begin to degrade&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies in Zenith are likewise separated from their supply lines due to the loss of Turan Flats and Bloodwater Marshes&lt;br /&gt;
* &#039;&#039;&#039;The Druj in Sarangrave face a similar fate if they lose control of Kroll&lt;br /&gt;
The breakdown of what&#039;s happened in Sarangrave and the adjoining territories creates a unique situation. Four Imperial armies are in south west Sarangrave. The Druj control the regions east and west (Thornfen, and Lustri in Zenith respectively). Bendol to the North is controlled by the Vallorn, the Feverwater is not traversable by armies, and Tsark to the south is not open to the Empire either.&lt;br /&gt;
&lt;br /&gt;
As these four armies have no supply route back to Imperial held territory, they are now In Trouble. If they are not able to draw a line back to Imperial Territory this season, they will begin to decay as if they were out of supply. This is not something which can be alleviated by the [[Keeper of the Breadbasket|Imperial Breadbasket]], as indeed those supplies are no more able to get through than support from the home nations. &lt;br /&gt;
&lt;br /&gt;
The Druj risk being caught in a similar situation. There are six Druj armies in Eastern Zenith, controlling Lustri. They control Therunin &lt;br /&gt;
and Nesustak Forest in Sarangrave, but none of the armies are able to receive supply from their [[Druj armies|patron septs]] and so are in a similar position to the Imperial armies in southern Sarangrave. Should the Druj lose control of Kroll, most of the Druj armies in Sarangrave would also be in dire straits.&lt;br /&gt;
&lt;br /&gt;
===Between Zenith and Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The situation in Zenith and southern Sarangrave has strategic implications for the campaign after the Summer Solstice&lt;br /&gt;
If Imperial forces in Sarangrave attack over the border into Zenith and Druj Forces in Zenith attack over the border into Sarangrave during this season, then that combat will be factored into any conflict that takes place in Sarangrave. This will not also apply to any Imperial Forces attacking from the west into Zenith, though taking Lustri from behind the Druj may have a detrimental effect &#039;&#039;if&#039;&#039; the Druj attack in that direction.&lt;br /&gt;
&lt;br /&gt;
===The Night Option===&lt;br /&gt;
* &#039;&#039;&#039;There may be magical ways for armies to escape Sarangrave if they need to&lt;br /&gt;
The Empire has in the past used magic to use [[Night magic]] to shroud armies and let them pass undetected. Should such magic be utilised, it would be possible for any such army to ignore the above problems and sneak past the Druj forces in Zenith undetected. The Druj have demonstrated in the past that they are equally capable of taking this kind of action themselves of course.&lt;br /&gt;
&lt;br /&gt;
One of the rituals that might allow escape from Sarangrave is the &#039;&#039;Host of Shadows&#039;&#039; which is not in Imperial lore. As discussed in the recent wiki update, however, that ritual has been substantially changed. Anyone who has mastered the ritual will need to check the details. If the player with the ritual text can contact a referee, or email {{plot}}, we can arrange to swap the existing text for an updated version.&lt;br /&gt;
{{CaptionedImage|file=You Shall Pass.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : Pillars of Night==&lt;br /&gt;
The Imperial prognosticators have identified a [[Sentinel Gate#Major Conjunctions|major conjunction]] of the [[Sentinel Gate]] to the marshes of Kroll near the Palace of the Sleeper. They believe there may be a possibility here to interfere with the Sept of Masks magic this season.&lt;br /&gt;
&lt;br /&gt;
==Battle of Opportunity : Rites of Spring==&lt;br /&gt;
The Imperial prognosticators have also identified a major conjunction of the Sentinel Gate that seems to lead to northern Proceris in Zenith. They are still examining the situation but believe it may have something to do with Druj intentions towards the Golden Cascade.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sarangrave]]&lt;br /&gt;
* [[Zenith]]&lt;br /&gt;
&lt;br /&gt;
* [[Unlock thy hidden gate]] - 387YE Spring Wind of Fortune about the start of the battle for Sarangrave&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Root_and_branch&amp;diff=124327</id>
		<title>Root and branch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Root_and_branch&amp;diff=124327"/>
		<updated>2025-07-15T10:40:18Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Being Cut Off */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Summer]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Root and branch.jpg|caption=The Empire rises to the challenge of the Sarangrave|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Golden Sun and Blue Skies==&lt;br /&gt;
Spring turns toward Summer in [[the Barrens]]. It is, and has always been, a wild territory and the stewardship of [[Dawn]] is unlikely to change that any time soon. It can be a little disconcerting how beautiful the place can be, given the history of this vast tract of land that has been torn between Empire and [[the Mallum]] for centuries. For all the death, all the blood spilled and all the sorrow, it is still a living, vibrant place. Flowers explode across [[The_Barrens#Dawnguard|Dawnguard]], [[The_Barrens#Murderdale|Murderdale]], and the [[The_Barrens#The_Carmine_Fields|Carmine Fields]]. [[Farm|Farms]] well-established and newly carved out burgeon with grain across the western Barrens, under the bright sun and the dark blue skies. Further east, there are hunters in the woods and the high hills - [[yeofolk of Dawn|yeofolk]] after deer and boars, nobles after more deadly prey. &lt;br /&gt;
&lt;br /&gt;
In the north, the [[Not_to_conquer#Rahvin|Rahvin]] are in command of the [[The_Barrens#Bitter_Strand|Bitter Strand]]. They do not welcome visitors - save for those who fought alongside them and helped their sept survive the violence unleashed by the [[Gryphon&#039;s Pride]]. Even those who risked their lives to help them are not truly welcome, but they at least are not turned away. That much trust they have earned, paid for in blood. Perhaps, in time, this might widen into a wider accommodation. They are too busy for trade anyway; harvesting wood and stone to build homes, forging mithril and iron into weapons and shields for their [[Imperial army|army]].&lt;br /&gt;
&lt;br /&gt;
In the south, along the borders with benighted Therunin, the [[Great Forest Orcs]] have finished restoring their settlement - and building an odd [[weirwood]] [[fortification]] to protect it. By all accounts they and their Navarr allies are preparing for the horror to come as the [[vallorn]] spreads through the [[Druj]] controlled territory.&lt;br /&gt;
&lt;br /&gt;
There are Navarr spread across the Barrens now, establishing small settlements here and there near their [[orc]] allies or near [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle Wayhouse]] in [[The Barrens#The Bleaks|the Bleaks]]. The [[Not to conquer#Karass|Karass]] do not welcome them, not even a little bit, and glare at their backs when they think they are not looking. Yet for now at least they restrict themselves to glares, and the odd griping comment to anyone who will listen. They rarely come out and say it but they seem to resent the [[wayhouse]] more, perhaps, than they have ever openly resented the Dawnish conquest of their homes.&lt;br /&gt;
&lt;br /&gt;
In the east, Dawn keeps the garrison at [[The Barrens#Houndsgate|Houndsgate]] well supplied and well stocked with arms and armour. The challenges of traversing the Bleaks and the [[The Barrens#Untrod Groves|Untrod Groves]], in the absence of an easier route through the Bitter Strand, means that maintaining the connection between the east and the west Barrens can sometimes become a little tenuous. Not that anyone gives the five Imperial armies marching through the Barrens any trouble, of course.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EasternSky_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=LionsAdelmar_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=GryphonPride_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NorthernEagle_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==From the West==&lt;br /&gt;
Five armies, fresh from their reverie at the [[Golden_magicians_fayre#Lion_and_Bear|Golden Magicians fayre]] in [[Astolat]], marching through the Barrens. The [[Granite Pillar]] and the [[Eastern Sky]] lead the way alongside the new-mustered [[Lions of Adelmar]]. More controversially, both the Gryphon’s Pride and the [[Northern Eagle]] are here. The last time the [[Varushka|Varushkan]] army was here it was to [[Ripples_and_shadows#Hope&#039;s_Rest|destroy the Montanians]]. The last time the ‘Pride were here… well everyone knows [[By northern shores|that story]] no doubt. Not that there is any trouble - why would there be with the Rahvin safely at Bitter Strand and the Great Forest Orcs in their new homes? But their presence is a reminder of the past - it can be difficult to shake off the clinging shadow of your past.&lt;br /&gt;
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Most of the denizens of the Barrens that the armies see are Karass [[orc|orcs]], and not even that many of those. Neither the  Untrod Groves nor the Bleaks are particularly hospitable - these are wild woodlands where entire armies could get lost and never be seen again. There is darkness under the trees, the kind of darkness that makes the Varushkans at least feel at home in a way the bright blue skies and golden sun of the farmlands does not. Yet those shadows cannot hope to hold much menace, not with the &#039;&#039;other&#039;&#039; force that marches through the Barrens with the Empire.&lt;br /&gt;
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Here we do not talk of Imperial captains - although there are more than enough of them, mostly fighting with the Northern Eagle - but with the shining knights of the [[Realms#Summer|Summer realm]]. True to her words, the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; has sent her finest warriors to battle beside the armies of the Empire who took part in the grand tourneys and feasting in Astolat last season. More than ten thousand [[Knights of Glory|knights]] called from the Fields of Glory to accompany Imperial soldiers into the Mallum. &lt;br /&gt;
&lt;br /&gt;
While many knights have fought alongside the Empire in the recent past, this season Eleonaris sends five of her Lords of the Pennants and their cohorts to fight with the Empire. Some of the Imperial armies have history with these particular nobles. The Eastern Sky are [[Glass_and_flame#The_Rains_of_Cerevado|reunited]] with the heroes under the command of &#039;&#039;Dindrayne&#039;&#039;, the proud feather-browed war-witch with a staff of adamant. &#039;&#039;Ser Gaspare&#039;&#039;, wrapped in her great white bearskin cloak over her crimson plate once again joins the Northern Eagle, her proud golden-eyed [[schlacta]] ready to lock their unbreakable shields into a bulwark of adamant against the cruel spears and barbed arrows of the Druj. For their very first battle, the Lions of Adelmar are joined by &#039;&#039;Lady Moriamis&#039;&#039;, a golden-eyed warrior-poet and a cohort of warsingers, inspiring their fellow knights with both their words and their deeds to acts of heroism and glory even in the face of the grim realities of war against the Druj. With the Granite Pillar, the rune-armoured hammersmiths of the herald &#039;&#039;Elodian&#039;&#039;, whose discipline matches that of the Highborn soldiers and whose thunderous hammer blows send any foe foolish enough come within their reach sprawling back into the mud. Few rise again. And with the Gryphon&#039;s Pride marches &#039;&#039;Kore&#039;&#039;, the lion-maned warlord in scarlet armour, with his battalion of swift-footed knights with the lower bodies of great cats. All told, ten thousand Knights of Glory, who despise the cowardly, treacherous Druj even more than the Empire does.&lt;br /&gt;
&lt;br /&gt;
The armies - mortal and eldritch alike - stop briefly at the Last Battle Wayhouse. A sea of Imperial troops spread out through the trees of the Untrod Groves. The wayhouse cannot provide enough hospitality for even a fraction of the soldiers here but they do their best to welcome their allies nonetheless. Campfires burn like earthbound stars through the woods and if the Karass are unhappy about it, they keep their concerns to themselves. Perhaps just as well - the lords of Eleonaris’ court seem to have little affection for the orcs of these dense forests. Two days they remain here, before starting to move again. This time, they are accompanied by a dozen land-wise Navarr pathfinders from the Last Battle striding. They have made it their business to get to know the border between the Barrens and Sarangrave, to scout out the best places to cross over into [[Sarangrave#Nesustak Forest|Nesustak Forest]] and the [[Sarangrave#Turan_Flats|Turan Flats]]. The latter is the target of the Imperial march, and as the sun rises on the last day of spring, the host of the Empire enters the Mallum.&lt;br /&gt;
&lt;br /&gt;
==Those Already There==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CitadelGuard_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=WinterSun_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=QuietStep_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There are, of course, already Imperial forces in the Sarangrave but they are far away from the Turan Flats. At the start of the year, four Imperial armies - the [[Citadel Guard]], the [[Winter Sun]], the [[Towerjacks]] and the [[Golden Axe]] - marched up through the night-haunted forests of [[Zenith#Lustri|Lustri]] and into [[Sarangrave#Bloodwater Marsh|Bloodwater March]]. They faced down the Druj armies here to lick their wounds and resupply. As the year grew older they pressed further north to the shores of the [[Dredgemaster of Feverwater#Dredging the Feverwater|Feverwater]], pushing the Druj defenders back step by step.&lt;br /&gt;
&lt;br /&gt;
Almost immediately after the Spring Equinox, the Towerjacks quit Sarangrave, retracing their steps beneath the [[Zenith#The_Stork&#039;s_Gaze|Stork’s Gaze]] into Zenith proper and from there into [[Morrow]]. They have their tools with them, ready to help their allies complete the [[citadel]] they are [[386YE_Winter_Solstice_Senate_sessions#Construct_Citadel_in_Peregro|building]] in [[Morrow#Peregro|Peregro]]. Along the shore of some of the hot springs the Towerjacks meet the [[Navarr]] of the [[Quiet Step]], who have come down from [[Reikos]] at the command of [[The Throne#Defender of the Empire|the Throne]] to join the fight in Sarangrave. The mud-spattered soldiers of [[the League]] spend a night camped alongside the [[thorn|thorns]] of Navarr, sharing news of the campaign against the Druj on one hand and that of the Empire on the other. One leaving the Mallum to recover in Morrow, the other leaving the Empire to fight in Sarangrave.&lt;br /&gt;
&lt;br /&gt;
They make good time, the Quiet Step, barely pausing on their long hike through Lustri to the edges of the Bloodwater Marsh, and if their hearts yearn to look upon Therunin instead… well hearts can be silenced and every Navarr knows the value of sacrifice.&lt;br /&gt;
==Dark Clouds==&lt;br /&gt;
Summer in Sarangrave, and the heat swiftly makes anything it touches sticky and unpleasant. Some mud dries, cracking like old tiles; some thickens into a glutinous quagmire that seems eager to suck an unsuspecting boot from a foot or in some cases to swallow an unwary traveller whole. When the golden sun is at its highest, even the wasps and biting flies seem too tired to fly and sting and bite. Those baking hours provide little respite, though. Supplies of clean water run low, and if not for the [[Rivers of Life]] sending health and healing through the entire territory it might prove a challenge for the soldiers of the Empire to quench their thirsts and clear the sweat from their eyes.&lt;br /&gt;
&lt;br /&gt;
In a way, the brightness is at odds with the [[Druj miasma]] that smothers the Sarangrave. Those who&#039;ve never encountered it before are particularly unprepared. When unspoken dread suddenly ambushed a soldier walking along a darkened path in the [[Forest of Ulnak]], it is half expected. When existential terror surges through someone under cloudless cerulean skies in the middle of the day with the golden sun shining... that&#039;s a different matter. The Knights of Glory, as they have several times before, are often on hand with a reassuring pat on the shoulder or a rousing comment about the death of the Druj, but even their presence only helps muffle the symptoms. At night, when the temperature is barely any cooler, and the nocturnal beasts of the marshes and the forest come out to feast on the blood of Imperial soldiers, it is not uncommon to hear sobs, or a voice quietly praying that the paragons make this campaign swift, and sometimes perhaps that voice is your own.&lt;br /&gt;
==Bloodwater Marsh==&lt;br /&gt;
At the start of the year, three Imperial armies swept through the woodlands of [[Zenith#Lustri|Lustri]], out of [[Urizen]] and into [[the Mallum]]. They [[Unlock thy hidden gate|faced down]] the forces of the [[Druj]], and slowly but surely made headway toward conquering the [[Sarangrave#Bloodwater Marshes|Bloodwater Marshes]]. As the year grows older, they continue to press against the barbarian forces in the Sarangrave. They, too, are bolstered by cohorts of golden knights from the Fields of Glory - another six thousand knights in gold and scarlet armour, eager to fight the orcs of the Mallum and their twisted allies. &lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=200}}&lt;br /&gt;
They are still joined in battle against the [[Druj armies#Hidden Widow|Hidden Widow]], the [[Druj armies#Red Lizard|Red Lizard]], and the [[Druj armies#White Lion|White Lion]]. The latter are clearly taking the lead in defending Sarangrave; the banners of the pale ant hang over the defenders, perhaps the most disciplined of the Druj armies. It almost seems at some points that along with the garrison of the [[Sarangrave#Tower of the Skink|Tower of the Skink]] they are holding the line against the Empire all by themselves. &lt;br /&gt;
&lt;br /&gt;
It’s an illusion, though. The other two armies are simply better at attacking from ambush, of fading back into the marshes after a swift strike, of striking from a distance and then immediately retreating in the vain hope of drawing over-zealous Imperials into a trap. In the absence of the Towerjacks, the Druj begin to gain the upper hand, push the Empire back a few miles, and for a time seem to think that they may have the measure of the Empire.&lt;br /&gt;
&lt;br /&gt;
News filters down from the north that the [[Druj armies#Black Wind|Black Wind]] are on the move, that they have left Therunin and come to the defence of the Sarangrave. It’s doubtful they are doing this for any particular love of the septs here. It seems most likely they are drawn by the presence of the Golden Axe. After the Dawnish, the former siblings of the Rahvin hate the Varushkans most of all. Fortunately, before they can reach the southern regions, the Quiet Step arrive to reinforce the Imperial line.&lt;br /&gt;
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The [[Rivers of Life]] flow through the Sarangrave - the Druj have conjured that verdant power to bolster their own defences but the indiscriminate effects protect Imperial soldiers as well as the warriors of the Mallum. Even in the marshes, where disease and infection are a constant concern, no wound that is not in itself fatal will claim the life of anyone who survives the mortal blow, provided they take a few mouthfuls of water. And the water of the marshes is as wholesome, right now, as that taken from the freshest spring in the highest mountains of Zenith. &lt;br /&gt;
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None of the Druj armies themselves seem to bear enchantments, but nonetheless they have odd supernatural allies of their own. There are comparatively few sightings of eight-legged crocodiles or other terrors that were encountered last season, but rather attacks from black-feathered bird-like creatures with the faces of cats. They sing melodiously, their music causing discord and confusion in the minds of those who hear them, scrambling their perception of who they are. Fortunately, both those [[Cambion|crowned with horns]] by the [[Realms#Autumn|Autumn realm]] prove remarkably resistant to this torturous music; and the [[orc|orcs]] of the Winter Sun prove equally capable of ignoring the confusion that might otherwise cause them to fail their allies. The feathered beasts soon learn to fear the arrows loosed from Imperial bows.&lt;br /&gt;
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It is clear to the [[Citadel Guard]] that there is a powerful conjured ward of [[Night magic]] somewhere in the territory - something like those [[Dripping Echoes of the Fen|misty forts]] the Empire borrows from the &#039;&#039;[[Sadogua|Brother of Wizards]]&#039;&#039; from time to time. All they can say with certainty is that it is not here in Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
Nor is it the only such magical structure, and that causes a little confusion of its own when the effects become clear. There is a [[Forge the Wooden Fastness|Wooden Fastness]] in the Nesustak Forest, it seems, yet it is not aiding the Druj. Nor for that matter is it aiding the Empire. Instead, it seems to serve as the stronghold of an unknown number of allies of the [[Irra Harah|Shacklebreaker]], that Spring eternal who teaches the lost to hide, and the scared to run, and the furious to fight. If the Citadel Guard know more about its presence - and some of the Urizen magicians allow themselves a certain self-possessed smile when the matter is raised, as of one who knows they have done a difficult thing well - they do not elaborate.&lt;br /&gt;
&lt;br /&gt;
But we’ll come to that later, perhaps.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Shears of Fate==&lt;br /&gt;
The battle in the south is almost balanced; between the Druj armies and the garrison of their great fortress and their conjured fort and the four Imperial armies and the summoned knights the defenders of the Mallum may even have the upper hand - especially as their tactics favour defence more than the Empire’s more cautious tactics favour conquest. Bolstered by the Black Wind, it seems that they might not only deny the Imperial advance but also drive them back a step or twelve. Then the &#039;&#039;rest&#039;&#039; of the Empire attacks the Turan Flats and everything changes, changes completely. &lt;br /&gt;
&lt;br /&gt;
The Druj orcs are suddenly caught between the mountains and a sea of Imperial steel. Five fresh armies, eight thousand Knights of Glory, pushing into the Turan Flats and the Druj defences focused in the south. The Black Wind immediately abandon the defence of the Bloodwater Marsh, racing north to face the Gryphon’s Pride and the Eastern Sky. They take half the garrison of the Tower of the Skink with them, and most of the healers and apothecaries of the Red Lizard. That leaves the White Lion - whose disciplined defence is proving quite effective - and the Hidden Widow who, for a change, are more focused on slowing and diverting the Empire than they are on poisoning them.&lt;br /&gt;
&lt;br /&gt;
The Druj are vicious when cornered but they are also outnumbered and outplayed. The intelligence gathered by the Last Battle striding, and the support of the wayhouse and the Navarr makes all the difference in the Turan Flats. By the time the Black Wind and the garrison of the Tower are in position to try and slow them they are already laying siege to the settlement of Turan. The notoriously cruel [[Druj_champion#Het|het]] of the Banded Snakes who rule there - Trakaa, known for his insatiable hunger for tormenting Imperial prisoners - rallies the warriors of his sept. Unfortunately the majority of his warriors fight under the banner of the [[Druj armies#Hidden Snake|Hidden Snake]] and they are far from the marshes of Sarangrave right now. Yet Turan is by no means defenceless - a cadre of [[Druj lore#Tortured Souls|tortured souls]] are bound to Trakaa it seems. Former heroes of Dawn and Urizen, taken by the Druj and twisted into monstrous unliving warriors whose love for their Imperial siblings has been transformed into the darkest hate. They do not stay dead, and their former prowess now serves the dark will of the het.&lt;br /&gt;
&lt;br /&gt;
When they arrive, the garrison of the Tower bolsters the defences of Turan, but the Black Wind are more interested in trying to kill as many Dawnish warriors as they can - and the healing power of Spring that flows through the territory must be particularly frustrating to them.&lt;br /&gt;
&lt;br /&gt;
Just as frustrating, no doubt, is the presence of the Lions of Adelmar. The army is untested, and has been hurled into the hurricane indeed with its first campaign being in the Mallum. Yet they are stalwart, standing strong against the threat of the Druj and the terrible miasma that hangs over Sarangrave. They fight to defend not only themselves but their allies, creating a barrier of Dawnish steel against the enemy. The war-witches versed in healing magic and the yeofolk physicks both work tirelessly to ensure that anyone who falls and can be saved, is saved. The Black Wind focus much of their attention on the new army, but the rest of the Empire - especially the Eastern Sky and the Gryphon’s Pride - are as swift to come to their aid as they are to support the rest of the Imperial force.&lt;br /&gt;
&lt;br /&gt;
The fighting is bloody, even in spite of the Spring healing, but in the end Turan falls to the Empire. The Banded Snake are forced to scatter - some to their holdings in the strangely enchanted Nesustak Forest others to the dubious sanctuary of the Marshlizard sept or the ghulai of the Palace of the Sleepers. &lt;br /&gt;
{{CaptionedImage|file=Druj4.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Across the River, Into the Woods==&lt;br /&gt;
The northern force doesn’t delay; as soon as they have secured Turan they begin to plan the crossing of the slow-moving river that flows south through [[Sarangrave#Bendol|Bendol]] to the Feverwater. The Druj have built no bridges, preferring to rely on boats and rafts it appears. The Empire secures as many of the Turan boats as they can but they have also made their own preparations. After all, they knew they would need to cross the river and so wagonloads of lumber gathered in the Barrens and collected in Astolat are broken out. A bridge of pontoons is put together, quickly reaching across the river and allowing the Empire to begin the assault into the weird marshes of [[Sarangrave#Kroll|Kroll]].&lt;br /&gt;
&lt;br /&gt;
Further south, the Druj defence is in disarray with the attack from the north and the rapid departure of two of the defensive armies. The White Lion fight like cornered rats but the writing is on the wall. The Empire pushes, the Druj collapse like a house of cards, retreating in confusion toward the [[Sarangrave#Whisperwood|Whisperwood]] and the palace of the Thornwasp sect at Uklead. The Empire quickly secures the Bloodwater Marsh and follows after them.&lt;br /&gt;
&lt;br /&gt;
At first they are especially cautious, worried about the threat of a supernatural ward on the Whisperwood but soon discover no such magic is in place. There are, however, a surprising number of traps and deadfalls.&lt;br /&gt;
&lt;br /&gt;
(And while the Bloodwater is secured, there are no sign of the [[Make_it_happen#The_Bloodwater_Spears|Bloodwater Spears]] - the sept that Prognosticator Graciana had identified [[Make it happen|three years ago]] that might be persuaded to fight against the Druj were they suitably armed and armoured. Their homes are abandoned, but with a kind of ordered chaos that suggests to the Winter Sun that they left of their own volition rather than taking disordered flight. The only clues as to what might have happened is a recent carving on the lintel of one of the village shacks that, if one squint, might seem to be an image of a rabbit or hare with curling horns).&lt;br /&gt;
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Further to the north, the other Imperial force has bridged the sluggish, muddy river but the crossing is no less perilous. The Druj defenders of Sarangrave pepper them with arrows, launching frenzied attacks when the armies are at their most vulnerable. They have reckoned without the Lions of Adelmar, first across the river, who hold the southern bank while their allies make the crossing. After a tense hour or so of effectively taking the brunt of the enemy attack against their shields, enough Imperial soldiers are on the shores of Kroll to turn the tide and force the Druj to retreat.&lt;br /&gt;
&lt;br /&gt;
As the southern expeditionary force begins to move through Whisperwood, the northern expeditionary force takes its first steps toward conquest of the marshes of Kroll. And then the news of an unlooked for development comes from the south…&lt;br /&gt;
{{CaptionedImage|file=RegionsofZenith.png|caption=Zenith will fight|align=right|width=400}}&lt;br /&gt;
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==Dark Beneath the Boughs==&lt;br /&gt;
It is perhaps six weeks before the Summer Solstice that the curtain of darkness begins to fall over the woods of Lustri. A smothering veil of night seeps down from the north-west. There are few spires in Lustri these days, but the lamps of the [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]] explode with light. The Druj are coming, down out of Therunin along the shores of the Feverwater. A host of orcs moving through the woods, striking south and east. It seems that almost all the armies that recently ravaged the Navarr marshes have attacked out of [[Therunin#East Ashes|East Ashes]] into Zenith.&lt;br /&gt;
&lt;br /&gt;
Perhaps they hoped that by delaying they would achieve a surprise attack, but those hopes are dashed. The vigilance of the people of Urizen, supported by Synod [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] and inspired by the [[sword scholar|sword scholars]] of the [[Urizen groups#Temple of the Wanderer|House of the Wanderer]] catches the Druj a little off guard. The alarm is raised, and word spreads across Lustri and more importantly beyond. Defenders take up arms to slow or hold the advance of the Mallum orcs, and the garrison of Stork’s Gaze marches west. Yet almost from the start, the Urizen are forced to retreat. The size of the force arrayed against them is simply too great.&lt;br /&gt;
&lt;br /&gt;
The defence very nearly ends in disaster before it even gets started. A second force of Druj - the bulk of those under the banners of the [[Druj armies#Hunting Scorpion|Hunting Scorpion]] - have claimed boats from the [[Therunin#The_Docks_at_Feverwater|docks at Feverwater]]. Supplemented with hastily constructed rafts, the orcs of the Mallum seek to trap the soldiers protecting Zenith between them in a terrible pincer movement. There is just enough warning from the vigilant patrols - a single sighting of a boat moving stealthily to shore swiftly communicated to the sentinels of the Gaze - and many of the soldiers marching from Stork’s Gaze are able to react swiftly enough to pull south. Sadly several hundred are still taken by surprise and mercilessly butchered by the warriors of that displaced Amber Scorpion sept who once held Ossium in their cruel grip.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Druj act carefully, with subtle malice. This is not one of those times. The Druj waste no time at all, an overwhelming assault against the north-eastern Urizen territory they once held. With the [[Druj armies#Thorn Born|Thorn Born]] at the head under the brambled-banners, they spread quickly through the woods. They seem less interested in securing the spires here than they are in launching an assault against the fortification that watches the borders with Sarangrave but any spires that fall into their hands - any that are not [[Vale of Shadows|hidden away]] with [[Night magic]] - are swiftly, brutally, smashed apart.&lt;br /&gt;
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The sentinels of Stork’s Gaze rally with the virtuous defenders, a desperate fight to hold the borders against the Druj. They hold for three days; the last heliopticon message from the fortification is a simple “remember us”. The Stork’s Gaze burns. Yet those brave sentinels do not die alone - one of the copper spiders of the [[Prospero|City of Bridges]] escapes the destruction and speaks of the courage of the garrison, of the forest around the fortress scattered hip-deep in the bodies of the Druj before the gates were breached and the towers broken.&lt;br /&gt;
&lt;br /&gt;
With the fortification broken, the Druj armies split into two forces. The first, largest force with the Thorn Born at their head, spread out through Lustri to deal with the remaining defenders and finish claiming the region for themselves. They are met at every turn by [[magical skills#Battle mage|battle mages]] and warriors and [[magical skills#magicians|magicians]] from further south. They eventually claim the region but they must fight every step and thanks to the perseverance, to the watchfulness, of the Urizen the invasion is almost entirely contained in Lustri.&lt;br /&gt;
&lt;br /&gt;
The second, smaller group of invading orcs, remains in the ruins of the Stork’s Gaze to ensure that the border with the Sarangrave remains strong. Reports suggest the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] are here, something that should be enough to raise concern against any Imperial strategist. The Druj are free to rain curses or raise defences of their own across Zenith again.&lt;br /&gt;
&lt;br /&gt;
There is little panic, if that is what the Druj hoped for. The magicians of Zenith lost everything the last time the orcs of the Mallum came to their territory. They will not be laid low so easily again... whatever vile sorcery the corrupt ghulai of the Tainted Basilisk might be planning.&lt;br /&gt;
{{CaptionedImage|file=mantle.jpg|width=300|align=right}}&lt;br /&gt;
==Desperation==&lt;br /&gt;
The four armies in the south are now cut off from the rest of the Empire by Druj to the south and east, vallorn to the north, and the hungry Feverwater lake to the west. When the news of their predicament finally reaches them it adds a new desperation to the fighting in the Whisperwood, a new urgency to the fight to join up with the northern forces.&lt;br /&gt;
&lt;br /&gt;
In the north, the news likewise inspires the other Imperial armies to push forward into the eerie marshes of Kroll. Here the Druj warriors are reinforced by the militia of the Marshlizards - who barely raised a finger to help Het Trakaa but now welcome those fighters fleeing Turan. Not as allies so much as a fleshy buffer between them and the Empire.&lt;br /&gt;
&lt;br /&gt;
Yet the Marshizards only control parts of Kroll. The Sept of Masks also hold territory here, surrounding the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] along the shore of the deep, dark lake that laps along the base of the odd conical hill on which it is built. These are the same ghulai that were encountered exploring the outskirts of [[Sarangrave#Béantal_Dol|Béantal Dol]], the same allies of the Thornwasp sept who march with the Tainted Basilisk. At first they do not seem to be any great threat; they are ritual magicians rather than [[Arkad#Vikari|vikari]].&lt;br /&gt;
&lt;br /&gt;
The Red Lizard army fights with particular ferocity, while the herb masters among their number fight to ensure that the Empire kills as few of the Druj defenders as possible. The Black Wind continue to seek to face and slaughter Dawnish soldiers, and several times it is clear that they favour that strategy over defending their Marshlizard “allies”. The sept has taken its own precautions, though. [[Night magic]] infuses the marsh here, a potent enchantment that grants succour to the Druj, that grants supernatural advantage to their ability to sneak and hide, that turns the wetlands themselves against the invaders. The most apparent symptom of the magic is that the marsh octopus - the vicious little predators with their venomous beaks and delicious meat - seem to be on the verge of frenzy. The smaller ones swarm like piranha or rats, slipping through the thick mud to ambush sentries or most horribly of all emerge from swampy ground within army camps when the night is at its darkest. By themselves they would be horrible enough, but there are also much larger examples of this peculiar breed. While most marsh octopus found in Zenith are barely the size of a person’s head with arms to match, those are clearly newborns. The adults and elders are a significantly greater threat. There are reports of a band of Northern Eagle scouts being ambushed by a cephalapoid terror with a body the size of an ox-cart and awful meaty limbs of proportional length and muscular strength.&lt;br /&gt;
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As time ticks away, as the Empire’s advance appears unstoppable, more and more warriors from the Tower of the Skink desert the defence of the Whisperwood and come north, leaving the Thornwasp to look after themselves, much more motivated to keep their own sept lands safe.&lt;br /&gt;
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It is both enough, and not enough. The Empire presses through the Whisperwood slowly, but makes significantly greater gains in the north. Things might have been a little different if the Druj had followed their usual strategy of creating many magical wards and fortifications across the territory, but as it is the Imperial forces in Kroll close inexorably on the Palace of the Sleepers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=IrrahHurrah002.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First They Must Catch You==&lt;br /&gt;
Empire and Druj and Empire, and along the northern borders of Zenith, Druj again. Yet there is another force active in Sarangrave this season, that seems to owe allegiance to neither side. The Bloodwater Spears are not the only orcs that simply seem to be… missing. As the fighting rages in Turan Flats, in Kroll, in Whisperwood and along the shores of the Feverwater, there are signs of this other force if one knows how to look.&lt;br /&gt;
&lt;br /&gt;
Labour camps deserted, their guards slain not by Imperial swords and arrows but by blunt instruments and improvised weapons. To the Citadel Guard and the Granite Pillar alike it is clear the attack has come from within the camp rather than without. The slaves who might have been penned there are simply gone, any tracks they might have left lost in the marshes.&lt;br /&gt;
&lt;br /&gt;
Farms, likewise, abandoned, derelict. No sign of any farm worker, no sign of their tools, perhaps most significantly, no signs of the stores of rice and grain. Even the herds of hardy marsh-dwelling goats tended in some of these places are gone, the eel and octopus traps emptied. Not everyone has disappeared, but enough. The Winter Sun investigate as best they can but find the former slaves they speak with closed mouthed, frightened, uncommunicative. The Golden Axe and the Northern Eagle have a little more success loosening the tongues of Druj prisoners, who seem equally baffled by what is happening, but also cocky and sneering confident that once the Empire is defeated and driven out they will hunt these traitorous slaves down and make an example of them. Again, the Citadel Guard simply nod, and change the subject when the matter is brought up. &lt;br /&gt;
&lt;br /&gt;
Eventually, some of the Winter Sun are able to convince a former slave to speak to them. Those who are fleeing, in the north and the south, are doing so with the aid of the &#039;&#039;Reedleaper&#039;&#039; - a spirit of the deep marshes that helps the victims of the Druj survive their wickedness. Sometimes &#039;&#039;Reedleaper&#039;&#039; helps them flee, sometimes it helps them hide, and sometimes it helps a few fight, although that usually ends the same tragic way. The spirit teaches secrets - how to break the chains and spears of the hated guards, how to sing away the pain and torment of those who have been tormented by the slave masters, how to mend broken bones and endure the cruel lash of whips. Sometimes it teaches even greater secrets, to those with the will and wit to listen. But always it reminds them that this is not the way the world is meant to be and that they must never accept the lies of the Druj that tell them they are nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reedleaper&#039;&#039; is familiar to the [[Sunstorm]] sept at least. There are stories of similar aid offered to the [[orc|orcs]] during the [[The Orc Rebellion|Orc rebellion]]. It seems [[Irra Harah]] is in the Sarangrave, but that the extent of his influence is degrees of magnitude greater this season than it has been before. The former slave admits that there is something happening in the Nesustak Forest, but what it is and what it means they will not say. Two nights later, that talkative orc has vanished along with their entire family from the Winter Sun camp.&lt;br /&gt;
{{CaptionedImage|file=ChainIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==The Glass Vice==&lt;br /&gt;
The Druj are caught between the four armies in the south and the five in the north, but that is only the start of their troubles. The Citadel Guard, you see, have a strategy. As they advance, they weave Autumn magic around themselves and around the soldiers of the other three armies. Even the news that they are cut off from their home does not trouble their poise. They weave their magic, and at several points they drive tall spikes of green iron into the marsh topped with clear, bright lightstones. They invoke the constellation of the Chain, and the Web, and the Lock. They call on the seventy-two secret names of the Lictors of the Autumn Realm. They wield the [[Highest_discipline#Technique_of_the_Coiling_Chain|Technique of the Coiling Chain]] and all across Sarangrave their magic takes hold.&lt;br /&gt;
&lt;br /&gt;
The Druj armies are distracted, fighting on two fronts and unaware of the danger until it is too late. [[Autumn magic]] wielded with consummate expertise, catches them like rats in a trap. The marsh twists beneath the boots of the Black Wind and the Red Lizard. The sticky Summer air seems to thicken around the Hidden Widow and the White Lion.&lt;br /&gt;
&lt;br /&gt;
They are caught now, trapped in invisible amber, wound in incorporeal chains. They may be able to flee Sarangrave but they will not get far. The inescapable curse of the Glass Labyrinth has them and none can walk its twisting paths with surety. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Octopus sculpture.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The God in the Lake==&lt;br /&gt;
But there are other magicians in Sarangrave than those of the Citadel Guard and it would be dangerous to become overconfident. In Kroll, the Empire closes in on the Palace of Sleepers, despite the best efforts of the Druj armies, and the garrison of the great fortification in [[Sarangrave#Thornfen|Thornfen]] and the magically empowered marsh and octopus. It is an unsettling sight, this so-called [[college of magic]]. The parts of the structure visible above the ground is a mishmash of walls and roofs, and stubby towers like fingers reaching hungrily toward the sky. The peculiar, almost conical hill it is built atop and within is shrouded in twisted trees that claw toward the Summer sky, and a shroud of thick mist that never seems to dissipate. It stands on the edge of a great dark watered lake, avoided by everyone save the ghulai who squat in the twisted palace. &lt;br /&gt;
&lt;br /&gt;
The scouts who first explored the Sarangrave spoke of an odd statue of a giant multi-armed horror slumped next to the hill, right on the edge of the black lake. It is here that the ghulai of the Sept of Masks seem to have chosen to begin their stand against the Empire. Everyone is mud-spattered and exhausted on both sides, save the magicians. They stand arrogantly in heavy woollen robes of clashing green and purple that must be sweltering in the Summer heat, their faces completely hidden behind oversized wooden masks gaudily painted with snarling, howling, laughing, weeping expressions that are deeply unsettling to gaze on for two long. Even the Black Wind seem to give them a wide berth, for some reason.&lt;br /&gt;
&lt;br /&gt;
As the Dawnish and Varushkan forces draw up, a warning murmur spreads from the Granite Pillar. Something is not right. There is, in the midst of the Druj, a wooden cage. A scarred Highborn captain wordlessly passes her spyglass to the other commanders. The cage contains a score of humans and orcs - several still wearing scraps of their soldiers’ surcote or tabard. All show signs of torment, wounds received in battle, and fear. One of them tries to inspire the others to join him in the Battle Hymn of the Empire but is brutally struck down by one of the Druj. What new horror have the Black Wind prepared?&lt;br /&gt;
&lt;br /&gt;
Yet it becomes clear that it is not the Black Wind that are in charge here. With a terrible cry, the ghulai of the Sept of Masks begin a mad, desperate, whirling dance. Ripples of uncertainty go through the imperial ranks and the orders are swiftly given to cautiously advance. Before anyone can take more than seven steps, the magicians all tear away their wooden masks and fling them into the waters of the lake. Beneath they wear a ‘’second’’ mask, a much tighter mask, of mottled green that fits more snugly to their heads, fringed with drooping tentacles, and a single yellow-painted eye in the middle of their forehead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Ya, Kroll!&#039;&#039;&amp;quot; they cry. &amp;quot;&#039;&#039;Come to us oh you God of the Lake! Feed upon these who would invade your home and slaughter your children!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this sign, the cage full of Imperial captives is pushed unceremoniously into the lake. It sinks mercifully swiftly, but it is certain that those poor people contained within are drowned before the Empire’s soldiers can do much but voice their fury and outrage. The front lines of the Druj and the Imperials clash, blood flows, screams of orc and human mingle together and then…&lt;br /&gt;
&lt;br /&gt;
The [[Army_orders#Cautious_Advance|cautious]] Highborn [[Highguard_military_concerns|cataphracts]] and [[Highguard_military_concerns#Guardians|guardians]] sound the alarm again. Something is rising in the great black lake. The waters surge upward, breaking their banks and washing knee deep along the shores. The Druj begin to fall back, swiftly, clearly something they had planned. Something is rising in the waters.&lt;br /&gt;
&lt;br /&gt;
At first it seems to be a small island or perhaps a ship, upside down breaching the surface and bobbing. But it continues to rise, out of the waves, up into the sky. It is immense - its size hard to grasp. A behemoth that surely, surely could not have fit within even the depths of this great lake. A single baleful, impossible eye stares down at the soldiers beneath that conical hill, in the shadow of that college of magic. A great rounded bulk, water sleeting down its sides, the eye burning with hate and hunger. &lt;br /&gt;
&lt;br /&gt;
The alarm has been sounded just in time, the Imperial strategy defensive and careful, and most of the soldiers are able to react swiftly enough to avoid the two immense arms, tens of feet long, that rise from the water and sweep across the banks of the nameless lake scattering sticky dark venom in their wake. &lt;br /&gt;
&lt;br /&gt;
Three, four, six more shorter arms rip through the air, and this unspeakable horror, this titanic one-eyed marsh octopus, unleashes a roar from its hidden maw that shakes the ground.&lt;br /&gt;
&lt;br /&gt;
There is no hope of fighting this creature - if it is a creature. It is real, certainly, not some kind of glamour. Even the armies of the Mallum give it a wide berth - only the Sept of Masks seem prepared to risk its terrible attention. It cannot leave the lake, thank the paragons. Unlike its tiny kin, it does not seem to have the power to move through the marsh mud. Retreat is the only option - but that does not stop some of the Dawnish taking a stand, egged on by the knights of Summer, striking at its huge muscular arms, launching a surprise attack of their own against the Druj magicians and while most of them die in the process there can be little doubt they die &#039;&#039;[[glory|gloriously]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The terrible booming foghorn roar of the god in the lake, the immense octopus from who the hell knows where, continue to echo across the marshes of Kroll… and then it is the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;There are two Imperial forces and one Druj force in Sarangrave&lt;br /&gt;
* &#039;&#039;&#039;The Empire controls Turan Flats and Bloodwater Marsh, the Druj control the rest of the territory apart from Bendol&lt;br /&gt;
* &#039;&#039;&#039;The territory has been under the effect of Rivers of Life and there were two magical forts conjured there - but only one seems to have supported the Druj&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies here have been caught by the Glass Labyrinth reducing their ability to move&lt;br /&gt;
* &#039;&#039;&#039;Of the armies fighting in Sarangrave, only the Northern Eagle provided shares of the Imperial Guerdon&lt;br /&gt;
There are two separate Imperial forces in the Sarangrave. The southern force made up of the Citadel Guard, Winter Sun, Golden Axe, and Quiet Step, have conquered the Bloodwater Marshes and are perhaps halfway toward taking the Whisperwood and the weirwood grove there. They struggled a little with the [[Druj miasma]] that made it harder to claim territory here. They are in serious difficulty due to the invasion of Zenith.&lt;br /&gt;
&lt;br /&gt;
The northern force made up of the Gryphon’s Pride, Eastern Sky, Lions of Adelmar, Northern Eagle, and Granite Pillar, have claimed Turan Flats are just over four-fifths of the way toward taking the region of Kroll. The only significant structure remaining outside their control is the Palace of the Sleepers. They benefited from the Under Threat quality provided by the last Battle Wayhouse in the Barrens, but they also found it a little more difficult to conquer territory due to the presence of the powerful Druj miasma.&lt;br /&gt;
&lt;br /&gt;
The Druj armies are caught between them, and have been ensnared in the Glass Labyrinth. Even if they can break through the Imperial lines they cannot move more than one territory in the coming season.&lt;br /&gt;
&lt;br /&gt;
There were by all accounts two magical forts in Sarangrave - one raised by the Druj in Kroll, the other of unknown provenance in Nesustak Forest. That latter ward appears to have aided &#039;&#039;neither&#039;&#039; side in the battle of Sarangrave, and it is very much not clear what was going on with it.&lt;br /&gt;
&lt;br /&gt;
===Zenith===&lt;br /&gt;
* &#039;&#039;&#039;The Druj have claimed Lustri and destroyed the fortification of Stork&#039;s Gaze&lt;br /&gt;
* &#039;&#039;&#039;They were unable to make much additional headway due to the virtuous resistance of the people of Zenith&lt;br /&gt;
* &#039;&#039;&#039;Their control of Lustri cuts the Imperial armies in southern Sarangrave off from their supply lines&lt;br /&gt;
A major force of Druj has poured south out of Therunin into Zenith. They have captured the region of Lustri, and destroyed the Stork’s Gaze fortification. They are about a tenth of the way toward claiming the marshes of Proceris. The Druj encountered stiff resistance from the spires of Zenith, thanks to the mandate of the Urizen Assembly.&lt;br /&gt;
&lt;br /&gt;
The Tainted Basilisk are believed to be in Lustri, the magic army able to focus rituals into the territory.&lt;br /&gt;
&lt;br /&gt;
===God in the Lake===&lt;br /&gt;
* &#039;&#039;&#039;Shortly before the Summer Solstice the ghulai of the Sept of Masks have called up a behemoth marsh octopus from the lake below the Palace of the Sleeper&lt;br /&gt;
* &#039;&#039;&#039;It is not clear what this thing is, what its capabilities are, or what it presages for the battle in the Sarangrave&lt;br /&gt;
In response to the Imperial invasion of Kroll, the ghulai of the Sept of Masks have roused something big and horrible in the lake below their college of magic. The soldiers on the ground have not had much time to do anything other than retreat quickly, but it appears to be an immense one-eyed marsh octopus that is almost certainly not an inhabitant of the mortal world. It’s possible that diviners in Anvil may be able to discover more about what exactly it is and what it portends for the conquest of Kroll.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported one of the northern armies may have been at the battle below the Palace of the Sleeper and seen the God in the Lake. It is very, very big - perhaps even as large as a kraken - and it is absolutely terrifying in its size and destructive power. It is a thing that will require armies to defeat, not something that can be slain by even a quite large group of imperial heroes. Fortunately, it seems to be restricted to the lake… but that might not present much comfort to anyone involved in taking the rest of the region.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=200}}&lt;br /&gt;
==Participation : Knights of Glory==&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Eastern Sky, Granite Pillar, or Northern Eagle receive an additional boon&lt;br /&gt;
During the [[Golden magicians fayre]], the [[Eleonaris|Mistress of Pennants]] offered a boon to certain armies that had joined her soldiers in revelry. Any character whose [[military unit]] supported the Eastern Sky, Granite Pillar, or Northern Eagle receives a single  [[vis#Golden Apple|Golden Apple]] that Eleonaris hopes will help encourage the captain to seek an [[enchantment]] for themselves or the soldiers under their command.&lt;br /&gt;
&lt;br /&gt;
These armies, along with the Citadel Guard, Golden Axe, and Winter Sun, have also benefitted a little from the inspiration offered by the Knights of Glory - encouraged to pursue heroic and glorious actions in battle, to destroy the rulers of the Druj, and to endure the hardships of all this marsh fighting with a roar of defiance. Characters whose military unit supported one of these armies are encouraged to create stories about fighting alongside these enthusiastic elfin warriors.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
===Being Cut Off===&lt;br /&gt;
* &#039;&#039;&#039;Four Imperial armies in southern Sarangrave are cut off from their supply lines and will begin to degrade&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies in Zenith are likewise separated from their supply lines due to the loss of Turan Flats and Bloodwater Marshes&lt;br /&gt;
* &#039;&#039;&#039;The Druj in Sarangrave face a similar fate if they lose control of Kroll&lt;br /&gt;
The breakdown of what&#039;s happened in Sarangrave and the adjoining territories creates a unique situation. Four Imperial armies are in south west Sarangrave. The Druj control the regions east and west (Thornfen, and Lustri in Zenith respectively). Bendol to the North is controlled by the Vallorn, the Feverwater is not traversable by armies, and Tsark to the south is not open to the Empire either.&lt;br /&gt;
&lt;br /&gt;
As these four armies have no supply route back to Imperial held territory, they are now In Trouble. If they are not able to draw a line back to Imperial Territory this season, they will begin to decay as if they were out of supply. This is not something which can be alleviated by the [[Keeper of the Breadbasket|Imperial Breadbasket]], as indeed those supplies are no more able to get through than support from the home nations. &lt;br /&gt;
&lt;br /&gt;
The Druj risk being caught in a similar situation. There are five Druj armies in Eastern Zenith, controlling Lustri. They control Therunin &lt;br /&gt;
and Nesustak Forest in Sarangrave, but none of the armies are able to receive supply from their [[Druj armies|patron septs]] and so are in a similar position to the Imperial armies in southern Sarangrave. Should the Druj lose control of Kroll, most of the Druj armies in Sarangrave would also be in dire straits.&lt;br /&gt;
&lt;br /&gt;
===Between Zenith and Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The situation in Zenith and southern Sarangrave has strategic implications for the campaign after the Summer Solstice&lt;br /&gt;
If Imperial forces in Sarangrave attack over the border into Zenith and Druj Forces in Zenith attack over the border into Sarangrave during this season, then that combat will be factored into any conflict that takes place in Sarangrave. This will not also apply to any Imperial Forces attacking from the west into Zenith, though taking Lustri from behind the Druj may have a detrimental effect &#039;&#039;if&#039;&#039; the Druj attack in that direction.&lt;br /&gt;
&lt;br /&gt;
===The Night Option===&lt;br /&gt;
* &#039;&#039;&#039;There may be magical ways for armies to escape Sarangrave if they need to&lt;br /&gt;
The Empire has in the past used magic to use [[Night magic]] to shroud armies and let them pass undetected. Should such magic be utilised, it would be possible for any such army to ignore the above problems and sneak past the Druj forces in Zenith undetected. The Druj have demonstrated in the past that they are equally capable of taking this kind of action themselves of course.&lt;br /&gt;
&lt;br /&gt;
One of the rituals that might allow escape from Sarangrave is the &#039;&#039;Host of Shadows&#039;&#039; which is not in Imperial lore. As discussed in the recent wiki update, however, that ritual has been substantially changed. Anyone who has mastered the ritual will need to check the details. If the player with the ritual text can contact a referee, or email {{plot}}, we can arrange to swap the existing text for an updated version.&lt;br /&gt;
{{CaptionedImage|file=You Shall Pass.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : Pillars of Night==&lt;br /&gt;
The Imperial prognosticators have identified a [[Sentinel Gate#Major Conjunctions|major conjunction]] of the [[Sentinel Gate]] to the marshes of Kroll near the Palace of the Sleeper. They believe there may be a possibility here to interfere with the Sept of Masks magic this season.&lt;br /&gt;
&lt;br /&gt;
==Battle of Opportunity : Rites of Spring==&lt;br /&gt;
The Imperial prognosticators have also identified a major conjunction of the Sentinel Gate that seems to lead to northern Proceris in Zenith. They are still examining the situation but believe it may have something to do with Druj intentions towards the Golden Cascade.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sarangrave]]&lt;br /&gt;
* [[Zenith]]&lt;br /&gt;
&lt;br /&gt;
* [[Unlock thy hidden gate]] - 387YE Spring Wind of Fortune about the start of the battle for Sarangrave&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Autumn_Equinox_Senate_sessions&amp;diff=115644</id>
		<title>386YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Autumn_Equinox_Senate_sessions&amp;diff=115644"/>
		<updated>2024-09-14T09:24:41Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:386YE Autumn]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
Following the mandate [[385YE_Winter_Solstice_Synod_judgements#Judgement_127|enacted]] by &#039;&#039;&#039;Luca i Taziel i Riqueza&#039;&#039;&#039; after the Winter Solstice 385YE the number of commissions available has been reduced as the faithful have been convinced to withdraw their labour. This will continue until either the Imperial Senate uses a motion to assign fines from the magistrates to the Virtue fund or the [[Assembly#The_Virtue_Assemblies|Prosperity Assembly]] uses a clearly worded [[Statement of Principle]] upheld with a greater majority to encourage the faithful to once again take up their tools. More information can be found in the [[Forwards_and_Rewards#Fines_and_Funds|Forwards and Rewards]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 751 thrones and two crowns.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Amend Crystal Architect===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the position of the Crystal Architect of the Spires to become an Imperial position allowing the holder to build a vis or mana sinecure in any Imperial territory instead of just Urizen. To be auctioned on the public bourse auction. This will reduce the number of commissions available to the Senate each season by one in the same manner as the Imperial Wayleaves and the Legion Engineer.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion was initially proposed by the Senator for Zenith at the [[386YE_Summer_Solstice_Senate_sessions#Amend_Crystal_Architect|Summer Solstice]]. As the title will be auctioned this will necessitate reducing the number of commissions available to the Imperial Senate by one. As this was not communicated to the Senate at the time this administrative motion will be raised to confirm the method of appointment and eligibility for this title.&lt;br /&gt;
&lt;br /&gt;
===Amend Keeper of the Cox===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the position of the [[Keeper of the Cox]] to become the [[Keeper of the Watch]]. The new title will benefit from the bounty of Golden Apples from the [[#Grove of Golden Cox|Grove of Golden Cox]] in [[Reikos]] and be responsible for protecting the grove if it were to be threatened in any way. In addition they are responsible for ensuring the regio is watched in order that inappropriate misuses are dealt with. The title to be appointed by declaration of the Conclave this summit with the Keeper of the Cox being abbrogated.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion was initially proposed at the [[386YE_Spring_Equinox_Senate_sessions#Amend_title_of_Keeper_of_the_Cox|Summer Solstice]]. As the title has significant constitutional limitations and must be reappointed if confirmed, this administrative motion will be raised to confirm the Imperial Senate wishes to proceed with this amendment.&lt;br /&gt;
&lt;br /&gt;
===Assign Feroz===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the territory of Feroz&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The territory of [[Feroz]] has been conquered by the Empire and can be assigned by the Imperial Senate. Any senator can then make the case for the territory to be assigned to their nation. Once the debate is concluded, the Speaker will invite the Senate to vote on which of the options presented they wish to support. If the Senate does not want to assign the territory at this time, they may vote for &amp;quot;no nation.&amp;quot; If this happens, the Civil Service will raise the administrative motion again at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Create title of Watcher of the Semmerlak===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the motion to construct the Journeymage Towers to include the creation of the Watcher of the Semmerlak; a title with the responsibility to ensure that the nations surrounding the Semmerlak ensure they act with Vigilance and to act to counter threats from the Semmerlak. To be appointed yearly by the Vigilance Assembly and to receive bequests from the volhovs of Varushka, guisers of Dawn, and mountebanks of Holberg. &lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion was initially proposed by the Senator for Semmerholm at the [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|Summer Solstice]]. This would create a title appointed by the Vigilance Assembly as per the opportunity presented in the &#039;&#039;&#039;[[Less_welcome_tenants#Wards_and_Bargains|Less welcome tenants]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Ratify treaty with the Iron Confederacy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Summer Solstice 386YE treaty with the Iron Confederacy so that both clauses are affected by the three year period rather than just the outlawing of the sale of narcotics.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion was initially proposed by the Senator for Segura at the [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_the_Iron_Confederacy|Summer Solstice]]. There was some confusion over the format of the treaty. The three year period is a statement of intent as part of the treaty, it will still require motions to remove the status of free trade and to legalise the sale of narcotics to the Suranni.&lt;br /&gt;
===Peace in Mareave===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To clarify that those inhabitants of Mareave outside Beoraidh and Sinfoyard who are not fighting the Empire are foreigners.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; Raised as a consequence of the recent [[appraisal]] undertaken in Mareave presented in the &#039;&#039;&#039;[[Here_to_stay#The_Problem_of_Peace|Here to stay]]&#039;&#039;&#039; wind of fortune.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Summer_Solstice_Senate_sessions&amp;diff=113626</id>
		<title>386YE Summer Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Summer_Solstice_Senate_sessions&amp;diff=113626"/>
		<updated>2024-07-26T17:45:58Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:386YE Summer]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
Following the mandate [[385YE_Winter_Solstice_Synod_judgements#Judgement_127|enacted]] by &#039;&#039;&#039;Luca i Taziel i Riqueza&#039;&#039;&#039; after the Winter Solstice 385YE the number of commissions available has been reduced as the faithful have been convinced to withdraw their labour. This will continue until either the Imperial Senate uses a motion to assign fines from the magistrates to the Virtue fund or the [[Assembly#The_Virtue_Assemblies|Prosperity Assembly]] uses a clearly worded [[Statement of Principle]] upheld with a greater majority to encourage the faithful to once again take up their tools. More information can be found in the [[Forwards_and_Rewards#Fines_and_Funds|Forwards and Rewards]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 310 thrones and 2 crowns.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Amend Face of the Empire===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Throne&#039;s power of Face of the Empire to include its use on the Imperial Consul&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The power of Face of the Empire was created by the Senate during the [[386YE_Spring_Equinox_Senate_sessions#Create_Throne_Power_of_Face_of_the_Empire|Spring Equinox 386YE]]. The original motion stated that it could be used on [[ambassador|ambassadors]] and the Constitutional Court seeks confirmation from the Senate if it was intended to also be usable on the [[Imperial Consul]]. This motion is considered a constitutional motion and so requires both a [[Senate_motion#Constitutional_Vote|constitutional majority]] and to be ratified by the Throne. This motion will be raised during the Friday session of Senate.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_Senate_sessions&amp;diff=111737</id>
		<title>386YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_Senate_sessions&amp;diff=111737"/>
		<updated>2024-06-15T11:05:27Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:386YE Spring]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
Following the mandate [[385YE_Winter_Solstice_Synod_judgements#Judgement_127|enacted]] by &#039;&#039;&#039;Luca i Taziel i Riqueza&#039;&#039;&#039; after the Winter Solstice 385YE the number of commissions available has been reduced as the faithful have been convinced to withdraw their labour. This will continue until either the Imperial Senate uses a motion to assign fines from the magistrates to the Virtue fund or the [[Assembly#The_Virtue_Assemblies|Prosperity Assembly]] uses a clearly worded [[Statement of Principle]] upheld with a greater majority to encourage the faithful to once again take up their tools. More information can be found in the [[Forwards_and_Rewards#Fines_and_Funds|Forwards and Rewards]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1406 thrones.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
&lt;br /&gt;
===Amend title of Arcane Envoy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the election method of Arcane Envoy so that it is elected by Declaration of [[Candidacy]] in the Conclave.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The Arcane Envoy was created by the Senate during the [[385YE_Winter_Solstice_Senate_sessions#Create_title_of_Arcane_Envoy|Winter Solstice 385YE]]. The original motion stated that it was to be appointed yearly, which is not a valid well-worn path available for new titles in the [[Conclave]].&lt;br /&gt;
&lt;br /&gt;
===Amend title of Warmage I===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Warmage, to be a national Urizen position appointed by a simple majority vote of Urizen magicians present in the Hall of Worlds.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The Senate voted to amend the [[Warmage]] during the [[385YE_Winter_Solstice_Senate_sessions#Amend_Imperial_Warmage|Winter Solstice 385YE]]. The original motion stated that it was to be appointed by the generals of Urizen which was ruled by the Constitutional Court as not a valid well-worn path available for the position. If this motion is passed the Warmage will be appointed in a similar manner to the [[Doyen of the Spires]].  If neither this nor the following motion is passed by the Senate then the position of Warmage will remain an Imperial title appointed by Declaration of [[Candidacy]] in the Conclave. More information on this motion can be found in the [[The_three_pillars#Conciliation|The three pillars]] wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Amend title of Warmage II===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Warmage, to be a national Urizen position appointed by the Senate.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The Senate voted to amend the [[Warmage]] during the [[385YE_Winter_Solstice_Senate_sessions#Amend_Imperial_Warmage|Winter Solstice 385YE]]. The original motion stated that it was to be appointed by the generals of Urizen which was ruled by the Constitutional Court as not a valid well-worn path available for the position. If this motion is passed the Warmage will be appointed in a similar manner to the General of the [[Citadel Guard]]. If neither this nor the previous motion is passed by the Senate then the position of Warmage will remain an Imperial title appointed by Declaration of [[Candidacy]] in the Conclave. More information on this motion can be found in the [[The_three_pillars#Conciliation|The three pillars]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Assign Mareave===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the territory of Mareave&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The territory of [[Mareave]] has been conquered by the Empire and can be assigned by the Imperial Senate. Any senator can then make the case for the territory to be assigned to their nation. Once the debate is concluded, the Speaker will invite the Senate to vote on which of the options presented they wish to support. If the Senate does not want to assign the territory at this time, they may vote for &amp;quot;no nation.&amp;quot; If this happens, the Civil Service will raise the administrative motion again at the Summer Solstice. More information can be found in the [[Into_the_spin#The_Fine_Art_of_Assignment|Into the spin]] wind of fortune.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission&amp;diff=110160</id>
		<title>Commission</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission&amp;diff=110160"/>
		<updated>2024-05-08T16:01:17Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Necessary Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The [[Imperial Senate]] has the power to commission important projects or great works of construction that will benefit the Empire. Any Imperial citizen can make use of mithril, weirwood or white granite they have purchased to improve a resource they own. But regardless of how much wealth they possess, no citizen can recruit their own [[Imperial army|army]] or simply order the construction of a [[Great work|great work]] unless they have been granted the authority to do so by a Senate motion or by a title such as [[Bearer of an Imperial Wayleave]], [[Legion Engineer]] or [[Arcane Architect]].&lt;br /&gt;
&lt;br /&gt;
Most commissions automatically result in the creation of a new [[Imperial title]], for example raising a new army causes the creation of a new Imperial [[general]]. Creating this title is an integral part of the commission and does not require a second motion to be considered by the Senate.&lt;br /&gt;
&lt;br /&gt;
==Creating a New Commission==&lt;br /&gt;
The following pages describe the current library of known commissions distilled from the ledgers maintained by the Imperial civil service. We will maintain this list with any new forms of commissions that develop in play.&lt;br /&gt;
&lt;br /&gt;
===Military Commissions===&lt;br /&gt;
* [[Imperial army]]&lt;br /&gt;
* [[Imperial navy]]&lt;br /&gt;
* [[Fortification]]&lt;br /&gt;
* [[Spy network]]&lt;br /&gt;
* [[Shipyard]]&lt;br /&gt;
&lt;br /&gt;
===Civilian Commissions===&lt;br /&gt;
* [[Sinecure]]&lt;br /&gt;
* [[Ministry]]&lt;br /&gt;
* [[Great work]]&lt;br /&gt;
* [[Embassy]]&lt;br /&gt;
* [[College of Magic]]&lt;br /&gt;
* [[Runeforge]]&lt;br /&gt;
* [[Folly]]&lt;br /&gt;
* [[Fane]]&lt;br /&gt;
&lt;br /&gt;
==Costing==&lt;br /&gt;
Any commission that is [[Senate_motion#Proposal|proposed]] by a [[senator]] will be costed by the civil service so that the Senate can make an informed decision on whether to pass the motion. The civil service use extensive ledgers of known costs based on the desired outcome - so they can cost any request for something that has been built before - or a variation thereof - &#039;&#039;provided the citizen makes clear what they want the commission to do&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Most costs are defined in terms of the number of wains of mithril, weirwood and white granite which are required to complete the construction. Costings will also state any ongoing upkeep costs as well as the time and money required to complete the construction. Civil servants are present during the construction of the commission, so it is not possible to construct anything other than the commission approved by the Senate.&lt;br /&gt;
&lt;br /&gt;
The civil service try to provide costings to any citizen who requests them, but if they are unusually busy then they will prioritise requests for costs which are linked to a motion that has actually been proposed.&lt;br /&gt;
&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
&lt;br /&gt;
Whenever a new commission is being created several important details need to be communicated to the Civil Service. We will provide help or advice on creating these details on request. In particular, players are welcome to [mailto:plot@profounddecisions.co.uk email Profound Decisions] to discuss new commissions they are seeking to create. If any details are omitted then we will either try to contact the player whose character proposed the motion to create the commission to get details from them, or else we will make up the missing facts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Title&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The commission itself will need a &#039;&#039;&#039;name&#039;&#039;&#039;, so that it can be clearly identified in Imperial Records.&lt;br /&gt;
&lt;br /&gt;
The [[Motion_wording#Necessary_Details|necessary details]] include the rough &#039;&#039;&#039;location&#039;&#039;&#039; where the commission is to be raised or built - usually the [[territory]] and region are sufficient.&lt;br /&gt;
&lt;br /&gt;
Most commissions have a standard &#039;&#039;&#039;cost&#039;&#039;&#039; for mithril, weirwood and white granite, for example a new Imperial army requires 200 wains of mithril and 50 thrones, so this detail is fixed. If the commission can be of variable size, then the necessary details include what materials will be used to complete the commission to the size desired by the citizen overseeing the project. If the costs for the commission have not been defined in the motion, then the civil service assume it is of the minimum size for such a commission.&lt;br /&gt;
&lt;br /&gt;
Commissions that result in the creation of a new &#039;&#039;&#039;Imperial title&#039;&#039;&#039; also require the necessary details for the [[new Imperial titles|new title]]. The position will need a name. If the Imperial title bears any particular duties or responsibilities then this is particularly important information.&lt;br /&gt;
&lt;br /&gt;
The civil service need to have a clear idea of the &#039;&#039;&#039;nature&#039;&#039;&#039; of any commission that is being built, where that is not clear. A [[sinecure]], for example, is a very general term, only marginally more specific than a word like &amp;quot;building&amp;quot; or &amp;quot;construction&amp;quot;. It is used by the Empire to describe any construction designed to produce a fixed income. A concise overview on the nature and purpose of a commission may be relevant to the Senate&#039;s decision to pass a motion; a more detailed description can be provided to the civil service later. Sinecures, ministries, great works etc. are all effectively &#039;&#039;classifications&#039;&#039; for different types of structure that the Senate can commission. It is very helpful to provide as much flavour and detail on how an individual commission works as possible. While these in-character details do not affect the rules, they are important for the campaign and can influence plot developments involving the commission.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
===Marshes===&lt;br /&gt;
The [[Light upon the water|supernatural storms]] of 384YE turned [[Light_upon_the_water#Price_of_the_Marshes|large sections of the Empire&#039;s marshes into boggy swamps]]. Any commission built in a region with the &#039;&#039;marsh&#039;&#039; quality will see an additional fifth added to the labour cost to construct it. At first there were optimistic projections that the problem would persist only until the start of Winter 384YE, but all the indications are that the change will be permanent. &lt;br /&gt;
&lt;br /&gt;
While the conjunction meant that the rituals used didn&#039;t directly affect territories outside the Empire, the additional water has broadly ignored territorial boundaries. As such, this change to the labour costs of commissions in marshy areas &#039;&#039;does&#039;&#039; apply to [[Bregasland]], [[Zenith]], [[Liathaven]], [[Brocéliande]], and [[the Barrens]] as well as regions such as [[Ossium#Drownbark_Forest|Drownbark Forest]] in Ossium.&lt;br /&gt;
&lt;br /&gt;
===Imperial Titles===&lt;br /&gt;
The approval of the [[Imperial Senate]] is required to approve the [[commission]] of any significant project. Because of the great costs involved in creating a structure using mithril, weirwood, or white granite, most commissions are built to provide important practical benefits. If these benefits require administration or oversight by a citizen then the [[Imperial Constitution|constitution]] mandates that a suitable Imperial title be created and a citizen with no other Imperial title be appointed to the position.&lt;br /&gt;
&lt;br /&gt;
As a result of these rules laid down at the dawn of the Empire the Constitutional Court does not allow the Senate to authorise a commission that would provide tangible benefits to an individual citizen without creating an [[Imperial title]] to be responsible for the commission and any benefits or powers it provides.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Citizens shall not hold more than one high office at a time and must exercise their powers in person; those whose virtue causes them to be offered numerous Imperial titles must choose between them. In this way no citizen shall accumulate so much responsibility that they consider themselves better than their fellows.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some Imperial commissions - most notably fortifications, follies, and great works do not provide practical benefits that an individual could gain from. The Imperial Senate may still create an Imperial title with responsibility for the commission if they wish, by including explicit instructions to this effect in the wording of the motion.&lt;br /&gt;
&lt;br /&gt;
There can only ever be a single Imperial title with responsibility for a commission. Whoever is appointed to the title becomes the legal custodian of the commission; if it were to be threatened in any way, it would be their responsibility to deal with those threats. Likewise, if any [[opportunity]] relating to the commission presented itself, they would make any decisions needed to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
===Setting Consistency===&lt;br /&gt;
The various commissions are designed to allow players a great deal of flexibility when adding new things to the game. There are some areas, however, where the consistency and believability of the setting may make a given commission difficult or sub-optimal. Some commissions are already restricted - a [[shipyard]] for example can only be built in a [[territory#Regions|region]] with the &#039;&#039;coastal&#039;&#039; quality. In other cases, the game team may increase the cost of a commission (such as the references to building a [[fortification]] in the marshy territories of [[Bregasland]] and [[Kallavesa]] being more difficult outside of certain regions), or reduce its effectiveness (such as with [[herbs|herb]] commissions in the cold northern territories which are less effective at producing tropical herbs such as [[Cerulean Mazzarine|cerulean mazzarine]]).&lt;br /&gt;
&lt;br /&gt;
In general, the main consideration is that the commission must make a certain amount of in-game sense both in terms of the setting, and the effect it will have in the game world. For example, a [[great work]] that enhances the production of [[fleet|fleets]] could be built in a coastal region easily, or on a major river such as the Vassa or Gancio, but might encounter difficulties or be impossible to build in an area such as the completely land-locked [[Segura#Anduzjasse|Anduzjasse]] in [[Segura]].&lt;br /&gt;
&lt;br /&gt;
===Altering an Existing Commission===&lt;br /&gt;
The appearance and character of an existing commission can be altered after it is completed. Doing so requires a new commission, following all the normal rules, and requires the same labour costs as the original commission. Alterations take a minimum of three months. You cannot use a [[Bearer_of_an_Imperial_Wayleave|wayleave]] to alter an existing commission, only create a new one.&lt;br /&gt;
&lt;br /&gt;
===Domestic Affairs===&lt;br /&gt;
Most commissions can only be constructed in a region controlled by the Empire. Spy networks are an example of a current exception.&lt;br /&gt;
&lt;br /&gt;
===Foreign Powers===&lt;br /&gt;
Some commissions rely on the Empire&#039;s diplomatic relationship with an NPC power such as a [[Foreign nations|foreign nation]] or an [[eternal]]. Depending on the relationship, these powers might be altered, added to, or even removed entirely. An obvious example is the [[Ambassador#Mercantile_Support|ministries]] available to ambassadors.&lt;br /&gt;
&lt;br /&gt;
===Maximum Commissions Available===&lt;br /&gt;
The Empire has limited capabilities to oversee new commissions. In a given season, the civil service is able to deal with only &#039;&#039;&#039;twelve&#039;&#039;&#039; new commissions. Attempts to commission more than twelve projects in a single summit beyond this will fail - they will not be actioned. This includes commissions from the senate and from both the [[Bearer of an Imperial Wayleave|Bearers of an Imperial Wayleave]] and the [[Legion Engineer]] which have been given the ability to commission via an announcement. Some titles can announce commissions that do not count towards the limit such as the [[Chair of the Wolf]], the [[Master of Rings]], and the [[Master of the Koboldi]] but they have their own limitations.&lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is for Imperial armies and navies, which do not count against the limit of the number of commissions available.&lt;br /&gt;
&lt;br /&gt;
===Altering the Setting===&lt;br /&gt;
You cannot use a commission to change a key detail about the setting or to resolve a known problem. For example, if the cleansing fire of Surut is used to purge the vile taint of the Vallorn from a region, then we will update the wiki to reflect the damage done by Surut&#039;s fire. That damage cannot be restored by building a sinecure, ministry, or great work - the effects of a normal commission are limited to the rules defined for that commission - so it cannot undo the effects of the fires of Surut as well.&lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is when an appropriate plot [[opportunity]] explicitly states that building a specific commission will change a key detail in the setting or resolve a known problem.&lt;br /&gt;
&lt;br /&gt;
==Opportunities==&lt;br /&gt;
[[Opportunity|Opportunities]] are seeded into the game from plot. Opportunities are usually commissions; often they will circumvent or exceed the regular play balanced rules for determining the outcome of a commission. &lt;br /&gt;
&lt;br /&gt;
A commission opportunity must be proposed by a senator to be voted on as any normal commission, but it may provide the ability to do something at a reduced cost, or in a way that could not normally be achieved. The nature of the plot will normally dictate what benefits the opportunity provides, as well as what information is available on those benefits.&lt;br /&gt;
&lt;br /&gt;
==Improvements and Repairs==&lt;br /&gt;
In addition to new commissions, the Senate may also pass motions to upgrade or improve existing commissions. In the case of armies and fortifications they can also pass motions to expend the resources needed to [[Casualties#Emergency resupply|return the army to full strength]] or [[Fortification#Emergency_Repair|repair the fortification]]. These motions follow the same processes used for new commissions.&lt;br /&gt;
&lt;br /&gt;
==Implementing a Commission==&lt;br /&gt;
Any player whose character is providing wains of money for a commission, should put the coins and the documents representing the wains of mithril, weirwood and white granite that they are committing to their project [[Downtime#Hand-in_Baggies|in the bag that they hand in at the end of the event]]. When downtime opens you will be able to access the materials by selecting the &amp;quot;inventory&amp;quot; button on the downtime website. This will show you all the materials you handed in and give you options to transfer them to other characters or provide them towards a commission.&lt;br /&gt;
&lt;br /&gt;
The responsibility for implementing a motion lies with the senator who passed the motion. They are considered to be in charge of the work and the civil service will liaise with them to obtain any necessary details which have not been included in the wording of the motion. However, once the Senate has passed a motion, then the legal authority has been granted to create the commission has been granted, so any character can provide the resources needed to build the commission.&lt;br /&gt;
&lt;br /&gt;
Please do not include a note when you hand in your wains as it is impossible to process these notes at the point where your bag is processed.&lt;br /&gt;
&lt;br /&gt;
===Lapsed Commissions===&lt;br /&gt;
A Senate commission has a year to &#039;&#039;&#039;begin&#039;&#039;&#039; construction from the date it passes.&lt;br /&gt;
&lt;br /&gt;
In the event that no payments have been made against a construction for a period of one year, a motion will lapse and will no longer be considered under construction. A payment is considered to be at least one season&#039;s worth of the required materials. It requires fresh authorisation by the Imperial Senate to restart a lapsed commission and may require a fresh costing from the civil service.&lt;br /&gt;
&lt;br /&gt;
At this time, there are the following lapsed commissions.&lt;br /&gt;
&lt;br /&gt;
*[[Construct_Reckoners_Reward|Reckoners Reward]] passed in Autumn 379YE&lt;br /&gt;
*[[Construct_General_Estana&#039;s_Repository|General Estana&#039;s Repository]] passed in Summer 380YE&lt;br /&gt;
*[[Construct the Hanging Fruit Gardens of Gerondi|Hanging Fruit Gardens of Gerondi]] passed in Autumn 380YE&lt;br /&gt;
*[[Construct_mana_ministry_in_Astolat|Mana ministry in Astolat]] passed in Autumn 380YE&lt;br /&gt;
* [[Construct_Runeforge| Runeforge]] passed in Spring 380YE&lt;br /&gt;
* [[Fortify_Lower_Tarn_Valley|Holt of the Oak]] passed in Autumn 381YE - later [[Fortify_Lower_Tarn_Valley_II|successfully completed]].&lt;br /&gt;
* [[Construct_Seren%27s_Whispering_Garden|Seren’s Whispering Garden]] passed in Winter 381YE.&lt;br /&gt;
* [[Construct_Iron_Qanat|Iron Qanat]] passed in Spring 382YE, later [[Construct_Iron_Qanat_II|successfully completed]].&lt;br /&gt;
* [[Construct_Legacy_of_Wisdom|Legacy of Wisdom]] passed in Summer 382YE.&lt;br /&gt;
* [[Construct_expansion_to_Halls_of_Knowledge|Expansion to the Halls of Knowledge]] passed in Summer 382YE.&lt;br /&gt;
&lt;br /&gt;
===Oversight===&lt;br /&gt;
If the Senate passes a commission, then the member of the Senate that proposed the motion is then responsible for overseeing the project. Any funds allocated from the treasury are given directly to the proposer to use for the completion of the commission. The citizen remains responsible for the commission and legally empowered to authorise it, even if they lose their position in the Senate during that time. The only way a commission overseer can be changed is if the citizen dies or is excommunicated; only then is Senate legally permitted to pass a motion to assign one of their number to complete the project.&lt;br /&gt;
&lt;br /&gt;
A character can go about spending their funds as they see fit, and can delegate some or all of the responsibility to others, but they are ultimately considered to be responsible for ensuring the project is completed.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Winter_Solstice_Senate_sessions&amp;diff=109598</id>
		<title>385YE Winter Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Winter_Solstice_Senate_sessions&amp;diff=109598"/>
		<updated>2024-04-20T11:59:14Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:385YE Winter]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 601 thrones and 4 crowns.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Criminalise the Last Resort===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to criminalise the poisons that are part of [[the Last Resort]] &lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The collection of recipes was added to Imperial lore by a [[Distribute potion recipes|motion]] of the Senate during the Autumn Equinox 382YE&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Autumn_Equinox_Senate_sessions&amp;diff=105623</id>
		<title>385YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Autumn_Equinox_Senate_sessions&amp;diff=105623"/>
		<updated>2023-09-08T20:01:41Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:385YE Autumn]]&lt;br /&gt;
{{Scrutiny}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 602 thrones and 4 crowns.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Restraint&amp;diff=105004</id>
		<title>Restraint</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Restraint&amp;diff=105004"/>
		<updated>2023-08-27T13:55:36Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Autumn]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I can&#039;t do it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gerard look fluxomed by the refusal, his mouth open slightly. &amp;quot;It&#039;s not really a request Lutomysla - this is the instruction of the Senate. Someone has to appraise this - I was hoping you might... &amp;quot; He trailed off, not quite sure what he was hoping.&lt;br /&gt;
&lt;br /&gt;
The Varushkan smiled at her boss, trying not to enjoy the awkwardness of the encounter. &amp;quot;It&#039;s not really a refusal Gerard.&amp;quot; they said. &amp;quot;I&#039;m not saying I won&#039;t do it. I&#039;m saying I can&#039;t do it - because it&#039;s not possible. I&#039;m very sorry but you&#039;ll have to tell the Senate what they have asked for is not possible. From time to time they&#039;re bound to ask for something that is... unwise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gerard furrowed his brows and rubbed the bridge of his nose with his hand. He briefly imagined telling a room full of the most powerful people in the Empire that a semi-retired Varushkan cabalist had refused their instruction because they felt it was &amp;quot;unwise&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps you could provide me with a more technical explanation of why you feel this task is too difficult for you?&amp;quot; he said. He regretted the snide tone as soon as the words had left his mouth. It wasn&#039;t like him at all, but Lutomysla had a way of getting under his skin. It was all well and good hiring former archmages but all too often they acted as if they had seen it all before. &lt;br /&gt;
&lt;br /&gt;
Lutomysla just grinned at Gerard. &amp;quot;You already know why this won&#039;t work - but sure, I&#039;ll spell it out for you. An appraisal is all about finding a way to do something. You have something you want to happen, we work out what would be needed to achieve that. But this? This is asking for us to find a way to make something &#039;&#039;not&#039;&#039; happen. And not a specific thing either... There are an infinite number of ways our many enemies might raid us... each raid would be different, each would be unique. Each one would require a different way to stop it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gerard sighed heavily. &amp;quot;It&#039;s like they&#039;re asking us to stop the rain from falling...&amp;quot; he agreed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hah!&amp;quot; Lutomysla laughed. &amp;quot;That would be much easier. We&#039;d just have a plenipotentiary with the Cupbearer or the Hungry Wold and work something out...&amp;quot; she trailed off slightly. The pained expression on Gerard&#039;s face had taken all the enjoyment out of making fun of him. &amp;quot;Why don&#039;t you ask Graciana?&amp;quot; she said in a more conciliatory tone.&lt;br /&gt;
&lt;br /&gt;
Gerard brightened at the suggestion. &amp;quot;You think she&#039;ll be able to manage this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No.&amp;quot; said Lutomysla shaking her head. &amp;quot;But she&#039;s unwise enough to give it a try.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gerard rolled his eyes at the aging cabalist. &amp;quot;Thanks - you&#039;ve been a great help.&amp;quot; he said sarcastically.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 800px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The best tool.jpg|align=left|caption=Graciana has come to the conclusion that the &#039;&#039;best&#039;&#039; tool for thwarting barbarian raiders is most likely the [[Sentinel Gate]], supported by the [[Vigilance]] of Imperial citizens.|width=800}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Summer Solstice, [[385YE_Summer_Solstice_Senate_sessions#Appraise_Raids_Defence|the Imperial Senate requested]] an [[appraisal]] on &#039;&#039;&amp;quot;how the Empire can defend itself against raids, preferably without the construction of fortifications or the commitment of armies.&amp;quot;&#039;&#039; The motion didn&#039;t specify which of the four senior researchers were requested so the decision was left to &#039;&#039;Gerard La Salle&#039;&#039;, the Imperial Auditor. After some discussion with the team they chose to appoint the Freeborn Night mage, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]], to the task. &lt;br /&gt;
&lt;br /&gt;
The appraisal represents a significant technical challenge. Graciana points out that there&#039;s no single way to stop raiding; as soon as you stop an enemy entering through the door by barricading it they will enter through the window. The Empire simply cannot prevent every barbarian from venturing across every border, nor discourage every lazy thug interested in taking things that do not belong to them, not while the Empire has something worth stealing.&lt;br /&gt;
&lt;br /&gt;
What they can do, what they do currently, is track incursions and look for opportunities to use the [[Sentinel Gate]] to move to intercept those raids. Of course that doesn&#039;t always work, but that is the nature of armed conflict. If the prognosticators could appraise a way by which the Empire could win every battle, they would have done that centuries ago!&lt;br /&gt;
&lt;br /&gt;
As such it is not possible to appraise a way to stop all raids - but Graciana is able to provide some suggestions for ways that might help in some cases.&lt;br /&gt;
==Fund Mercenaries==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could hire mercenaries to patrol the Empire&#039;s borders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would require a Senate motion and would cost the Senate ten thrones per territory each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The motion would only prevent a raid that explicitly aimed to damage the production of every personal resource in a territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are currently fifteen territories that are under threat from raiding&#039;&#039;&#039;&lt;br /&gt;
Graciana has talked with citizens who have suffered from the Jotun&#039;s recent [[Shallows and miseries|raids]] into the western Empire, as well as those who endured the depredations of the [[Druj]] over the years. She has even a moot with the folks of [[Wintermark]] who suffered from the [[Thule]] before the peace treaty. The single best way the Empire can defend itself from raids would be to encourage Imperial citizens to do the work themselves. That way, the people that would benefit most could support the effort. It would still cost money, but done in this way, it might cost far less than would otherwise be imagined.&lt;br /&gt;
&lt;br /&gt;
Funding these mercenaries will be sufficient to prevent raids that would harm the [[Resource#Personal_Resource|holdings]] of individual citizens. This would be enough to ensure that such holdings were protected from sweeping raids. To carry out an attack like that, the barbarians tend to fan out across a territory looking for any weakness. Patrols of schlacta, thorns, knights and others, will be more than capable of dealing with small bands of barbarians who venture across the border in an attempt to steal herds of cattle, troves of mana crystals, or loot patches of herbs.&lt;br /&gt;
&lt;br /&gt;
What the mercenaries wouldn&#039;t be able to stop are the warbands of barbarians who are focused on pillaging [[Commission#Civilian_Commissions|civilian commissions]], nor prevent them from conducting an organised raid targeting a specific named personal resource such as [[Mournwold_spoils_of_war#Jonah.27s Lament|Jonah&#039;s Lament]] in the Mourn. The protection of these structures would still fall firmly under the purview of their custodian and most likely require intervention through the [[Sentinel Gate]].&lt;br /&gt;
&lt;br /&gt;
This solution would &#039;&#039;not&#039;&#039; be sufficient to prevent the actions of armies, particularly those intent on [[Army_qualities#Foraging|plundering]]. The raids that an army like the Red Wind Corsairs conducts can&#039;t be stopped by hiring a few guards. Ultimately, ensuring that the Jotun don&#039;t send an armed force of several hundred Jotun raiders to attack a specific target like the [[Singing Caves]] requires the intervention of the [[Imperial Military Council]] through the disposition of the Empire&#039;s armies or the heroes of Anvil travelling via the Sentinel Gate.&lt;br /&gt;
&lt;br /&gt;
==Bind the Hands==&lt;br /&gt;
* &#039;&#039;&#039;It is possible to use magic to protect the personal resources in a territory from raiding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An unknown enchantment has been laid over Imperial territories a number times over the past three years&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is unknown if this is being performed using an arcane projection, or if someone has access to a ritual text&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Raven&#039;s Plight in Wintermark are willing to support funding it being codified with the provision that it be added to Imperial Lore&#039;&#039;&#039;&lt;br /&gt;
Rather than the Imperial Senate funding mercenaries and guards to protect every territory that is at risk, the Imperial Conclave could attempt a similar solution using magic instead. Several times in recent years, powerful Autumn enchantments have been placed on territories in [[the Brass Coast]]. The ritual magic uses the subtle resonances of the realm to misdirect raiders. It has no noticeable impact on invading forces but it will prevent a plundering army having an effect on personal resources in the territory.&lt;br /&gt;
&lt;br /&gt;
Graciana doesn&#039;t know who has been casting the ritual, nor how, since there is no ritual in Imperial Lore, but presumably someone at Anvil knows how to do it. Either they have their own ritual or ritual text, or else they are creating arcane projections to achieve the effect. The latter option would be expensive, but whatever technique is being employed, it definitely works. Of course if it is a ritual then it will require mana, and presumably a coven to cast it, and it would need to be cast on each territory that the Empire wanted to protect. But it might be cheaper than paying for soldiers to protect every border and more flexible.&lt;br /&gt;
&lt;br /&gt;
If the Imperial Conclave could identify the magicians behind the enchantments, they might be able to negotiate for the ritual to be put into Imperial Lore. Of course if there is no ritual text, then it would mean codifying a ritual at one of the Empire&#039;s [[College of magic|colleges of magic]], which would have to be arranged and could be expensive depending on the magnitude of the ritual. Graciana believes that it is unlikely to be cheap given it targets an entire territory.&lt;br /&gt;
&lt;br /&gt;
To help facilitate the endeavour, a [[Steinr]] coven in [[Hahnmark]] called the Raven&#039;s Plight have offered a reward for whoever created this unique enchantment if they will share it with the Empire. Provided the ritual ends up in Imperial Lore, they will present the Conclave with &#039;&#039;Gulnar&#039;s Eye&#039;&#039;, a rare artifactual stone that was found in the [[Hahnmark#Gulnar.E2.80.99s_Deeps|Deeps]] centuries ago. The Eye is a [[Magic_items#Talismans|talisman]] that boosts a ritual magicians autumn lore by one rank twice a day. The Plight have placed the Eye in the care of the Prefect of the Conclave with instruction that it be available to be bequeathed to whichever magician the orders identify is responsible for creating the original ritual.&lt;br /&gt;
==The Black Feast==&lt;br /&gt;
* &#039;&#039;&#039;The Conclave agreed that the Tharim could feast on the mana sites and herb gardens of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A number of Freeborn families have complained that they are being raided by heralds of the Bound King&#039;&#039;&#039;&lt;br /&gt;
It is not only barbarians that can raid the holdings of Imperial citizens. Whilst the threat posed by the heralds of [[Agramant]], [[Siakha]], and [[Skathe]] are obvious, it is the actions of the [[Tharim|&#039;&#039;&#039;King in Chains&#039;&#039;&#039;]] that are worrying some families in the Brass Coast. Over the last season their patches of [[true vervain]] have wilted, and a number have reported that the [[Game_items#Mana_Crystals|mana crystals]] that they managed to harvest have been wan in colour, appearing to have been drained of their magic.&lt;br /&gt;
&lt;br /&gt;
These families understand that the the Conclave has signed a contract with &#039;&#039;&#039;The Bound King&#039;&#039;&#039; - that the &#039;&#039;&#039;Enthroned Monarch&#039;&#039;&#039; has been given license to steal the Prosperity of Freeborn holdings in return for providing his knights to fight the Jotun. However they point out that it could be illegal for the Imperial Senate to make such arrangements - if these arrangements were considered to be a tax then they would clearly be unconstitutional. Ultimately what is the difference between the Jotun raiding their herb gardens and Tharim&#039;s heralds doing it? It amounts to the same thing in their view.&lt;br /&gt;
&lt;br /&gt;
The Freeborn aren&#039;t stupid, they&#039;re aware that the family magicians and hakima who visit Anvil and take part in Conclave must have had their reasons not to stop the [[declaration]] and that &#039;&#039;&#039;Izarra i Riqueza&#039;&#039;&#039;, who raised the [[concord]] using the [[Golden Pyramid|Golden Pyramid&#039;s]] declaration, must have had their own reasons for doing so. Moreover they do not intend to challenge the arrangements now - clearly the Coast and the Empire have some kind of contract with the &#039;&#039;&#039;Shackled Crown&#039;&#039;&#039;, and contracts must be kept. When the people of the Coast give their word, they keep it.&lt;br /&gt;
&lt;br /&gt;
But the Brass Coast isn&#039;t Navarr or Highguard; the people in the nation don&#039;t expect to sacrifice their hard earned Prosperity in order to support an army that is already paid for by their taxes. They suspect it&#039;s not actually possible for the Imperial Senate to make it illegal for the Conclave to pay for its deals with other people&#039;s wealth. However they give fair warning, there must be no more agreements of this kind with Tharim, or indeed any other eternal, in the future. At least not that affect the Brass Coast. Any they have a simple ultimatum for if that doesn&#039;t happen - if there are any deals with Tharim involving the resources of the Brass Coast after, then they will respond in kind, withholding their taxes from the Imperial treasury. &lt;br /&gt;
&lt;br /&gt;
The Brass Coast Assembly could use a mandate to inform these aggrieved families that the current deal that the Conclave has made does not reflect a legitimate contract signed on behalf of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Despise the thieving bandit. Tharim&#039;s heralds have no right to the mana and herbs of the Brass Coast. We send {named priest} with 50 doses of liao to encourage citizens to refuse to pay their taxes until these raids are dealt with|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were enacted then taxation from Kahraman, Madruga, and Segura will all drop by roughly one tenth. If it continues and isn&#039;t stopped at the Winter Solstice 385YE then that will rise to one fifth, increasing to two fifths if it is not resolved during the Spring Equinox 386YE.&lt;br /&gt;
==Design Notes==&lt;br /&gt;
We have done our best with this appraisal to present methods that the players can use to deal with some of the raids that have happened in he past in the Empire, or which are happening currently. In general however, it is not possible to use an appraisal to stop other kinds of raids. We create raids as part of the plot of the game, they represent opportunities undertaken by the Empire&#039;s enemies (just as the Empire has opportunities against the barbarians) - and they are an important part of the military side of Empire. Some armies are able to undertake raids as part of a special action they can take - the Empire can&#039;t stop the barbarians attempting that - anymore than the barbarians can stop the Empire&#039;s armies doing the same.&lt;br /&gt;
&lt;br /&gt;
More generally, raids against key locations in the Empire are a key tool that helps to keep battles and skirmishes relevant to the ongoing campaign. They are part of the dramatic storyline of the game - they are part of the plot of Empire. You can&#039;t use an appraisal to take away one or more of the tools we use to create plot!&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2023&amp;diff=104888</id>
		<title>Rules update 2023</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2023&amp;diff=104888"/>
		<updated>2023-08-20T18:23:17Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{audio|link=https://youtu.be/9G3H8DdrlFg}}&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=hupgkHTOPMU}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. Although that process has been slowed this year, we&#039;ve still been working on some important updates. This page summarizes and explains the changes so that players can identify and understand the changes easily. There were no updates in 2021, due to the pandemic.&lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing a in-character rationale for what has changed where appropriate.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Locations==&lt;br /&gt;
We have created a new page for [[inspirational location|inspirational locations]] that includes memorial (or inspirational tombs as they were called previously) as well as other sacred sites.&lt;br /&gt;
&lt;br /&gt;
We have rewritten the rules on how you create a inspirational location to lay out the specific sequence of actions that players must follow to create one. To create an inspirational location, players must submit a Synod judgement, a [[statement of principle]] laying out their intention to use [[liao#True Liao|true liao]] to create either a memorial to a paragon or exemplar, or to create a sacred site. This judgement must be submitted in the relevant virtue assembly or in the general assembly.&lt;br /&gt;
__TOC__&lt;br /&gt;
If the judgement passes with a [[greater majority]] then it will most likely lead to a wind of fortune that offers a mandate to use a single dose of true liao to create a lasting [[consecration]] that will make an area become an [[inspirational location]]. If the Synod approves the [[mandate]], then the named character can enact the mandate using a dose of true liao.&lt;br /&gt;
&lt;br /&gt;
It is possible to use true liao in downtime without following these steps, but it won&#039;t have any wider effects on the setting - it won&#039;t create an inspirational location.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
There has been a significant increase in the use of true liao to make consecrations in recent events and it was clear that the processes listed on the wiki were confusing and creating a lot of potential for disappointment. Previously it was possible to use true liao in downtime without any idea whether it would do anything or not. Our game is generally built on giving players informed decisions to make, in most circumstances we don&#039;t want participants just gambling on unknown outcomes. In particular we don&#039;t want a situation to develop where a character uses true liao and either it doesn&#039;t have any wider game effect or the effects are very negative, without them being aware that that is what will happen.&lt;br /&gt;
&lt;br /&gt;
In theory it was previously possible to use true liao in downtime without any reference to the Synod at all. Our game is one of politics and social interactions on the field - we want the key decisions to be made by players when interacting with each other on the field. True liao is very powerful, it doesn&#039;t suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get approval for that.&lt;br /&gt;
&lt;br /&gt;
The new processes also make it much easier for us to determine what will happen - they give us a basic framework to work to - and set expectations that we are more confident that we can deliver on. It does make it slower, it means players need to use a statement of principle first - and then study the resulting wind of fortune next event to decide if they want to proceed or not. That brings it into line with how similar elements of the Synod game work, where players first raise a statement and then a mandate.&lt;br /&gt;
&lt;br /&gt;
Where true liao was handed in last event to be used in downtime, we have treated any statements raised as if they were raised in the relevant assembly. That means they either have (or are getting) a wind of fortune that describes the possible outcomes if the Empire chooses to proceed with the consecration.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The Imperial prognosticators have provided the civil service with an updated guide on how they can deliver the best possible information on what will happen if the Empire choses to use true liao in this way. In theory nothing has changed (since it was never possible to know if true liao would have an effect or not previously) - but now the prognosticators have been able to be clear about exactly what will and will not produce a meaningful outcome.&lt;br /&gt;
&lt;br /&gt;
==Divination Ritual Updates==&lt;br /&gt;
We&#039;ve made changes to two divination rituals, [[Clear Counsel of the Everflowing River]] and [[Combing the Beach]]. Both of these rituals now require you to use a small effigy to send a message to the relevant eternal - a question for Sung with Clear Counsel and a statement for Roshanwe with Combing the Beach. &lt;br /&gt;
&lt;br /&gt;
The key change is that the question or statement must now be submitted the night before the ritual is performed at the latest. Anyone can use [[operate portal]] to submit a message to the eternal on behalf of their [[coven]], but doing so requires an appropriate effigy - a unique game item made between events. The effigy must be used the night before the ritual is due to be performed (at the latest) to give the game team sufficient time to prepare the answer to the question.&lt;br /&gt;
&lt;br /&gt;
Anyone who has mastered Clear Counsel or Combing the beach can make the appropriate effigies in downtime provided they have 2 measures of ambergelt for Sung or 2 measures of tempest jade for Roshanwe in their account. Once made, they do not expire but each effigy can only be used once.&lt;br /&gt;
&lt;br /&gt;
Finally, we&#039;ve allowed the ritual to be cast at higher magnitude to allow a coven to ask more than one question or send more than one statement at a time - provided they have submitted them all to the eternal in advance with the appropriate number of effigies.&lt;br /&gt;
&lt;br /&gt;
In each case you must prepare the effigy in downtime (anyone who possesses the relevant ritual can do this) for a cost of 2 ambergelt or 2 tempest jade respectively. You can make as many effigies as you want - you&#039;ll get them in your pack at the next event you attend.&lt;br /&gt;
&lt;br /&gt;
If you have the ritual already - and want to make one or more of these effigies for this event but don&#039;t have access to the materials in your group just email [mailto:plot@profounddecisions.co.uk] and we&#039;ll create the effigies for you and leave it as a debt on your account you can clear after the event.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
These changes follow on from the [[Rules_update_2019#Swim_Leviathan.27s_Depth|changes we made to Swim Leviathans Depths in 2019]] and we&#039;ve made them for the same reason. We want the ritual itself to culminate in an opportunity to get the answer the ritualists are looking for - getting players to submit the questions well in advance allows us to do that. We feel the change worked well for Leviathan, and so we&#039;ve extended the idea to other rituals.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
In each case, the explanation for the changes is the esoteric conjunction of [[the Key]] and [[the Lock]] that has been going on for some time.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying in Downtime==&lt;br /&gt;
We&#039;ve updated the rules restrictions for [[Downtime#Social_Media_and_IC_roleplaying|using social media and IC roleplaying between events]]. We&#039;ve updated some of the language used to make clearer that it applies to things like discord servers and we&#039;ve changed the wording of the rules so that you can&#039;t send large bulk emails of IC messages to email lists if you&#039;re pushing an IC agenda or campaigning for a title. &amp;quot;You can send in-character communications by email, provided they represent a letter or the equivalent that you are sending to an individual - but don&#039;t mass-send a communication to an email list if it is promoting an in-character agenda or pushing a controversial point of view. Please keep this for when everyone is in-character at the event. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
This follows the ethos of the existing rules which are trying to encourage players to engage in politics at the event - but the new restrictions on email lists providers a fairer balance for the game for all players.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added an extensive OOC design section to the page to provide more clarity on our thinking.&lt;br /&gt;
&lt;br /&gt;
==Military Rituals==&lt;br /&gt;
We&#039;ve made changes to some existing rituals that have an impact on the military campaign. We have changed the effects produced by two rituals for [[enchantment|enchanting]] [[Imperial armies|campaign armies]] - [[Knights of Glory]] and [[Bound by Common Cause]]. We have also increased the magnitude of four rituals used for summoning magical [[fortification|fortifications]] - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]],and [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] - as a ritual that enchants fortifications with additional strength - [[Golden Ramparts]].&lt;br /&gt;
&lt;br /&gt;
We hope that these changes will ensure a good balance of options available to ritualists involved with the Empire&#039;s military campaigns going forwards, but we&#039;ll continue to monitor the situation carefully.&lt;br /&gt;
&lt;br /&gt;
As always, if you had mastered one of the rituals that was changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll remove the mastery leaving you free to master a different ritual. &lt;br /&gt;
&lt;br /&gt;
===Reasoning: Knights of Glory===&lt;br /&gt;
Knights of Glory was a much better ritual than any equivalent ritual in Imperial lore. The benefits it provided were significantly better than those provided by equivalent rituals. While some realms will always be better at creating certain magical effects, in this area of the game we want there to be a lot of viable options to chose between. To remedy this we have reduced the potency of Knights of Glory from 3000 additional strength to 2000 additional strength to bring it into line with other rituals. It has a higher magnitude than a ritual like [[Clarity of the Master Strategist]] because the additional strength gained inflicts more casualties.&lt;br /&gt;
&lt;br /&gt;
We also added a few details - a [[roleplaying effect]] and a new option for players to target [[Knights of Glory#Additional Targets|multiple generals]] in one ritual. We also made it explicit that it might have unpredictable effects on characters whose military units support the army - something we&#039;d done via Winds of War in previous seasons. Finally, we&#039;ve revealed the [[Knights of Glory#Assurance|assurance]] bound into the ritual that will cause it to lose power entirely if it is broken. &lt;br /&gt;
&lt;br /&gt;
We have previously been running a plot regarding the Empire&#039;s relationship with [[Eleonaris]], the eternal whose patronage is responsible for Knights of Glory. Last event she said she was going to remove the ability to perform the ritual entirely, and replace it with a new ritual. We knew we needed to change the rituals power to play balance it, and we thought the easiest way to do that would be to replace it with a different ritual. Instead, we&#039;ve reduced the effects of the ritual, and left it available to players to cast. We took this new direction because the realities of placing a new ritual in [[Imperial lore]] via the [[Imperial Conclave|Conclave]] felt too punished, especially under the new rules about how a [[declaration]] works.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Bound By Common Cause===&lt;br /&gt;
The ritual now provides additional strength solely for the purpose of taking or holding territory rather than a flat bonus as it did previously. This change makes the effects comparable with [[Clarity of the Master Strategist]]. We&#039;ve made it possible to cast the ritual on [[Bound by Common Cause#Additional Targets|multiple generals]] at once at reduced magnitude as we did with Knights of Glory. The permanent enchantment on the [[Wolves of War]] will provide the same benefits as the new version of the ritual.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Citadels===&lt;br /&gt;
We&#039;ve increased the magnitude of the three citadel-summoning rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]],and [[Dripping Echoes of the Fen]],  - from 80 to 100. These rituals produce very powerful effects that can have a dramatic impact on the military campaign - so they need to have a cost that reflects that impact. We have adjusted their magnitudes to reflect their powerful effect. We&#039;ve also changed the magnitude of [[Golden Ramparts]] and [[Stone&#039;s Unyielding Defiance]], rituals that provide additional strength to fortifications, bringing them into line with these changes.&lt;br /&gt;
&lt;br /&gt;
===In-character Explanation===&lt;br /&gt;
In each case, the explanation for the changes is the esoteric conjunction of [[the Key]] and [[the Lock]] that has been going on for some time.&lt;br /&gt;
&lt;br /&gt;
With Knights of Glory, we have assumed that the representatives of the Empire have continued to flatter and charm [[Eleonaris]] causing her to change her mind regarding her ritual. The ritual has changed because of the conjunction - but the eternal is now happy for the Empire to perform it. At least for the time being... The Lion of Summer will always be a volatile figure who is quick to anger. She won&#039;t hesitate to express her anger at the Empire in the future if she feels slighted.&lt;br /&gt;
&lt;br /&gt;
==Military Units and Fleets==&lt;br /&gt;
We&#039;ve changed the conquered territory limit so that it also applies to [[fleet|fleets]] and [[military unit|military units]]. Previously they were not affected by the conquered territory penalty - now they suffer the penalty just like any other resource.&lt;br /&gt;
&lt;br /&gt;
Military units and fleets that are going to suffer the penalty can be protected by the [[Vale of Shadows]] ritual, like any other resource.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The existing rules provided these two resources with a small advantage that is simply not warranted from a play-balance point of view. Initially we&#039;d erred on the side of simulation - imagining that because military units and fleets were mobile the penalty ought not to reply to them. As the game progressed this exception has become increasingly jarring. It has never been possible to move a fleet or military unit from one territory to the next - so it was a mistake to treat them differently for other purposes.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
While military units and fleets are inherently mobile, the people in them have families who are not. If your military unit or fleet is based in a territory, it represents the fact that the individual soldiers or sailors who work for you have families and lives there. A fleet or military unit has a &amp;quot;home base&amp;quot; that exists in a territory, and if that territory is conquered the people who operate the resource will be less productive. This is why you can&#039;t simply move a military unit to another territory and why they are now also affected by the penalty for being in a conquered territory.&lt;br /&gt;
&lt;br /&gt;
==Conduct==&lt;br /&gt;
===Disability===&lt;br /&gt;
We have added a [[Conduct#Disability|new section to our conduct rules]] to make clear that you must not question another player&#039;s right to use aids and adaptations put in place for disabled participants. This is particularly important in light of the new rules we have put in place for [[#Vehicle_Access|vehicle access]] at the events. The provisions we have put in place are there for those that find they have need of them on a self-declared basis. If you are absolutely certain that someone is repeatedly using a facility or service they openly admit they don&#039;t have a need for, to the direct detriment of disabled participants, then you may report the matter to Profound Decisions to deal with. Challenging other participants or publicly complaining about their behaviour is not acceptable under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Smut===&lt;br /&gt;
Recently we&#039;ve had an upsurge of interest and promotion of sexual publications in Empire, with a range of stuff from the simply smutty to the more explicit. There has always been a fair bit of it about in Empire, and in general we don&#039;t have any issue with it at all. Indeed one of the reasons we ran a plotline involving such publications in Empire was because we wanted to make clear to players that the new conduct rules didn&#039;t mean that folks couldn&#039;t do that sort of things at events anymore. &lt;br /&gt;
&lt;br /&gt;
However there are two things that anyone playing in this space does need to be sure they&#039;re being very careful about. The first issue is consent - a person&#039;s character belongs to them - it&#039;s an extension of their personality in some form. As such it is absolutely not acceptable to take that character and use it in your erotic fiction without their explicit consent to what you&#039;re creating, even if that character is no longer in play. Historical figures in the game are fine, folks are welcome to write any kind of fiction about figures from the setting who died long before the game began. But anyone who has been phys-repped as a living character is not yours to write about. This includes all our NPCs, our civil servants, magistrates, egregores etc, as well as characters played by PCs. Our conduct rules clearly state that any attempt to sexualise another participants character without their permission will be treated as [[Conduct#Sexual_Harassment|sexual harassment]].&lt;br /&gt;
&lt;br /&gt;
The other thing you &#039;&#039;must&#039;&#039; be mindful of is the requirement to avoid sexualising the environment in a way that makes other players uncomfortable. Lots of players enjoy these publications - and lots of players don&#039;t want anything to do with that in their LRP. We have updated our conduct rules on [[Conduct#Sexual_Activity_and_Performances|sexual activity]] at events to make clear that anyone who wants to engage in that kind of roleplaying must ensure that it is handled discreetly and in a way that doesn&#039;t force other players to be involved with it against their wishes. In particular that means you can&#039;t promote it on our Facebook groups, since that&#039;s incompatible with the need to handle it discreetly in a way that doesn&#039;t cause discomfort for other players. I&#039;ve asked the moderators to take down posts promoting material that is smutty or explicit in the future.&lt;br /&gt;
&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
We&#039;ve made some significant changes to three Spring rituals. We&#039;ve clarified [[Blood of the Hydra]], and made it clear that it only works on limbs ruined by Cleave and Impale effects. We&#039;ve made a change to the [[roleplaying effects]] of [[Fan the Flame of New Life]], to remove the idea that the enchantment makes targets &amp;quot;horny&amp;quot;. We&#039;ve removed the &#039;&#039;&#039;Midwife&#039;s Recourse&#039;&#039;&#039; ritual. In the latter case, if you were the target of an ongoing Midwife&#039;s Recourse [[enchantment]], it&#039;s effects will end before the start of the next event.&lt;br /&gt;
&lt;br /&gt;
As always, if you had mastered one of the rituals that was changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll remove the mastery leaving you free to master a different ritual. &lt;br /&gt;
===In Character Explanation===&lt;br /&gt;
In each case, the in-character explanation for these changes is the effect of the ongoing conjunction of [[the Key]] and [[the Lock]]. The esoteric tension between &amp;quot;things are hidden&amp;quot; and &amp;quot;things are revealed&amp;quot; has unexpected, permanent effects on certain rituals.&lt;br /&gt;
===Reasoning: Blood of the Hydra===&lt;br /&gt;
When it was initially created, the intention of Blood of the Hydra was that it be one of a suite of low-magnitude rituals that allow ritualists to  create the effects of certain spells. This suite includes rituals such as [[Hands of Sacred Life]] that duplicates the [[heal]] spell, and the combination of [[Ascetic Star of Atun]] and [[Renewed Strength of the New Day]] which between them duplicate the effect of the [[purify]] spell. Over time, the scope of the ritual shifted to allow it to be used to repair any lingering damage to the body. We&#039;ve restored the ritual to its original purpose.&lt;br /&gt;
&lt;br /&gt;
Permanent life-changing injuries are not a theme of our game because we don&#039;t want our game mechanics to trivialise these injuries. We never want a situation where someone with an out-of-character disability is asked in-character why they don&#039;t use Blood of the Hydra (or any magic) to remove their disability. This is one of the reasons our existing [[Healing in Empire]] page talks about Spring magic speeding up natural healing processes rather than regenerating lost limbs or the like. Disabilities and long-lasting or permanent injuries exist in the setting but players who are not themselves disabled should be sensitive to the experiences of others and think carefully about playing a character who has any kind of long-term disability.&lt;br /&gt;
&lt;br /&gt;
There are deliberately no rules to allow one character to maim another character. It is fine for a player to choose to roleplay that they have received a specific injury when they suffer damage - but unless there is a [[Combat#Traumatic_Wounds|traumatic wound]] or similar card involved our rules will treat that injury like any other loss of hits. You might roleplay severing your fingertip in a knife game, but our expectation is that the heal spell or attentions of a physick will allow that severed fingertip to be reattached or repaired just as it would any other loss of hit points. &lt;br /&gt;
&lt;br /&gt;
We don&#039;t want a single low-magnitude ritual to replace the [[Surgical skills#Physick|physick]] skill. Some of the [[Combat#Traumatic_Wounds|traumatic wounds]] we created early on in Empire imposed a need for ritual magic to deal with powerful magic effects that were devastating the body. We retired these wounds some time ago - while they were fun they were at odds with the lower-fantasy feel we want for the game. Blood of the Hydra will remain a useful tool for some traumatic wounds where the requirement to mend a cleaved limb is explicitly mentioned - but it will not be the &#039;&#039;only&#039;&#039; tool that works.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Fan the Flame of New Life===&lt;br /&gt;
The original version of this ritual had the roleplaying effect of making participants &amp;quot;vigorous and lusty.&amp;quot; Over time it became clear that this had too much potential to put players in uncomfortable positions. There&#039;s no place for any kind of game effect that might impact a character&#039;s capacity to consent in Empire or to put any player under pressure to roleplay something they&#039;re not comfortable with. As a consequence we have completely removed the roleplaying effects of this ritual. We&#039;ve also removed reference to the ritual not being &amp;quot;powerful&amp;quot; enough to allow conception between orcs and humans as it&#039;s not our intention that &#039;&#039;any&#039;&#039; magic will allow conception between different in-character species.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve removed language around women and men. The ritual works on any two willing characters of the same IC species. Groveblossom exists in the setting to allow characters to transition if they chose, matters of sexual physiology up to and including the ability to conceive are a matter for the individual participant. As with other parts of the game that are serious and can affect participants in the real world we require that anyone using the ritual treat the matter sensitively.&lt;br /&gt;
&lt;br /&gt;
We still wanted to keep the idea of a Spring ritual that allows people to address questions of infertility, and give players a way to bless a union so we have left the ritual&#039;s role as a component of marriage ceremonies in place.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Midwife&#039;s Recourse===&lt;br /&gt;
The original purpose for this ritual was to address situations where players who were roleplaying being pregnant were pressurised into avoiding skirmishes or battles. In practice it was a mistake to address the issue with a ritual because many participants chose to roleplay that their character is pregnant because they are pregnant in real life. The ritual compounded the problems that happen when in-character and out-of-character are overlapping. We never want a situation where someone tells an out-of-character pregnant person they should get this ritual cast on them so they can go on battles, for example.&lt;br /&gt;
&lt;br /&gt;
The ritual was also intended to show how the Empire world has excellent pre- and ante-natal care that is equivalent to that found in the modern United Kingdom, rather than the kind of medical technology that might be expected from a broadly medieval setting. Miscarriage and death in pregnancy are not themes of the game - they exist in the setting so that players who need to refer to them for real world reasons can do so. Players who have not themselves had a miscarriage should be sensitive to the experiences of others and think carefully about playing a character who has experienced any kind of difficulty with childbirth.&lt;br /&gt;
&lt;br /&gt;
Because we don&#039;t want the medical issues related to childbirth to be a theme of the game, we have removed the ritual. In Empire a [[Surgical skills#Physick|physick]] will treat any issues during childbirth using herbs and be successful most of the time. In character the expectation is that nobody tells pregnant characters what they should or should not do. We have updated the pages on [[Technology#Medicine|technology]] and [[healing in Empire#Pregnancy and childbirth|healing in Empire]] accordingly. Out of character our [[Event_safety#Battle_Safety|event safety rules]] make clear that any player who is advised by a medical professional to avoid strenuous physical activity - should not participate in fighting. This means that an OOC decision to participate in any part of Empire is a matter for the player based on the medical advice they have received and is not a matter for other participants to comment on.&lt;br /&gt;
&lt;br /&gt;
==Conclave Changes==&lt;br /&gt;
As Empire has grown, it has become clearer that Conclave is starting to creak under the strain. Conclave sessions have become so long that they&#039;ve become a standing joke among the player base. It has also become clear that some of the mechanisms aren&#039;t providing the kind of game experience we want to promote. With that in mind, we&#039;re making some changes to how the Imperial Conclave operates.&lt;br /&gt;
&lt;br /&gt;
===Conclave Agenda===&lt;br /&gt;
* &#039;&#039;&#039;Declarations are raised by Grandmasters, and by a handful of other titles&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The agenda remains publicly available, and anyone can check and see what declarations have been raised and by whom&#039;&#039;&#039;&lt;br /&gt;
The first major change we&#039;re making is to the agenda itself. Each Grandmaster can raise a single [[declaration]] to the agenda each session for a total of two declarations each summit. They can raise these declarations themselves, or pass the declaration on to a member of their order to raise and present.&lt;br /&gt;
&lt;br /&gt;
Certain existing titles have gained the ability to raise a single &#039;&#039;specific&#039;&#039; declaration each event (rather than each session). The existing titles, and the declaration they will be able to raise, are:&lt;br /&gt;
* [[Bursar of the Conclave]] can raise a [[Endowment|Declaration of Endowment]]&lt;br /&gt;
* [[Imperial Censor]] can raise a [[Interdiction|Declaration of Interdiction]]&lt;br /&gt;
* [[Dean of the Lyceum]] can raise a [[Imperial lore|Declaration of Imperial Lore]]&lt;br /&gt;
* [[Imperial Magus]] can raise a [[Concord|Declaration of Concord]]&lt;br /&gt;
* Each [[Archmage]] can raise a [[Alignment|Declaration of Alignment]] (which encompasses the old declarations of Amity, Enmity, and Neutrality)  for an eternal of their realm&lt;br /&gt;
* [[The Throne]] can raise a [[Candidacy|Declaration of Candidacy]]&lt;br /&gt;
&lt;br /&gt;
Finally, the [[Arbiter of the Rogue Declaration]] is a special Imperial title that is auctioned for crystal mana each Saturday, and works in a similar manner to an [[Bearer of an Imperial Wayleave|Imperial Wayleave]]. It allows the Imperial citizen who wins the auction to raise a declaration of their choice to the agenda for the Saturday evening Conclave session. The mana raised becomes part of the Font.&lt;br /&gt;
&lt;br /&gt;
As before, declarations are submitted to the Conclave civil servant at the Hub, and are displayed publicly. Declarations are added to the agenda in the order they are received. The deadline for submitting declarations remains the same - an hour before the session is due to begin. &lt;br /&gt;
&lt;br /&gt;
The Senate would be able to create new titles with the power of &#039;&#039;Declaration&#039;&#039; but no more than one title per type of declaration. Our intention is to limit the number of titles that can gain the Declaration power so that only &#039;&#039;one&#039;&#039; additional declaration of each &amp;quot;type&amp;quot; can be raised during an event (so using the examples above only the Bursar of the Conclave can have the power to raise a bonus Declaration of Endowment, and if the Senate wants a different title to have that power they will need to remove it from the Bursar).&lt;br /&gt;
&lt;br /&gt;
===Declarations===&lt;br /&gt;
We&#039;ve also overhauled the declarations, pinning down what they can do and wherever possible making them more impactful.&lt;br /&gt;
* [[Alignment]] - this declaration combines the old Amity, Enmity, and Neutrality into a single declaration that sets the &amp;quot;status&amp;quot; of an eternal in relation to the Conclave. The effects of amity and enmity have not changed.&lt;br /&gt;
* [[Candidacy]] - this has been significantly overhauled and is covered in its own section below&lt;br /&gt;
* [[Concord]] - the declaration works the same as it did previously, but the potential impact is much greater, comparable to a [[statement of principle]] in the [[Imperial Synod]]&lt;br /&gt;
* [[Dissemination]] - unchanged&lt;br /&gt;
* [[Endorsement]] - this is a new declaration that allows the Conclave to declare an act of magic to be in the interests of the Empire&lt;br /&gt;
* [[Endowment]] - the changes to the Font (the pool of mana the Conclave controls) adds significant new functionality to this declaration ensuring there is always a pool of mana for the Conclave to distribute if they wish to do so&lt;br /&gt;
* [[Imperial lore]] - unchanged&lt;br /&gt;
* [[Interdiction]] - We&#039;ve expanded the guidance on how this declaration works, and what it explicitly does in each case. We&#039;ve also combined it with the Declaration of License (which removes interdiction). We&#039;ve removed the idea that an item or ritual might be interdicted in a way that means the magistrates seize something and keep it. If the Conclave deems something dangerous, it is destroyed. &lt;br /&gt;
* [[Sorcery]] - as with Alignment, we&#039;ve combined Sorcery and Reconciliation into a single declaration. We&#039;ve also made it possible to use a single declaration to declare multiple people to be sorcerers, but on the understanding that the Conclave either condemns &#039;&#039;all&#039;&#039; or &#039;&#039;none&#039;&#039; of them.&lt;br /&gt;
===Candidacy===&lt;br /&gt;
We&#039;ve made extensive changes to candidacy to make it more impactful, and of greater interest. Rather than the declaration being &amp;quot;this person should have this title&amp;quot;, the emphasis changes to &amp;quot;there should be a new person in this title&amp;quot;. When candidacy is declared, &#039;&#039;anyone&#039;&#039; can throw their hat into the ring to claim the title. Each of them can then spend mana to speak on their own behalf, but there is no cross-examination. Once every candidate has declared themselves and made their pitch, the Conclave moves straight to the vote.&lt;br /&gt;
&lt;br /&gt;
Our intention is that Candidacy be more impactful in that it has the potential to engage everyone in the room.&lt;br /&gt;
&lt;br /&gt;
===Conclave Session===&lt;br /&gt;
* &#039;&#039;&#039;During a session each declaration is presented in turn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders have one minute to discuss the matter at hand among themselves, then the formal debate begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grandmasters recognise speakers in order of precedence from lowest to highest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Discussion continues until all grandmasters pass, or half the grandmasters have &#039;&#039;moved to vote&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
During a Conclave session, declarations are raised, discussed, and voted on by the Imperial Conclave in the order they were added to the agenda. The Civil Service read out the precise wording of the declaration. Then the person who raised it can spend mana to make a presentation - to speak before the Conclave on the matter at hand. The orders then have a minute to speak among themselves, and then the discussion begins. &lt;br /&gt;
&lt;br /&gt;
During the discussion the civil servant calls on each grandmaster in order of precedence, starting with the largest order, to contribute to the discussion. They have three options at this point:&lt;br /&gt;
* They can nominate someone to speak. This costs mana.&lt;br /&gt;
* They can choose to &amp;quot;pass&amp;quot; - they don&#039;t nominate someone to speak but their order still participates in the discussion. If all the grandmasters pass, the discussion ends.&lt;br /&gt;
* They can choose to &amp;quot;move to vote&amp;quot; - they don&#039;t nominate someone, and will not be called on again to discuss the current matter. Essentially they indicate that their order is done with the matter and want to get to the vote. Once half the grandmasters have &amp;quot;moved to vote&amp;quot; the current round of discussion plays out (so that every order has had equal opportunity to discuss) and then a vote is called.&lt;br /&gt;
===Speaking During Conclave===&lt;br /&gt;
* &#039;&#039;&#039;Speaking during Conclave still costs mana but each additional minute costs more than the preceding minute&#039;&#039;&#039;&lt;br /&gt;
Speaking during Conclave requires mana. The first minute costs one mana, the second minute costs two mana, the third three mana and so on. This same cost is used whether the magician is making a presentation for a declaration, or speaking during the discussion.&lt;br /&gt;
&lt;br /&gt;
===The Font===&lt;br /&gt;
* &#039;&#039;&#039;Rather than immediately distributing the Font to the grandmasters, the crystal mana in the Font remains under the control of the Conclave and the Declaration of Endowment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve added 211 mana to the starting Font for the first event of 2023&#039;&#039;&#039;&lt;br /&gt;
The Font consists of all the mana used during a Conclave session, plus that raised by auctioning the &#039;&#039;Rogue Declaration&#039;&#039;. Rather than being divided among the grandmasters at the start of the next event, the Font remains in the control of the Conclave, subject to Declaration of Endowment like any other resource the Conclave controls. It functions in a similar way to the way the Imperial Treasury works in the Senate, or the Virtue Fund in the Synod. A Declaration of Endowment allows the Conclave to give any amount of it to a specific named individual.&lt;br /&gt;
&lt;br /&gt;
Any remaining crystal mana left in the Font at the end of the event is divided among the grandmasters as before, and received in their packs at the start of the next event. Anything left over is added to the mana raised during the event and becomes the new Font.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added 211 mana to the Font for the next event as a one-off payment to cover the transition effects of this rules change.&lt;br /&gt;
&lt;br /&gt;
===Conclave Address===&lt;br /&gt;
* &#039;&#039;&#039;We have removed the Conclave Address as a concept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new Conclave session is added on Saturday afternoon specifically for the Archmages to address Imperial magicians&#039;&#039;&#039;&lt;br /&gt;
The Conclave Address has been removed (with one specific exception covered below). We want the Conclave to be about characters coming together to make decisions, and addresses, by their nature lack a decision point. In the past we shied away from removing them for a number of reasons, foremost among them was the concern that it would just lead to Declarations of Concord being repurposed as addresses. With the limited number of declarations each session, and the added impact of the Declaration of Concord, this is no longer a concern.&lt;br /&gt;
&lt;br /&gt;
One group of titles, however, had a special relationship with addresses - the Archmages. To recognise this we&#039;re introducing the &#039;&#039;Arcane Colloquium&#039;&#039;. This is an additional Conclave session &#039;&#039;specifically&#039;&#039; for the Archmages. Taking place early on Saturday afternoon, the Civil Service will support the Archmages in a meeting in the Hall of Worlds during which each one in turn has a fifteen minute slot to use as they wish - making announcements, hosting discussion, chairing a seminar, or giving space to other magicians to do the same.&lt;br /&gt;
===Conclave Titles===&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve made some changes to Conclave titles&#039;&#039;&#039;&lt;br /&gt;
Where possible we&#039;ve made as few changes to existing Imperial titles as possible. We&#039;ve removed the &amp;quot;free address&amp;quot; from those titles that had it, as mentioned above. Those titles who had the ability to make a &amp;quot;free declaration&amp;quot; now have the much more significant power to add a specific declaration to the agenda each summit. Unlike the grandmasters, this ability is very much a power of the title - only the title holder or their proxy can present the declaration during the Conclave session.&lt;br /&gt;
&lt;br /&gt;
The title that has seen the greatest change to their powers is [[the Throne]]. They can still nominate speakers as a grandmaster does, but we&#039;ve removed the &#039;&#039;Master of Magic&#039;&#039; power because this ability was simply too disruptive given the changes we&#039;ve made to the Conclave. Instead given them several new powers;&lt;br /&gt;
* When the Throne moves to vote it ends the discussion once the current round is complete regardless of what the grandmasters may have voted, This gives the Throne greater influence over the business of the Conclave and partly reflects the master of magic power.&lt;br /&gt;
* They can raise a Declaration of Candidacy once each summit, partially reflecting the old master of magic power, but reinforcing the idea of the Throne having a say in who is best suited to serve the Empire.&lt;br /&gt;
* We&#039;ve given them the ability to address the Conclave - reflecting their power to speak in other houses and their existing ability to address the Empire.&lt;br /&gt;
* We&#039;ve given them the ability to influence the agenda - prioritising one declaration and moving another to the end of the agenda.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Each of the &amp;quot;houses of power&amp;quot; in Empire (Senate, Synod, Military Council, Bourse, Conclave) works differently. Each influences different areas of the game, and each uses unique mechanisms to do so. The Imperial Conclave ultimately makes decisions about magic, and allows any magician in the Empire to participate through open debate and open voting. We want to try and keep as much of this core identity intact as possible.&lt;br /&gt;
&lt;br /&gt;
The main challenge we need to address is that the Conclave sessions are too long - regularly reaching three or four hours in length and often getting bogged down in discussions that many people in the room are not invested in. Our ideal conclave is no longer than ninety minutes, and has a tight focus on the most important issues to try to get as many people invested in the matters being discussed as possible.&lt;br /&gt;
&lt;br /&gt;
Our initial approach was to reduce the number of people who could talk on each declaration. The fact that anyone can talk for as long as they want as long as they pay mana is a key factor in the length of Conclave sessions. After further discussion, however, we decided that reducing the ability of characters to argue and debate would be discarding one of the elements that makes Conclave unique - the mass participation. Instead of restricting players&#039; ability to speak, we&#039;ve opted to take the only other option that would reduce the length of the sessions - cutting down the number of Declarations. By doing that, we hope the sessions will be shorter, and if the declarations are limited in number, then they&#039;re more likely to be focussed on key issues that impact the game as a whole.&lt;br /&gt;
&lt;br /&gt;
Of course more people will want to submit declarations than the system allows for - so players will have to fight over what declarations are submitted. We hope that grandmasters in particular will be kept very busy with people trying to persuade them to use one of their orders declarations to support whatever agenda that character is pushing. We expect there will be a lot of politics and roleplay around this, but it will take place outside of Conclave, rather than during Conclave.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also taken the decision to remove the Conclave addresses entirely from the Conclave sessions. Most addresses have always had a very specialised audience - the addresses by the archmages in particular are often focussed on eternals and their business. Where you have a part of the game that is of high interest to a small group of players but low interest to everyone else, the trick is to separate it off, so that only the players who care are there for it.&lt;br /&gt;
&lt;br /&gt;
So that&#039;s what we&#039;ve done - we&#039;ve moved the archmage addresses to their own special session - the Arcane Colloquium. This is effectively six special sessions, one for each realm of magic, which the archmage can either use to address those assembled or cede the floor to others to let them speak. While we expect there may be less people present than came to Conclave, the audience for the new Colloquium will be there explicitly to hear what is being said and to take part in the discussions, so it should be much more engaged.&lt;br /&gt;
&lt;br /&gt;
Overhauling the way Conclave works required us to look at the role of the [[Conclave order|orders]] and how the [[Grandmaster|grandmasters]] operate. The changes we&#039;re making also require us to look at the [[archmage|archmages]] and many of the other titles, both those that have been in the game since the start, and those the players have created themselves. We&#039;ve also taken this opportunity to look at the Font; how it&#039;s calculated and how it&#039;s used and what we can do to make it more integral to the functioning of the Conclave.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also introduced a brand new type of declaration - Endorsement. The Conclave was always intended to be the body that regulates magic in the Empire, but without the right legal tools to do that, there was a tendency for everything to fall back on the Imperial Senate. The Imperial Senate should make laws, but the laws are enforced by our magistrates. Rituals and pacts with eternals that are controversial are often ending up for legal interpretation with our magistrates, which means our NPCs are deciding if the players should have done the thing or not. That&#039;s the very opposite of what we want - so we&#039;ve created the new Declaration of Endorsement to put that control very firmly back in the hands of players where it should have been all along!&lt;br /&gt;
&lt;br /&gt;
Finally we&#039;ve adjusted the significance of the Declaration of Concord to make clear that the Empire&#039;s magicians are listening to what the Conclave has to say. We want to try and get some of the game the Synod generates with its use of Statements of Principle and Mandates. Previously there have been so many declarations that it was hard for us to focus on them individually. The Synod has a similar problem, but there we could use the requirement for a greater majority to help us focus on the most important ones. Now the number of Declarations of Concord is likely to be strictly limited, we hope to respond to the most controversial of those passed with winds of fortune or other plot developments. In that way we can further enhance the importance of the Conclave and what happens there.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Any in-character explanation is always a fig-leaf at best. We&#039;re exercising our position as the event organisers to use our experience to try and improve the overall game design. We do that each year because we want to keep improving Empire so that it remains the best game we can possibly deliver for our players. We know any change is always painful and it always upsets people, but it is part of what keeps Empire fresh.&lt;br /&gt;
&lt;br /&gt;
In a situation like this where we have fundamentally rewritten some parts of how the game design works, it is near impossible to create an in-character explanation for the changes that fits the theme of the setting. We could claim this change is supposed to happen after an Empress magically disappears or that a comet did it, but it would be patently preposterous. In the end the only IC explanation that is even vaguely credible is that the Civil Service have the authority to make administrative changes to the processes of the Empire to ensure its smooth running. That is closest to the actual reality - that these changes are being made by Profound Decisions to make the game better - and it will work every time we need to use it in the future to make changes to improve Empire. So that&#039;s what we&#039;re going with, even if it doesn&#039;t fully fit the theme of the setting that the Civil Service have that kind of power.&lt;br /&gt;
&lt;br /&gt;
We do want to be clear that this is just an IC fig-leaf for anyone who absolutely needs a way to refer to changes in-character. This is a change that PD have made - it isn&#039;t a change the characters who run the Civil Service have come up with in-character. There is no point in trying to harangue them to make reverse course or make new changes because they are the justification for this change, not the architect of it.&lt;br /&gt;
&lt;br /&gt;
==Site Changes==&lt;br /&gt;
Due to the growing popularity of Empire we are having to make some difficult choices about how we use the current site. These changes will affect the space allocated to tents for in-character camping as well as vehicle access to the site before and after the event. The changes are summarised below, along with the OOC reasoning for the update.&lt;br /&gt;
&lt;br /&gt;
===IC Camping===&lt;br /&gt;
In 2023, camp planners will only be able to guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
* Our camp planners will be asking everyone who is bringing an IC tent to the event whether it is required or optional.&lt;br /&gt;
* &amp;quot;Required&amp;quot; tents include all tents for roleplaying in and any tents that need to be on the IC field for any accessibility reason (mobility, fatigue, childcare, etc).&lt;br /&gt;
* &amp;quot;Optional&amp;quot; tents include any tents that could move to an OC field if required because they are just used for sleeping or storing equipment and aren’t needed for any accessibility reason.&lt;br /&gt;
* You won’t be asked to justify or explain your choices - just mark your tent as optional or required with your camp planner.&lt;br /&gt;
* If we run out of space, camp planners will move some or all of the sleeping tents labelled as optional to the new overflow fields we have hired. &lt;br /&gt;
* The overflow fields are not in-character and don&#039;t form part of the Anvil game area, but they are adjacent to Anvil to keep walking distances to a minimum.&lt;br /&gt;
* If we only need to move a few tents, we will ensure we aren&#039;t moving the same tents each time.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Access===&lt;br /&gt;
You can drive into the IC area to set-up if conditions allow, but you must set up quickly and then move your vehicle to the OOC camp as soon as you are done. On take-down you must take your tent down and have your kit ready to go before you bring your vehicle on, unless you need your vehicle for accessibility reasons during take-down.&lt;br /&gt;
&lt;br /&gt;
* If you drive into the IC area at the start of the weekend, you must remove your car from the site as soon as you’ve unpacked and set up your tent. &lt;br /&gt;
* Unless you have specific accessibility requirements, you must pack up your camp at the end of the weekend before you bring your vehicle back into the IC area. Once everything is completely taken down and ready to be quickly packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go.&lt;br /&gt;
* After 7pm on Sunday, all participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
* All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
* We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather - please remember that if the weather gets too bad, we won&#039;t be able to allow most vehicles on site at all!&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
We&#039;ve started planning our events in 2023, and an important part of that is the need to reflect on the amount of field space we have available. We’ve had a really successful 2022 - our numbers across the year climbed by nearly 35%.&lt;br /&gt;
&lt;br /&gt;
This is brilliant news, but by the end of the year we were absolutely at the limit of what the site could cope with. Camping space was at a premium, and quite a few participants had to camp in the OOC areas even if they had a suitable IC tent. During takedown, there were huge delays getting everyone on site to pack their cars, because there simply wasn&#039;t room for so many vehicles to come on site when the ground was so crowded with tents.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve now concluded our negotiations with the landowner to make enough additional space for our use next year, but there are some major challenges. In theory, we could simply assign another field to Anvil, making the IC area 50% bigger - but that is not without drawbacks. Players in Dawn and Wintermark already face long walks to reach the camps at the other side of the site or to reach facilities like GOD, the Hall of Worlds or the regio. The distances everyone has to walk all weekend get worse as the site expands. The physical site is a challenge already for any player who has mobility or fatigue issues; we don&#039;t want to make that situation worse if we have any alternative.&lt;br /&gt;
&lt;br /&gt;
After a lot of consideration, we decided to try a different approach for 2023. Before now, some IC tents in the in-character area were being used purely for sleeping or storage. Some of these absolutely need to be there, either because they are being used by groups to roleplay in or because the occupants need to have their sleeping tent nearby for accessibility or childcare reasons. In some cases, however, the IC tent is just to have a tent nearby for convenience. While we understand everyone wants their personal tent on hand, continuing with that approach would mean that next year *everyone* would have to walk much further throughout the event.&lt;br /&gt;
&lt;br /&gt;
In an effort to keep Anvil as accessible as we can manage, this is a new approach we’ll put in place for the first event. It may be that we don&#039;t grow much next year and we don&#039;t have to ask anyone to move their tent to the overflow area. Equally, we may grow and find that we need to bite the bullet and expand Anvil to cover another field. We will adapt to the circumstances as we find them.&lt;br /&gt;
&lt;br /&gt;
We have problems currently with vehicles blocking camping spots on the in-character field. We can deal with this relatively easily if the owners are present or nearby and are putting up their tent, but it is very difficult to deal with if the owners have simply parked up and abandoned the car, especially if they haven&#039;t pre-recorded the vehicle registration number with us. Players must make sure they set up their camp as quickly as possible and then move their vehicle to the OOC camp so that other participants can use the space. You must not leave your vehicle overnight in the IC area under any circumstance.&lt;br /&gt;
&lt;br /&gt;
There is not enough room for all participants to bring their vehicles into the IC area during take-down while all the tents are still up. There simply isn&#039;t enough space for the vehicles to pull up with so many tents everywhere. As a result the traffic backs up and completely locks up - this led to increasingly long queues for many participants in 2022, with some players having to queue in their vehicles for up to two hours waiting to get onto the site. If everyone takes their tent down first, this will create enough room to let people bring their vehicles on significantly reducing the queuing.  If you need to have your vehicle present while you take your tent down for accessibility reasons, then that is fine, otherwise you must follow the new guidelines if you bring your car on before 7pm on Sunday.&lt;br /&gt;
&lt;br /&gt;
At some point enough of the site will be clear that it is fine to let vehicles come on regardless of whether they packed down or not. We will review the 7pm deadline for bringing cars on before you&#039;ve packed up after each event. If we&#039;re confident that we can move the deadline earlier without causing traffic jams and delays for everyone then we will update the time accordingly.&lt;br /&gt;
&lt;br /&gt;
We know we will have to expand Anvil at some point, if Empire keeps growing. However, these two changes will help us delay that point as long as possible, and let us keep the physical size of Anvil to the smallest possible footprint which benefits everyone - especially the many players for whom the physical size of the IC site is a challenge already.&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
Participants under the age of 18 can no longer use crossbows at Empire&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
It has been brought to our attention that under the UK Crossbows act 1987, it is illegal for anyone under 18 to be in possession of a crossbow over 1.4Kg draw (3 pounds). As such, we have updated our rules.&lt;br /&gt;
&lt;br /&gt;
==Must Avoid Policy==&lt;br /&gt;
Participants under a &amp;quot;must avoid&amp;quot; must now avoid each other&#039;s group camps completely, rather than just when the other party is there.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
This has been a rule which has caused confusion, and which we felt there was no benefit to allowing participants who were avoiding each other into the other party&#039;s group camps in certain rare, specific situations.&lt;br /&gt;
&lt;br /&gt;
==Tents and Flammability==&lt;br /&gt;
Tents are no longer considered to be flammable.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
This is a rule that dates back to before the days of Empire, when camp attacks were a thing we needed rules for, and we felt it was time to remove it. The safety rules still apply, you should still not fight in an area where it will cause an accident, but we&#039;ve no longer got a rule in place to allow you to force people out of the space, as we felt it was not needed.&lt;br /&gt;
&lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Costume&amp;diff=104887</id>
		<title>Costume</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Costume&amp;diff=104887"/>
		<updated>2023-08-20T18:20:53Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* In-Character Tents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
==Overview==&lt;br /&gt;
In a live roleplaying game, the more effort every participant makes with their costume, the better the game becomes for everybody. By costume we don&#039;t just mean your character&#039;s clothing, we mean everything your charater has - any weapons and armour, as well as any props or set dressing that you bring to the event. The more convincing these things are, and the less modern items there are visible in the game, then the more [[The_game#Immersive_and_Aspirational|immersive]] and real the event feels for everyone.&lt;br /&gt;
&lt;br /&gt;
Empire is a [[The_setting#Closed_World|closed world]] which means you can&#039;t just wear whatever you like. There is a [[#Look and Feel|look and feel guide]] for each of the ten nations in Empire that provides canonical descriptions of what the costume for that nation should look like. Empire is an [[#Aspirational Game|aspirational game]], and we ask everyone involved to follow the guide for their nation and try to have the best costume they can.&lt;br /&gt;
&lt;br /&gt;
We also want Empire to be [[#Inclusion|inclusive]] however and provide explicit confirmation that all items needed for accessibility are fine to use at Empire. We set basic [[#Minimum Standards|minimum standards]] for the game that are clear and easily achieved, so that people can attend with confidence.&lt;br /&gt;
&lt;br /&gt;
==Minimum Standards==&lt;br /&gt;
* &#039;&#039;&#039;All participants must wear appropriate costume in the in-character area during time-in&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Obviously modern garments such as jeans, t-shirts and white trainers must not be on show&#039;&#039;&#039;&lt;br /&gt;
All participants must wear appropriate costume while in the in-character area during time-in. Most basic costume is acceptable provided it is broadly medieval in style. It is fine to wear plain, modern garments that have an in-character equivalent such as linen trousers or nondescript leggings, provided they are unobtrusive and modern elements such as zips, trouser-leg pockets, and elastic waistbands are all covered. We encourage players to be aspirational and make the best effort they can, but these minimum standards allow everyone to attend the event with absolute confidence that their costume is good enough to play the game.&lt;br /&gt;
{{CaptionedImage|file=League Procession.jpg|align=right|width=250|caption=Great kit adds to the event for everybody}}&lt;br /&gt;
&lt;br /&gt;
==Aspirational Game==&lt;br /&gt;
* &#039;&#039;&#039;We ask everyone to get the best costume they can and then improve on it over time when possible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We ask everyone to respect the efforts other players are making and refrain from any criticism&#039;&#039;&#039;&lt;br /&gt;
Empire is aspirational, but this doesn&#039;t mean that everyone is expected to have amazing costume. Costume is expensive and each participant has their own limits on the time and money that they can devote to a hobby. What we ask is that people commit to getting the best costume they can and [[#Continuous_Improvement|improving it over time]].&lt;br /&gt;
&lt;br /&gt;
All aspirational games are at risk of appearing elitist. The fear is that participants&#039; costume will be judged against some unknown standard, which can be intensely intimidating to new players. We want Empire to be an accessible game that anyone interested in live roleplaying can feel confident about attending. We want the game to be inclusive, to be inviting and welcoming towards everyone interested in taking part. To support this aim we provide clear [[#Minimum Standards|minimum standards]] and explicitly prohibit [[#Costume#Criticism|criticism of costume]], either online or at events.&lt;br /&gt;
&lt;br /&gt;
An aspirational hobby is one where every participant aims for the best standards they can achieve - an inclusive hobby is one where those involved accept the different standards that others can achieve. In Empire every player should try their best - but no player should be concerned that their best effort might not be good enough.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
* &#039;&#039;&#039;Not all costume is appropriate to Empire - some costume does not fit the setting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The look and feel page provides the &#039;&#039;ideal&#039;&#039; costume for each nation&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=A collection of mannequins.PNG|align=right|width=250|caption=Each nation has a distinct visual style}}&lt;br /&gt;
Your nation is the single most important thing about your character, it colours everything they are and do, especially how they dress. Because of this it is best to decide what nation you are going to play before you try to get any costume together. Once you know what nation you want to play then you can look at the look and feel guide for that nation to get advice on what costume to wear, as well as suggestions for the best colours and fabrics to use. The closer your costume resembles the &#039;&#039;ideal&#039;&#039; style set out for your nation, the better you will look at the event.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for Empire is that something doesn&#039;t have to look like an actual historical item or garment, but it should look like it &#039;&#039;could&#039;&#039; have been. While Empire is not a historically accurate setting, much of the look and feel for the nations is derived from the clothing worn in parts of historical Europe and North Africa. The underlying theme across all the nations is for armour, armaments, costumes and props to look like real items rather than the over-the-top, fantastical styles familiar from &#039;&#039;World of Warcraft&#039;&#039; or &#039;&#039;Final Fantasy&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Obviously modern items, such as cans, folding chairs, or items made of plastic or similar artificial materials disrupt the visual atmosphere of the event. The impact of any individual item is small; nobody&#039;s event is ruined by seeing a coke can. But the impact is cumulative, so the less modern items there are in the game area, the more immersive the event becomes. For this reason, such items should be covered or concealed where it is practical to do so. For example, you can use a modern folding chair in the in-character area by covering it with a suitable blanket or throw.&lt;br /&gt;
&lt;br /&gt;
Besides the items listed below, the look and feel page for each nation may provide information on additional pieces of costume that are &#039;&#039;less appropriate&#039;&#039; and &#039;&#039;inappropriate&#039;&#039;. They are presented on the page for a specific nation, simply because that nation is where that costume is most likely to crop up, but anything that is listed as &#039;&#039;inappropriate&#039;&#039; anywhere on the wiki cannot be used at Empire events.&lt;br /&gt;
===Less Appropriate Costume===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Less appropriate&#039;&#039; costume is acceptable; it is not something to aim for but you can use it for as long as you need to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All costume that meets our minimum standards but is not part of your nation&#039;s look and feel guide is &#039;&#039;less appropriate&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes costume that is a part of another nation&#039;s look and feel guide rather than your own&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t draw attention to less appropriate costume in play&#039;&#039;&#039;&lt;br /&gt;
Costume that is &#039;&#039;less appropriate&#039;&#039; is fine to use in play. Creating a costume is always a compromise as time and money are limited. It is entirely sensible to use an existing garment or prop that you own that is &#039;&#039;less appropriate&#039;&#039; if doing so allows you to focus your efforts on improving other parts of your costume. We encourage everyone to get the &#039;&#039;ideal&#039;&#039; look for their character when they are creating or buying new costume, but you are welcome to use pieces that you already own until you are [[#Continuous Improvement|ready to replace them with something better]]. &lt;br /&gt;
&lt;br /&gt;
Each nation has its own distinctive look and feel that provides a broad definition of the costume that is most appropriate for that specific nation. Anything that is not part of your nation&#039;s look and feel, even if it is listed as &#039;&#039;ideal&#039;&#039; for a different Imperial nation, is always considered to be &#039;&#039;less appropriate&#039;&#039; at best. This means it is fine to use a typically [[Dawn|Dawnish]] weapon for your [[the Brass Coast|Freeborn]] character, but it is something you should aim to replace once you are in a position to do that comfortably. The exception to this is for small elements of your costume that reflect things that have happened in play - for example it&#039;s fine for your [[the League|League]] [[bravo]] to wear a Dawnish [[Dawn_hearth_magic#Favours|favour]] if it is something important that you were given by another character.&lt;br /&gt;
&lt;br /&gt;
In creating the look and feel guides for Empire, we were inspired by historical sources but also by modern fantasy films like &#039;&#039;Lord of the Rings&#039;&#039; and shows like &#039;&#039;Game of Thrones&#039;&#039;. Many of the costumes from these modern productions are fantastic and fit well with some nations in Empire, but it&#039;s better to try and create an overall look that is original if you can rather than copying a well known figure exactly. Many of Cersei Lannister&#039;s outfits are fantastic inspiration for Dawnish costume, but the more you look like Cersei, the more it will remind other players of &#039;&#039;Game of Thrones&#039;&#039; rather than Empire, so it&#039;s better to aim for something new rather than try to emulate it exactly.&lt;br /&gt;
&lt;br /&gt;
Empire has it&#039;s own unique [[runes]] instead of real world runic scripts like [https://en.wikipedia.org/wiki/Runes Futhark] and [https://en.wikipedia.org/wiki/Ogham Ogham]. You can still use costume that is marked with these runes but they are &#039;&#039;less appropriate&#039;&#039; than those without, and have no particular meaning in the Empire world. The game has it&#039;s own [[Magical_tradition|magical traditions]] embedded in the setting; this means that most occult or magical symbols from real world traditions likewise have no meaning in the game unless it is explicitly called out by the setting.&lt;br /&gt;
&lt;br /&gt;
When you encounter costume that is &#039;&#039;less appropriate&#039;&#039; you should try to ignore it. Live-roleplaying games are full of compromises like this and the game works best when everyone avoids drawing attention to them. This means that you shouldn&#039;t make a piece of &#039;&#039;less appropriate&#039;&#039; costume a key part of your character&#039;s backstory or personality, or create an in-character rationale to justify why you have it. Making something an integral part of your character&#039;s story makes it harder for everyone else to ignore the compromise and it makes it harder for you to replace the item with something better when you&#039;re able to do so.&lt;br /&gt;
{{CaptionedImage|file=ShapedGarments.png|align=right|width=300|caption=Bodices, jerkins and close-fitting garments are fine in Empire}}&lt;br /&gt;
===Inappropriate Costume===&lt;br /&gt;
* &#039;&#039;&#039;Kit defined as &#039;&#039;inappropriate&#039;&#039; anywhere on the wiki cannot be used at Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes tricorns, firearms, costume and kit from the Golden Age of Piracy, steampunk or Victorian era&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Items that are religious or sacred should not be used as props at Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anything with racist symbolism or anything that could be considered a racist caricature cannot be used at Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where kit is explicitly identified as &#039;&#039;inappropriate&#039;&#039;, that means that it cannot be worn or used at events. We have deliberately excluded costume that is too modern to use at Empire, or has real world implications that make it appropriate for use at an event. &lt;br /&gt;
&lt;br /&gt;
We want people to avoid creating a silhouette using [https://en.wikipedia.org/wiki/Golden_Age_of_Piracy Golden Age of Piracy], [https://en.wikipedia.org/wiki/Steampunk steampunk], or [https://en.wikipedia.org/wiki/Victorian_era Victorian] elements. These looks are very iconic and are all more modern than the influences used for any nation in the world of Empire. For this reason, [https://en.wikipedia.org/wiki/Frock_coat frock coats], [https://en.wikipedia.org/wiki/Tailcoat tailcoats], [https://en.wikipedia.org/wiki/Tricorn tricornes]&lt;br /&gt;
and [https://en.wikipedia.org/wiki/Top_hat top hats] are all &#039;&#039;inappropriate&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This rule includes modern fashion corsets, such as steampunk/Victoriana style corsets or those worn to a goth club which typically have a visible busk and metal bones and are usually made of satin, brocade, PVC or leather. Many bodices, jerkins and close-fitting leather armour pieces made to fit women are often advertised as &amp;quot;corsets&amp;quot; by costume sellers. These are not excluded and sometimes form part of the iconic look of a nation. As a rule of thumb, if the same garment made to fit a man wouldn&#039;t be called a corset, it isn&#039;t a corset. Historical stays are not appropriate as outerwear, as this does not match the look of the time periods that inspired Empire&#039;s costume, but you may wear any corset or shaping garment under your costume for any reason.&lt;br /&gt;
&lt;br /&gt;
While there are some anachronistic technologies in Empire they are explicitly [[technology|called out]] as being part of the game. Explosives such as gunpowder will never exist in Empire, so you cannot use any bomb, pistol, musket, or other firearm at an event. Weapons in Empire must be based on common historical examples found in Europe up to the early 16th century - except where other weapons are explicitly included in a nation&#039;s brief. This means that  fantasy weapons like [https://en.wikipedia.org/wiki/Bat%27leth bat&#039;leths], [https://tvtropes.org/pmwiki/pmwiki.php/Main/DoubleWeapon double-bladed swords], or over-sized weapons such as those common in anime, cannot be used at Empire. You can always [mailto:matt@profounddecisions.co.uk email us] to check if a weapon is acceptable for your nation at Empire if you are concerned.&lt;br /&gt;
&lt;br /&gt;
Empire is a magical setting, so subtle elements like glowing runes on weapons are fine, but a weapon that would need magic simply to function at all is not. Flaming swords or weapons made of ice, glass or similar materials are incredibly rare in Empire, if they exist at all. You can&#039;t have such a weapon unless your character has gained it in play, in which case it will have a ribbon on it to indicate its magical nature and its history. High fantasy creations are fine as ritual props for magicians but not as weapons used by warriors on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Most live roleplaying games adopt costume and imagery from real-world sources, but we want to avoid using items that are culturally sacred in real life because it is more difficult to ignore their real world significance. Religious items such as a [https://en.wikipedia.org/wiki/Crucifix crucifix], a [https://en.wikipedia.org/wiki/Mj%C3%B6lnir Mjölnir pendant], or a statue of a religious figure like [https://en.wikipedia.org/wiki/Gautama_Buddha Buddha] or [https://en.wikipedia.org/wiki/Ganesha Ganesha] must not be used as props at Empire. Obviously it is fine to have one on your person if you are an adherent of that religion, but the real thing must not be used as a prop in the game. This prohibition also applies to specific items that are sacrosanct or have significant cultural importance like a [https://en.wikipedia.org/wiki/War_bonnet First Nation war bonnet]. &lt;br /&gt;
&lt;br /&gt;
Because parts of Empire are inspired by real world costume and cultures, there are many elements of the setting that are derived from things in the real world that have cultural importance or value. We want to be honest about these inspirations, but wherever possible we want to use that inspiration to create something specific to Empire. For example, if you want to use [https://en.wikipedia.org/wiki/Prayer_beads prayer beads] as a prop then it is best to create your own unique arrangement that builds on the seven virtues of [[the Way]] so that it is distinct from an actual [https://en.wikipedia.org/wiki/Japamala Japamala] or a [https://en.wikipedia.org/wiki/Rosary Rosary] or similar.&lt;br /&gt;
&lt;br /&gt;
Any symbolism or kit that represents real-world racism or prejudice must not be brought to events. This means anything with a [https://en.wikipedia.org/wiki/Swastika Swastika] or derivative symbols on it must not be brought to events. Although the [https://en.wikipedia.org/wiki/Valknut Valknut] is a legitimate symbol used by non-racist pagans, it is also abused by racists, so items with this symbol on them must not be used as props at events. Any costume, kit or make-up that is associated with a racist caricature, such as [https://en.wikipedia.org/wiki/Blackface blackface], must not be worn at events.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t sure if an item you&#039;re thinking of adding to your costume is covered by these rules then you are welcome to [mailto:plot@profounddecisions.co.uk email us at plot@profounddecisions.co.uk] to check. If you have a concern that another participant&#039;s costume is not suitable then you should [[Reporting a conduct problem|report it to Profound Decisions]]. We will judge if our guidelines have been contravened and what action is required.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Partytent.jpg|align=right|width=300px|caption=Party tents and modern-looking dome tents are [[#inappropriate costume|inappropriate]] for the in-character field}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-Character Tents==&lt;br /&gt;
* &#039;&#039;&#039;Tent surfaces made from nylon, polyester or similarly reflective material are &#039;&#039;inappropriate&#039;&#039; in the in-character area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes all party tents and modern-looking dome tents&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some tents made from hybrid materials like Oxford Canvas or polyhemp are usable provided they are thick enough and do not have a reflective finish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Guidance for bell tent hire can be found [[Bell tent hire guidance|here]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In game, all tents in the IC area are considered to be non-flammable, and cannot be set ablaze through IC action.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our events feature separate in-character and out-of-character camping areas. A tent intended for use on the in-character field must look appropriate for the setting. Modern-looking nylon dome tents, party tents, and tents that are obviously synthetic, such as those made from any material that is sufficiently plastic that it becomes glossy and reflective, cannot be used in the in-character area.&lt;br /&gt;
&lt;br /&gt;
The ideal tent is made of canvas but some fabrics that are part plastic or impregnated with plastic, can be used provided that the material is thick enough and not reflective. The crucial test is that the material must look passably in-character and not have a modern or reflective appearance. The thinner plain-coloured tents such as [https://www.boutiquecamping.com/tents-c1/classic-bell-tent-oxford-p1534 the 100gsm bell tent from Oxford Boutique] look too much like modern nylon tents to be used in the in-character area at events whereas the multi-coloured ones look sufficiently like canvas that they can be used (and are great in nations like the Brass Coast or Dawn). If in any doubt at all, then please [mailto:clare@profounddecisions.co.uk email us] for advice.&lt;br /&gt;
&lt;br /&gt;
Many modern canvas tents have nylon guy ropes - these are acceptable at the event. Blue nylon guy ropes are &#039;&#039;less appropriate&#039;&#039; than other guys; if you are looking to improve that part of your kit then we recommend making your own guys from polyhemp.&lt;br /&gt;
&lt;br /&gt;
Nobody attending Empire should feel they have to have an in-character tent to play the game; the field is filled with scores of tents as well as the sets and structures that Profound Decisions build. A period tent is expensive and difficult to store and transport and we recommend that new players focus on improving their kit in preference to getting a suitable in-character tent if resources are limited. Many Empire players only bring a modern tent which is fine to use in the out-of-character field where immersion is not a concern.&lt;br /&gt;
&lt;br /&gt;
Large canvas tents, like garage tents, should be storm lashed wherever possible. The wind can pick up very quickly onsite and storm lashing helps prevent a problem occurring.&lt;br /&gt;
&lt;br /&gt;
Tents in the IC area are considered to be non-flammable. They cannot be set ablaze through IC action.&lt;br /&gt;
&lt;br /&gt;
==Inclusion==&lt;br /&gt;
Creating an [[The_game#Immersive_and_Aspirational|immersive environment]] helps to improve Empire for everyone, but personal accessibility and safety are more important and are prioritised accordingly. Most players instinctively understand this and will happily gloss over these elements in play, but we want to be explicit that the following practices are all fine.&lt;br /&gt;
&lt;br /&gt;
===Accessibility Aids===&lt;br /&gt;
* &#039;&#039;&#039;Accessibility is more important than immersion&#039;&#039;&#039;&lt;br /&gt;
Accessibility aids are always appropriate for use at Empire. Many of our players need to use glasses, hearing aids, walking sticks, and wheelchairs made of modern materials in modern designs. They &#039;&#039;&#039;never&#039;&#039;&#039; need to be concealed or disguised in any way. While some players choose to costume their accessibility aids to make them more in-character, no one should feel any pressure to do the same. Practicality, safety, and comfort are more important when dealing with anything needed for accessibility.&lt;br /&gt;
&lt;br /&gt;
===Childcare Equipment===&lt;br /&gt;
* &#039;&#039;&#039;Practicality and safety are more important than immersion&#039;&#039;&#039;&lt;br /&gt;
Childcare items are always appropriate to use at Empire. Parents with babies and toddlers often use modern baby slings, breast pumps, puddle suits, and baby changing mats. These &#039;&#039;&#039;never&#039;&#039;&#039; need to be concealed or disguised in any way. While some players choose to cover or decorate these items to make them more in-character, no one should feel any pressure to do the same.&lt;br /&gt;
&lt;br /&gt;
A young child will want to play with toys. The perfect toys are ones that are passable in the setting, such as wooden farm animals but anything that isn&#039;t battery operated or obviously brightly coloured plastic is fine. Our guidelines for young players at the event can be found in the section on [[children]].&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
* &#039;&#039;&#039;Comfort and safety are more important than immersion&#039;&#039;&#039;&lt;br /&gt;
The site we use for Empire is uneven and often cold, wet, and muddy. There are natural trip hazards in the battle areas and pegs and guy ropes in the main field. The priority for any footwear that you use in-character is to provide good ankle support and keep your feet dry. Dark-coloured boots are always acceptable for use at Empire, but it&#039;s fine to use similar coloured wellies when the weather makes them necessary. Modern footwear is generally [[#Less Approprtiate Costume|less appropriate]], but as long as it meets our [[#Minimum Standards|minimum standards]] then it is still acceptable.&lt;br /&gt;
&lt;br /&gt;
Good in-character footwear can be a fantastic addition that makes a good costume look great. But in-character footwear is expensive to buy or make and we advise new players that paying money for in-character footwear is rarely the best way to spend a limited budget. One alternative to buying footwear is to use some appropriate-looking  [https://en.wikipedia.org/wiki/Gaiters gaiters]. These can be used to hide some of the modern details of boots or shoes without costing too much or compromising on safety for your feet and ankles.&lt;br /&gt;
{{CaptionedImage|file=DawnBanner.jpg|align=right|width=250|caption=Kit is much more than just costume!}}&lt;br /&gt;
==Continuous Improvement==&lt;br /&gt;
*&#039;&#039;&#039;Players commit to get the best kit they can given their skills and resources&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants commit to continual improvement of their kit between events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every individual has different amounts of time, experience and resources available to them. Some players have enough disposable income to buy the costume they want to wear, some have the skills and experience to make their own, while others have been live roleplaying long enough to own many excellent pieces of kit already. Many of us are not that fortunate, our budget and skills are limited, and we may not have exactly the right costume for the game. &lt;br /&gt;
&lt;br /&gt;
The best way to build a game that looks amazing but is welcoming to all is to focus on improvement over time. No costume is perfect - every costume from the simplest home-made tunic to the most expensive tailored outfit can be improved. You can add accessories to improve the overall look or replace parts of the kit with better items. Our kit includes everything we have with us in the in-character area - every element matters so the more we can eliminate even the smallest out-of-character items from our costume and our camps then the more immersive the field becomes.&lt;br /&gt;
&lt;br /&gt;
By committing to continually re-examining your kit between events then you can ensure that the kit you start with improves over time. Just as with creating your kit in the first place, the time and money you can spare to improve your kit has to be your own choice, not something that anyone else can dictate.&lt;br /&gt;
&lt;br /&gt;
==Criticism==&lt;br /&gt;
* &#039;&#039;&#039;Participants should not criticise other player&#039;s costume&#039;&#039;&#039;&lt;br /&gt;
As part of our [[conduct|code of conduct]], we require all Empire participants to refrain from criticising other player&#039;s costume. We encourage everyone to get the best costume they can, and always assume they are doing their best. It is fine to praise costume you like, and it is fine to respond with constructive suggestions when requested, but we don&#039;t allow people to criticise other player&#039;s costume based on their own opinions and preferences. Criticism from strangers - in person or even worse on-line - is not acceptable. A good rule of thumb is that if you haven&#039;t got anything positive to say, don&#039;t say anything at all.&lt;br /&gt;
&lt;br /&gt;
If another player appears unaware of a part of the wiki which is relevant to their costume or characterisation, then it is fine to politely link the appropriate section you believe is relevant if no-one else has already done so. If you believe that someone&#039;s costume is &#039;&#039;[[#Inappropriate_Costume|inappropriate]]&#039;&#039; then you should inform a [[referee]] if you are at an event, or contact [mailto:matt@profounddecisions.co.uk Profound Decisions]. We will judge if our guidelines have been contravened and what action is required.&lt;br /&gt;
&lt;br /&gt;
This rule is important because many of us are deeply self-conscious about our appearance. Costume is part of our appearance and criticism of the way people are dressed is hurtful and unproductive. The assumption that other people will judge your appearance can be hugely off-putting, especially for new players who have no experience to judge what is or is not an acceptable standard. One of the hardest challenges in live roleplaying is communicating the idea that costume is important and [[#Aspirational Game|aspirational]], without making people more worried about how well they do or how good they look. Everyone who meets our [[#Minimum Standards|minimum standards]] is welcome to roleplay at Empire without fear of being judged by other participants.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The Brass Coast look and feel]]&lt;br /&gt;
* [[Dawn look and feel]]&lt;br /&gt;
* [[Highguard look and feel]]&lt;br /&gt;
* [[Imperial Orcs look and feel]]&lt;br /&gt;
* [[The League look and feel]]&lt;br /&gt;
* [[The Marches look and feel]]&lt;br /&gt;
* [[Navarr look and feel]]&lt;br /&gt;
* [[Urizen look and feel]]&lt;br /&gt;
* [[Varushka look and feel]]&lt;br /&gt;
* [[Wintermark look and feel]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat_safety&amp;diff=104886</id>
		<title>Combat safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat_safety&amp;diff=104886"/>
		<updated>2023-08-20T18:18:44Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* General safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fighting safely==&lt;br /&gt;
* &#039;&#039;&#039;You must ensure your weapon has been checked by the weapon checking team at each event before you use it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must pull all of your blows so that they land with virtually no force&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must avoid hitting the groin, neck or face&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must avoid hitting the breasts or head where there is an alternative target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not strike another character with the pommel or hilt of your weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not thrust with any weapon unless it is a thrust-safe polearm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not throw a weapon unless it is a throwing weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must use the specified grip for a two-handed weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must drop a flail if becomes entangled in your opponents weapon or costume&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not attempt to parry an arrow or bolt with a weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not grab or trap an opponent’s weapon when they are wielding it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must follow the bow-safety guidelines if you use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not partake in combat if you are drunk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not take camping knives on quests, skirmishes or battles under any circumstance.&lt;br /&gt;
&lt;br /&gt;
It is essential that you know how to fight as safely as possible using the practices common to most British live roleplaying events. If you are new to live roleplaying then please speak to a member of our GOD crew and they will arrange a suitable demonstration for you so that you can be confident that you are following all the rules:&lt;br /&gt;
&lt;br /&gt;
Every weapon must be checked by a member of our [[Weapon_checking|weapon check team]] before it is used &#039;&#039;at each event you attend&#039;&#039;. You must take everything you plan to use at the event to weapon check before you use them in combat.&lt;br /&gt;
&lt;br /&gt;
When you use a weapon, you must pull the blow so that it lands with negligible force. Your opponent should feel a light touch and nothing more. You must avoid hitting the groin, neck, or face and you should avoid aiming at the breasts or head where there is a viable alternative target. You cannot fight safely if you are drunk; you must follow the [[#Non-contact|non-contact rules]] if a fight starts near you.&lt;br /&gt;
&lt;br /&gt;
You must use a weapon in the appropriate manner. You must not strike another character with the pommel or hilt of your weapon. You must not grab or trap an opponent’s weapon when they are wielding it. You cannot thrust with a weapon unless you know it has been passed as a thrust-safe pole-arm. You cannot throw a weapon unless you know it has been passed as a throwing weapon. If you are using a bow then you must follow all the [[bow safety]] guidelines. If you are using a flail then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume. If you are using a [[Weapons_%26_armour#Great_weapons|great weapon]], [[Weapons_%26_armour#Polearms|polearm]], [[Weapons_%26_armour#Pike|pike]], or [[Weapons_%26_armour#One-handed_Spear|one handed spear]] then you must follow the listed rules for gripping the weapon at all times.&lt;br /&gt;
&lt;br /&gt;
These rules exist to reduce the dangers inherent in combat at a live roleplaying event to an acceptable minimum, but they do not constitute a guarantee of safety. Our safety record is excellent, but by choosing to attend an Empire event, you agree to accept the risks inherent in taking part in a full contact sport.&lt;br /&gt;
&lt;br /&gt;
Players may carry camping knives or similar at the event, but you must not take them with you when going on a skirmish, quest or battle.&lt;br /&gt;
&lt;br /&gt;
==Weapon checking==&lt;br /&gt;
*&#039;&#039;&#039;All your weapons must be checked at every event&#039;&#039;&#039;&lt;br /&gt;
You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked against our [[weapon checking]] guidelines. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you will usually be asked to put it in your tent or your car. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.&lt;br /&gt;
&lt;br /&gt;
If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.&lt;br /&gt;
&lt;br /&gt;
You can carry items such as a walking stick, wooden staff, or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event.&lt;br /&gt;
{{CaptionedImage|file=Grapple safety.jpg|caption=Grappling is only permitted by prior agreement and never on the battlefield.|align=right|width=550}}&lt;br /&gt;
&lt;br /&gt;
==Grappling, Body Contact and Shields==&lt;br /&gt;
*&#039;&#039;&#039;You must not grapple or make bodily contact while fighting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may hook shields with an axe but may not grab shields or weapons with your hands&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may push with a shield but you may not shield barge&#039;&#039;&#039;&lt;br /&gt;
You must try to avoid body contact with other players during combat. You must not grapple or trip another player.&lt;br /&gt;
&lt;br /&gt;
If there is a referee present before a small fight and both participants wish to grapple or use body contact, then they may let the ref know that they would like to do so. If the ref is satisfied that both participants are happy to do so, and that the area is safe, then they may give permission to grapple. The referee will not give permission to grapple if they are not satisfied that both participants are keen to do so and that the area is safe. You may not use grappling or body contact on the quests, skirmishes, or battles under any circumstances. You may not use grappling or body contact when you are inebriated.&lt;br /&gt;
&lt;br /&gt;
You may hook a shield with an axe or similar hooked weapon, to pull it out of the way. You should be aware that some LRP axes are specifically designed and built to support this, the axe head is heavily reinforced with leather to allow it to withstand the force. If your weapon is not designed for it, you will break the weapon by doing this.&lt;br /&gt;
&lt;br /&gt;
You may push with a shield, if you are moving at a slow walking pace or less but you must not shield-barge, you cannot run into another player using a shield or other similar item. You may not use a shield as a weapon to strike another player.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;Metal armour must be of a grade where it will not tear in use revealing sharp edges.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Metal armour must have its edges rounded off in such a way there are no burs or snags which could damage props or players&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be suitable straps and attachments so armour does not come loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding sharp decoration such as spikes that could damage weapons or people&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any suit of armour that you use at an event must not have sharp protruding edges. If you are in any doubt about the safety of your armour then you should have it examined by a weapon checker.&lt;br /&gt;
{{CaptionedImage|file=DawnFighting.jpg|align=right|width=450}}&lt;br /&gt;
==Battle Safety==&lt;br /&gt;
* &#039;&#039;&#039;Our rules reduce the risks associated with combat in Empire, but they do not eliminate them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must follow all safety guidance given to you by our referees or other members of crew&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If you are at elevated risk from strenuous physical activity then follow any medical advice you have been given&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our skirmishes and battles are a contact sport and our rules serve to mitigate the risks, but cannot eliminate them. Participants who take the battlefield are exposed to a number of physical risks. These risks include the potential for heavy blows, physical crushes from other participants, accidental falls, and the trips and hazards of uneven ground. While our rules state all blows must be pulled, larp combat is unpredictable - and at Empire it happens on outdoor terrain, in all weathers.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of everyone taking part in a battle to consider their own safety and that of the participants around them. All participants in battles should adhere to the instructions of referees and other members of crew, who have your safety and enjoyment as their primary consideration. You can practice good &amp;quot;self-care&amp;quot; by being aware of the trip hazards on the battlefield and preparing for them by wearing sensible supportive footwear; by ensuring you wear suncream if needed; and by bringing enough water to keep you hydrated throughout the battle.&lt;br /&gt;
&lt;br /&gt;
If you consider yourself to be at an elevated risk of serious injury from these activities, then we ask that you take that into consideration when deciding whether to fight in battles. If you are recovering from an OC injury, are pregnant, or have any health issues that mean taking part in contact sports would put you at additional risk, then you may wish to consider seeking medical advice before participating. If a medical professional has advised you to avoid strenuous physical activity - for example, if you have an ongoing health condition that means you are at risk of permanent or even fatal injury if you participate in combat - then you should not participate in fighting.&lt;br /&gt;
&lt;br /&gt;
==Non-Contact==&lt;br /&gt;
* &#039;&#039;&#039;You must not touch or physically attack anyone with their hand in the air&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can put your hand in the air to  indicate that no one should touch you&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If you do this, your character is reduced to 0 hits and is now dying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Profound Decisions do not guarantee that you will not be hit&#039;&#039;&#039;&lt;br /&gt;
You may have health reasons that mean you wish to avoid becoming involved in a melee or that you cannot follow the normal rules for combat. If this is the case you may put your hand in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.&lt;br /&gt;
&lt;br /&gt;
If a fight starts near you then you can put your hand as high in the air as you can and keep it there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately [[Combat#Dying|lose all your global hits and start dying]]. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.&lt;br /&gt;
&lt;br /&gt;
It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.&lt;br /&gt;
&lt;br /&gt;
If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact. &lt;br /&gt;
&lt;br /&gt;
It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.&lt;br /&gt;
&lt;br /&gt;
==General safety==&lt;br /&gt;
* &#039;&#039;&#039;Health and safety is everyone’s responsibility&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Do not attempt to defend a tent&#039;&#039;&#039;&lt;br /&gt;
Health and safety is everyone’s responsibility at an event. Be aware of any potential hazards, and if a fight begins then move away from tents, guy ropes, and other hazards such as tables, chairs, and braziers. It is not enough to be aware of such dangers when fighting; you must move away from such dangers to ensure that other participants in the fight are not at risk.&lt;br /&gt;
{{CaptionedImage|file=Battle.jpg|align=left|width=400}}&lt;br /&gt;
If your character has fallen over in a fight then you should crawl out of the way of the combat. You must make sure that anyone who has fallen over has room to move away.&lt;br /&gt;
&lt;br /&gt;
Please ensure that you pay particular attention to safety when fighting near tents. Tents present an additional hazard for anyone fighting so you must not use them as a defensive feature. &lt;br /&gt;
&lt;br /&gt;
The nature of an event is such that trip hazards such as uneven ground, tree roots, guy ropes, and tent pegs are unavoidable. Given the poor lighting conditions that prevail at night, one of the most important safety precautions you can take is to ensure that you wear footwear that combines good grip with firm ankle support.&lt;br /&gt;
&lt;br /&gt;
==Safety Calls==&lt;br /&gt;
* &#039;&#039;&#039;There are two safety calls MAN DOWN and TIME FREEZE&#039;&#039;&#039;&lt;br /&gt;
Empire uses two [[Calls#Safety Calls|safety calls]] to help keep fights as safe as possible. These are fully described on the [[calls]] page.&lt;br /&gt;
{{Safety Links}}&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2023&amp;diff=104885</id>
		<title>Rules update 2023</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2023&amp;diff=104885"/>
		<updated>2023-08-20T18:16:36Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{audio|link=https://youtu.be/9G3H8DdrlFg}}&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=hupgkHTOPMU}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. Although that process has been slowed this year, we&#039;ve still been working on some important updates. This page summarizes and explains the changes so that players can identify and understand the changes easily. There were no updates in 2021, due to the pandemic.&lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing a in-character rationale for what has changed where appropriate.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Locations==&lt;br /&gt;
We have created a new page for [[inspirational location|inspirational locations]] that includes memorial (or inspirational tombs as they were called previously) as well as other sacred sites.&lt;br /&gt;
&lt;br /&gt;
We have rewritten the rules on how you create a inspirational location to lay out the specific sequence of actions that players must follow to create one. To create an inspirational location, players must submit a Synod judgement, a [[statement of principle]] laying out their intention to use [[liao#True Liao|true liao]] to create either a memorial to a paragon or exemplar, or to create a sacred site. This judgement must be submitted in the relevant virtue assembly or in the general assembly.&lt;br /&gt;
__TOC__&lt;br /&gt;
If the judgement passes with a [[greater majority]] then it will most likely lead to a wind of fortune that offers a mandate to use a single dose of true liao to create a lasting [[consecration]] that will make an area become an [[inspirational location]]. If the Synod approves the [[mandate]], then the named character can enact the mandate using a dose of true liao.&lt;br /&gt;
&lt;br /&gt;
It is possible to use true liao in downtime without following these steps, but it won&#039;t have any wider effects on the setting - it won&#039;t create an inspirational location.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
There has been a significant increase in the use of true liao to make consecrations in recent events and it was clear that the processes listed on the wiki were confusing and creating a lot of potential for disappointment. Previously it was possible to use true liao in downtime without any idea whether it would do anything or not. Our game is generally built on giving players informed decisions to make, in most circumstances we don&#039;t want participants just gambling on unknown outcomes. In particular we don&#039;t want a situation to develop where a character uses true liao and either it doesn&#039;t have any wider game effect or the effects are very negative, without them being aware that that is what will happen.&lt;br /&gt;
&lt;br /&gt;
In theory it was previously possible to use true liao in downtime without any reference to the Synod at all. Our game is one of politics and social interactions on the field - we want the key decisions to be made by players when interacting with each other on the field. True liao is very powerful, it doesn&#039;t suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get approval for that.&lt;br /&gt;
&lt;br /&gt;
The new processes also make it much easier for us to determine what will happen - they give us a basic framework to work to - and set expectations that we are more confident that we can deliver on. It does make it slower, it means players need to use a statement of principle first - and then study the resulting wind of fortune next event to decide if they want to proceed or not. That brings it into line with how similar elements of the Synod game work, where players first raise a statement and then a mandate.&lt;br /&gt;
&lt;br /&gt;
Where true liao was handed in last event to be used in downtime, we have treated any statements raised as if they were raised in the relevant assembly. That means they either have (or are getting) a wind of fortune that describes the possible outcomes if the Empire chooses to proceed with the consecration.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The Imperial prognosticators have provided the civil service with an updated guide on how they can deliver the best possible information on what will happen if the Empire choses to use true liao in this way. In theory nothing has changed (since it was never possible to know if true liao would have an effect or not previously) - but now the prognosticators have been able to be clear about exactly what will and will not produce a meaningful outcome.&lt;br /&gt;
&lt;br /&gt;
==Divination Ritual Updates==&lt;br /&gt;
We&#039;ve made changes to two divination rituals, [[Clear Counsel of the Everflowing River]] and [[Combing the Beach]]. Both of these rituals now require you to use a small effigy to send a message to the relevant eternal - a question for Sung with Clear Counsel and a statement for Roshanwe with Combing the Beach. &lt;br /&gt;
&lt;br /&gt;
The key change is that the question or statement must now be submitted the night before the ritual is performed at the latest. Anyone can use [[operate portal]] to submit a message to the eternal on behalf of their [[coven]], but doing so requires an appropriate effigy - a unique game item made between events. The effigy must be used the night before the ritual is due to be performed (at the latest) to give the game team sufficient time to prepare the answer to the question.&lt;br /&gt;
&lt;br /&gt;
Anyone who has mastered Clear Counsel or Combing the beach can make the appropriate effigies in downtime provided they have 2 measures of ambergelt for Sung or 2 measures of tempest jade for Roshanwe in their account. Once made, they do not expire but each effigy can only be used once.&lt;br /&gt;
&lt;br /&gt;
Finally, we&#039;ve allowed the ritual to be cast at higher magnitude to allow a coven to ask more than one question or send more than one statement at a time - provided they have submitted them all to the eternal in advance with the appropriate number of effigies.&lt;br /&gt;
&lt;br /&gt;
In each case you must prepare the effigy in downtime (anyone who possesses the relevant ritual can do this) for a cost of 2 ambergelt or 2 tempest jade respectively. You can make as many effigies as you want - you&#039;ll get them in your pack at the next event you attend.&lt;br /&gt;
&lt;br /&gt;
If you have the ritual already - and want to make one or more of these effigies for this event but don&#039;t have access to the materials in your group just email [mailto:plot@profounddecisions.co.uk] and we&#039;ll create the effigies for you and leave it as a debt on your account you can clear after the event.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
These changes follow on from the [[Rules_update_2019#Swim_Leviathan.27s_Depth|changes we made to Swim Leviathans Depths in 2019]] and we&#039;ve made them for the same reason. We want the ritual itself to culminate in an opportunity to get the answer the ritualists are looking for - getting players to submit the questions well in advance allows us to do that. We feel the change worked well for Leviathan, and so we&#039;ve extended the idea to other rituals.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
In each case, the explanation for the changes is the esoteric conjunction of [[the Key]] and [[the Lock]] that has been going on for some time.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying in Downtime==&lt;br /&gt;
We&#039;ve updated the rules restrictions for [[Downtime#Social_Media_and_IC_roleplaying|using social media and IC roleplaying between events]]. We&#039;ve updated some of the language used to make clearer that it applies to things like discord servers and we&#039;ve changed the wording of the rules so that you can&#039;t send large bulk emails of IC messages to email lists if you&#039;re pushing an IC agenda or campaigning for a title. &amp;quot;You can send in-character communications by email, provided they represent a letter or the equivalent that you are sending to an individual - but don&#039;t mass-send a communication to an email list if it is promoting an in-character agenda or pushing a controversial point of view. Please keep this for when everyone is in-character at the event. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
This follows the ethos of the existing rules which are trying to encourage players to engage in politics at the event - but the new restrictions on email lists providers a fairer balance for the game for all players.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added an extensive OOC design section to the page to provide more clarity on our thinking.&lt;br /&gt;
&lt;br /&gt;
==Military Rituals==&lt;br /&gt;
We&#039;ve made changes to some existing rituals that have an impact on the military campaign. We have changed the effects produced by two rituals for [[enchantment|enchanting]] [[Imperial armies|campaign armies]] - [[Knights of Glory]] and [[Bound by Common Cause]]. We have also increased the magnitude of four rituals used for summoning magical [[fortification|fortifications]] - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]],and [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] - as a ritual that enchants fortifications with additional strength - [[Golden Ramparts]].&lt;br /&gt;
&lt;br /&gt;
We hope that these changes will ensure a good balance of options available to ritualists involved with the Empire&#039;s military campaigns going forwards, but we&#039;ll continue to monitor the situation carefully.&lt;br /&gt;
&lt;br /&gt;
As always, if you had mastered one of the rituals that was changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll remove the mastery leaving you free to master a different ritual. &lt;br /&gt;
&lt;br /&gt;
===Reasoning: Knights of Glory===&lt;br /&gt;
Knights of Glory was a much better ritual than any equivalent ritual in Imperial lore. The benefits it provided were significantly better than those provided by equivalent rituals. While some realms will always be better at creating certain magical effects, in this area of the game we want there to be a lot of viable options to chose between. To remedy this we have reduced the potency of Knights of Glory from 3000 additional strength to 2000 additional strength to bring it into line with other rituals. It has a higher magnitude than a ritual like [[Clarity of the Master Strategist]] because the additional strength gained inflicts more casualties.&lt;br /&gt;
&lt;br /&gt;
We also added a few details - a [[roleplaying effect]] and a new option for players to target [[Knights of Glory#Additional Targets|multiple generals]] in one ritual. We also made it explicit that it might have unpredictable effects on characters whose military units support the army - something we&#039;d done via Winds of War in previous seasons. Finally, we&#039;ve revealed the [[Knights of Glory#Assurance|assurance]] bound into the ritual that will cause it to lose power entirely if it is broken. &lt;br /&gt;
&lt;br /&gt;
We have previously been running a plot regarding the Empire&#039;s relationship with [[Eleonaris]], the eternal whose patronage is responsible for Knights of Glory. Last event she said she was going to remove the ability to perform the ritual entirely, and replace it with a new ritual. We knew we needed to change the rituals power to play balance it, and we thought the easiest way to do that would be to replace it with a different ritual. Instead, we&#039;ve reduced the effects of the ritual, and left it available to players to cast. We took this new direction because the realities of placing a new ritual in [[Imperial lore]] via the [[Imperial Conclave|Conclave]] felt too punished, especially under the new rules about how a [[declaration]] works.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Bound By Common Cause===&lt;br /&gt;
The ritual now provides additional strength solely for the purpose of taking or holding territory rather than a flat bonus as it did previously. This change makes the effects comparable with [[Clarity of the Master Strategist]]. We&#039;ve made it possible to cast the ritual on [[Bound by Common Cause#Additional Targets|multiple generals]] at once at reduced magnitude as we did with Knights of Glory. The permanent enchantment on the [[Wolves of War]] will provide the same benefits as the new version of the ritual.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Citadels===&lt;br /&gt;
We&#039;ve increased the magnitude of the three citadel-summoning rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]],and [[Dripping Echoes of the Fen]],  - from 80 to 100. These rituals produce very powerful effects that can have a dramatic impact on the military campaign - so they need to have a cost that reflects that impact. We have adjusted their magnitudes to reflect their powerful effect. We&#039;ve also changed the magnitude of [[Golden Ramparts]] and [[Stone&#039;s Unyielding Defiance]], rituals that provide additional strength to fortifications, bringing them into line with these changes.&lt;br /&gt;
&lt;br /&gt;
===In-character Explanation===&lt;br /&gt;
In each case, the explanation for the changes is the esoteric conjunction of [[the Key]] and [[the Lock]] that has been going on for some time.&lt;br /&gt;
&lt;br /&gt;
With Knights of Glory, we have assumed that the representatives of the Empire have continued to flatter and charm [[Eleonaris]] causing her to change her mind regarding her ritual. The ritual has changed because of the conjunction - but the eternal is now happy for the Empire to perform it. At least for the time being... The Lion of Summer will always be a volatile figure who is quick to anger. She won&#039;t hesitate to express her anger at the Empire in the future if she feels slighted.&lt;br /&gt;
&lt;br /&gt;
==Military Units and Fleets==&lt;br /&gt;
We&#039;ve changed the conquered territory limit so that it also applies to [[fleet|fleets]] and [[military unit|military units]]. Previously they were not affected by the conquered territory penalty - now they suffer the penalty just like any other resource.&lt;br /&gt;
&lt;br /&gt;
Military units and fleets that are going to suffer the penalty can be protected by the [[Vale of Shadows]] ritual, like any other resource.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The existing rules provided these two resources with a small advantage that is simply not warranted from a play-balance point of view. Initially we&#039;d erred on the side of simulation - imagining that because military units and fleets were mobile the penalty ought not to reply to them. As the game progressed this exception has become increasingly jarring. It has never been possible to move a fleet or military unit from one territory to the next - so it was a mistake to treat them differently for other purposes.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
While military units and fleets are inherently mobile, the people in them have families who are not. If your military unit or fleet is based in a territory, it represents the fact that the individual soldiers or sailors who work for you have families and lives there. A fleet or military unit has a &amp;quot;home base&amp;quot; that exists in a territory, and if that territory is conquered the people who operate the resource will be less productive. This is why you can&#039;t simply move a military unit to another territory and why they are now also affected by the penalty for being in a conquered territory.&lt;br /&gt;
&lt;br /&gt;
==Conduct==&lt;br /&gt;
===Disability===&lt;br /&gt;
We have added a [[Conduct#Disability|new section to our conduct rules]] to make clear that you must not question another player&#039;s right to use aids and adaptations put in place for disabled participants. This is particularly important in light of the new rules we have put in place for [[#Vehicle_Access|vehicle access]] at the events. The provisions we have put in place are there for those that find they have need of them on a self-declared basis. If you are absolutely certain that someone is repeatedly using a facility or service they openly admit they don&#039;t have a need for, to the direct detriment of disabled participants, then you may report the matter to Profound Decisions to deal with. Challenging other participants or publicly complaining about their behaviour is not acceptable under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Smut===&lt;br /&gt;
Recently we&#039;ve had an upsurge of interest and promotion of sexual publications in Empire, with a range of stuff from the simply smutty to the more explicit. There has always been a fair bit of it about in Empire, and in general we don&#039;t have any issue with it at all. Indeed one of the reasons we ran a plotline involving such publications in Empire was because we wanted to make clear to players that the new conduct rules didn&#039;t mean that folks couldn&#039;t do that sort of things at events anymore. &lt;br /&gt;
&lt;br /&gt;
However there are two things that anyone playing in this space does need to be sure they&#039;re being very careful about. The first issue is consent - a person&#039;s character belongs to them - it&#039;s an extension of their personality in some form. As such it is absolutely not acceptable to take that character and use it in your erotic fiction without their explicit consent to what you&#039;re creating, even if that character is no longer in play. Historical figures in the game are fine, folks are welcome to write any kind of fiction about figures from the setting who died long before the game began. But anyone who has been phys-repped as a living character is not yours to write about. This includes all our NPCs, our civil servants, magistrates, egregores etc, as well as characters played by PCs. Our conduct rules clearly state that any attempt to sexualise another participants character without their permission will be treated as [[Conduct#Sexual_Harassment|sexual harassment]].&lt;br /&gt;
&lt;br /&gt;
The other thing you &#039;&#039;must&#039;&#039; be mindful of is the requirement to avoid sexualising the environment in a way that makes other players uncomfortable. Lots of players enjoy these publications - and lots of players don&#039;t want anything to do with that in their LRP. We have updated our conduct rules on [[Conduct#Sexual_Activity_and_Performances|sexual activity]] at events to make clear that anyone who wants to engage in that kind of roleplaying must ensure that it is handled discreetly and in a way that doesn&#039;t force other players to be involved with it against their wishes. In particular that means you can&#039;t promote it on our Facebook groups, since that&#039;s incompatible with the need to handle it discreetly in a way that doesn&#039;t cause discomfort for other players. I&#039;ve asked the moderators to take down posts promoting material that is smutty or explicit in the future.&lt;br /&gt;
&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
We&#039;ve made some significant changes to three Spring rituals. We&#039;ve clarified [[Blood of the Hydra]], and made it clear that it only works on limbs ruined by Cleave and Impale effects. We&#039;ve made a change to the [[roleplaying effects]] of [[Fan the Flame of New Life]], to remove the idea that the enchantment makes targets &amp;quot;horny&amp;quot;. We&#039;ve removed the &#039;&#039;&#039;Midwife&#039;s Recourse&#039;&#039;&#039; ritual. In the latter case, if you were the target of an ongoing Midwife&#039;s Recourse [[enchantment]], it&#039;s effects will end before the start of the next event.&lt;br /&gt;
&lt;br /&gt;
As always, if you had mastered one of the rituals that was changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll remove the mastery leaving you free to master a different ritual. &lt;br /&gt;
===In Character Explanation===&lt;br /&gt;
In each case, the in-character explanation for these changes is the effect of the ongoing conjunction of [[the Key]] and [[the Lock]]. The esoteric tension between &amp;quot;things are hidden&amp;quot; and &amp;quot;things are revealed&amp;quot; has unexpected, permanent effects on certain rituals.&lt;br /&gt;
===Reasoning: Blood of the Hydra===&lt;br /&gt;
When it was initially created, the intention of Blood of the Hydra was that it be one of a suite of low-magnitude rituals that allow ritualists to  create the effects of certain spells. This suite includes rituals such as [[Hands of Sacred Life]] that duplicates the [[heal]] spell, and the combination of [[Ascetic Star of Atun]] and [[Renewed Strength of the New Day]] which between them duplicate the effect of the [[purify]] spell. Over time, the scope of the ritual shifted to allow it to be used to repair any lingering damage to the body. We&#039;ve restored the ritual to its original purpose.&lt;br /&gt;
&lt;br /&gt;
Permanent life-changing injuries are not a theme of our game because we don&#039;t want our game mechanics to trivialise these injuries. We never want a situation where someone with an out-of-character disability is asked in-character why they don&#039;t use Blood of the Hydra (or any magic) to remove their disability. This is one of the reasons our existing [[Healing in Empire]] page talks about Spring magic speeding up natural healing processes rather than regenerating lost limbs or the like. Disabilities and long-lasting or permanent injuries exist in the setting but players who are not themselves disabled should be sensitive to the experiences of others and think carefully about playing a character who has any kind of long-term disability.&lt;br /&gt;
&lt;br /&gt;
There are deliberately no rules to allow one character to maim another character. It is fine for a player to choose to roleplay that they have received a specific injury when they suffer damage - but unless there is a [[Combat#Traumatic_Wounds|traumatic wound]] or similar card involved our rules will treat that injury like any other loss of hits. You might roleplay severing your fingertip in a knife game, but our expectation is that the heal spell or attentions of a physick will allow that severed fingertip to be reattached or repaired just as it would any other loss of hit points. &lt;br /&gt;
&lt;br /&gt;
We don&#039;t want a single low-magnitude ritual to replace the [[Surgical skills#Physick|physick]] skill. Some of the [[Combat#Traumatic_Wounds|traumatic wounds]] we created early on in Empire imposed a need for ritual magic to deal with powerful magic effects that were devastating the body. We retired these wounds some time ago - while they were fun they were at odds with the lower-fantasy feel we want for the game. Blood of the Hydra will remain a useful tool for some traumatic wounds where the requirement to mend a cleaved limb is explicitly mentioned - but it will not be the &#039;&#039;only&#039;&#039; tool that works.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Fan the Flame of New Life===&lt;br /&gt;
The original version of this ritual had the roleplaying effect of making participants &amp;quot;vigorous and lusty.&amp;quot; Over time it became clear that this had too much potential to put players in uncomfortable positions. There&#039;s no place for any kind of game effect that might impact a character&#039;s capacity to consent in Empire or to put any player under pressure to roleplay something they&#039;re not comfortable with. As a consequence we have completely removed the roleplaying effects of this ritual. We&#039;ve also removed reference to the ritual not being &amp;quot;powerful&amp;quot; enough to allow conception between orcs and humans as it&#039;s not our intention that &#039;&#039;any&#039;&#039; magic will allow conception between different in-character species.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve removed language around women and men. The ritual works on any two willing characters of the same IC species. Groveblossom exists in the setting to allow characters to transition if they chose, matters of sexual physiology up to and including the ability to conceive are a matter for the individual participant. As with other parts of the game that are serious and can affect participants in the real world we require that anyone using the ritual treat the matter sensitively.&lt;br /&gt;
&lt;br /&gt;
We still wanted to keep the idea of a Spring ritual that allows people to address questions of infertility, and give players a way to bless a union so we have left the ritual&#039;s role as a component of marriage ceremonies in place.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Midwife&#039;s Recourse===&lt;br /&gt;
The original purpose for this ritual was to address situations where players who were roleplaying being pregnant were pressurised into avoiding skirmishes or battles. In practice it was a mistake to address the issue with a ritual because many participants chose to roleplay that their character is pregnant because they are pregnant in real life. The ritual compounded the problems that happen when in-character and out-of-character are overlapping. We never want a situation where someone tells an out-of-character pregnant person they should get this ritual cast on them so they can go on battles, for example.&lt;br /&gt;
&lt;br /&gt;
The ritual was also intended to show how the Empire world has excellent pre- and ante-natal care that is equivalent to that found in the modern United Kingdom, rather than the kind of medical technology that might be expected from a broadly medieval setting. Miscarriage and death in pregnancy are not themes of the game - they exist in the setting so that players who need to refer to them for real world reasons can do so. Players who have not themselves had a miscarriage should be sensitive to the experiences of others and think carefully about playing a character who has experienced any kind of difficulty with childbirth.&lt;br /&gt;
&lt;br /&gt;
Because we don&#039;t want the medical issues related to childbirth to be a theme of the game, we have removed the ritual. In Empire a [[Surgical skills#Physick|physick]] will treat any issues during childbirth using herbs and be successful most of the time. In character the expectation is that nobody tells pregnant characters what they should or should not do. We have updated the pages on [[Technology#Medicine|technology]] and [[healing in Empire#Pregnancy and childbirth|healing in Empire]] accordingly. Out of character our [[Event_safety#Battle_Safety|event safety rules]] make clear that any player who is advised by a medical professional to avoid strenuous physical activity - should not participate in fighting. This means that an OOC decision to participate in any part of Empire is a matter for the player based on the medical advice they have received and is not a matter for other participants to comment on.&lt;br /&gt;
&lt;br /&gt;
==Conclave Changes==&lt;br /&gt;
As Empire has grown, it has become clearer that Conclave is starting to creak under the strain. Conclave sessions have become so long that they&#039;ve become a standing joke among the player base. It has also become clear that some of the mechanisms aren&#039;t providing the kind of game experience we want to promote. With that in mind, we&#039;re making some changes to how the Imperial Conclave operates.&lt;br /&gt;
&lt;br /&gt;
===Conclave Agenda===&lt;br /&gt;
* &#039;&#039;&#039;Declarations are raised by Grandmasters, and by a handful of other titles&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The agenda remains publicly available, and anyone can check and see what declarations have been raised and by whom&#039;&#039;&#039;&lt;br /&gt;
The first major change we&#039;re making is to the agenda itself. Each Grandmaster can raise a single [[declaration]] to the agenda each session for a total of two declarations each summit. They can raise these declarations themselves, or pass the declaration on to a member of their order to raise and present.&lt;br /&gt;
&lt;br /&gt;
Certain existing titles have gained the ability to raise a single &#039;&#039;specific&#039;&#039; declaration each event (rather than each session). The existing titles, and the declaration they will be able to raise, are:&lt;br /&gt;
* [[Bursar of the Conclave]] can raise a [[Endowment|Declaration of Endowment]]&lt;br /&gt;
* [[Imperial Censor]] can raise a [[Interdiction|Declaration of Interdiction]]&lt;br /&gt;
* [[Dean of the Lyceum]] can raise a [[Imperial lore|Declaration of Imperial Lore]]&lt;br /&gt;
* [[Imperial Magus]] can raise a [[Concord|Declaration of Concord]]&lt;br /&gt;
* Each [[Archmage]] can raise a [[Alignment|Declaration of Alignment]] (which encompasses the old declarations of Amity, Enmity, and Neutrality)  for an eternal of their realm&lt;br /&gt;
* [[The Throne]] can raise a [[Candidacy|Declaration of Candidacy]]&lt;br /&gt;
&lt;br /&gt;
Finally, the [[Arbiter of the Rogue Declaration]] is a special Imperial title that is auctioned for crystal mana each Saturday, and works in a similar manner to an [[Bearer of an Imperial Wayleave|Imperial Wayleave]]. It allows the Imperial citizen who wins the auction to raise a declaration of their choice to the agenda for the Saturday evening Conclave session. The mana raised becomes part of the Font.&lt;br /&gt;
&lt;br /&gt;
As before, declarations are submitted to the Conclave civil servant at the Hub, and are displayed publicly. Declarations are added to the agenda in the order they are received. The deadline for submitting declarations remains the same - an hour before the session is due to begin. &lt;br /&gt;
&lt;br /&gt;
The Senate would be able to create new titles with the power of &#039;&#039;Declaration&#039;&#039; but no more than one title per type of declaration. Our intention is to limit the number of titles that can gain the Declaration power so that only &#039;&#039;one&#039;&#039; additional declaration of each &amp;quot;type&amp;quot; can be raised during an event (so using the examples above only the Bursar of the Conclave can have the power to raise a bonus Declaration of Endowment, and if the Senate wants a different title to have that power they will need to remove it from the Bursar).&lt;br /&gt;
&lt;br /&gt;
===Declarations===&lt;br /&gt;
We&#039;ve also overhauled the declarations, pinning down what they can do and wherever possible making them more impactful.&lt;br /&gt;
* [[Alignment]] - this declaration combines the old Amity, Enmity, and Neutrality into a single declaration that sets the &amp;quot;status&amp;quot; of an eternal in relation to the Conclave. The effects of amity and enmity have not changed.&lt;br /&gt;
* [[Candidacy]] - this has been significantly overhauled and is covered in its own section below&lt;br /&gt;
* [[Concord]] - the declaration works the same as it did previously, but the potential impact is much greater, comparable to a [[statement of principle]] in the [[Imperial Synod]]&lt;br /&gt;
* [[Dissemination]] - unchanged&lt;br /&gt;
* [[Endorsement]] - this is a new declaration that allows the Conclave to declare an act of magic to be in the interests of the Empire&lt;br /&gt;
* [[Endowment]] - the changes to the Font (the pool of mana the Conclave controls) adds significant new functionality to this declaration ensuring there is always a pool of mana for the Conclave to distribute if they wish to do so&lt;br /&gt;
* [[Imperial lore]] - unchanged&lt;br /&gt;
* [[Interdiction]] - We&#039;ve expanded the guidance on how this declaration works, and what it explicitly does in each case. We&#039;ve also combined it with the Declaration of License (which removes interdiction). We&#039;ve removed the idea that an item or ritual might be interdicted in a way that means the magistrates seize something and keep it. If the Conclave deems something dangerous, it is destroyed. &lt;br /&gt;
* [[Sorcery]] - as with Alignment, we&#039;ve combined Sorcery and Reconciliation into a single declaration. We&#039;ve also made it possible to use a single declaration to declare multiple people to be sorcerers, but on the understanding that the Conclave either condemns &#039;&#039;all&#039;&#039; or &#039;&#039;none&#039;&#039; of them.&lt;br /&gt;
===Candidacy===&lt;br /&gt;
We&#039;ve made extensive changes to candidacy to make it more impactful, and of greater interest. Rather than the declaration being &amp;quot;this person should have this title&amp;quot;, the emphasis changes to &amp;quot;there should be a new person in this title&amp;quot;. When candidacy is declared, &#039;&#039;anyone&#039;&#039; can throw their hat into the ring to claim the title. Each of them can then spend mana to speak on their own behalf, but there is no cross-examination. Once every candidate has declared themselves and made their pitch, the Conclave moves straight to the vote.&lt;br /&gt;
&lt;br /&gt;
Our intention is that Candidacy be more impactful in that it has the potential to engage everyone in the room.&lt;br /&gt;
&lt;br /&gt;
===Conclave Session===&lt;br /&gt;
* &#039;&#039;&#039;During a session each declaration is presented in turn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders have one minute to discuss the matter at hand among themselves, then the formal debate begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grandmasters recognise speakers in order of precedence from lowest to highest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Discussion continues until all grandmasters pass, or half the grandmasters have &#039;&#039;moved to vote&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
During a Conclave session, declarations are raised, discussed, and voted on by the Imperial Conclave in the order they were added to the agenda. The Civil Service read out the precise wording of the declaration. Then the person who raised it can spend mana to make a presentation - to speak before the Conclave on the matter at hand. The orders then have a minute to speak among themselves, and then the discussion begins. &lt;br /&gt;
&lt;br /&gt;
During the discussion the civil servant calls on each grandmaster in order of precedence, starting with the largest order, to contribute to the discussion. They have three options at this point:&lt;br /&gt;
* They can nominate someone to speak. This costs mana.&lt;br /&gt;
* They can choose to &amp;quot;pass&amp;quot; - they don&#039;t nominate someone to speak but their order still participates in the discussion. If all the grandmasters pass, the discussion ends.&lt;br /&gt;
* They can choose to &amp;quot;move to vote&amp;quot; - they don&#039;t nominate someone, and will not be called on again to discuss the current matter. Essentially they indicate that their order is done with the matter and want to get to the vote. Once half the grandmasters have &amp;quot;moved to vote&amp;quot; the current round of discussion plays out (so that every order has had equal opportunity to discuss) and then a vote is called.&lt;br /&gt;
===Speaking During Conclave===&lt;br /&gt;
* &#039;&#039;&#039;Speaking during Conclave still costs mana but each additional minute costs more than the preceding minute&#039;&#039;&#039;&lt;br /&gt;
Speaking during Conclave requires mana. The first minute costs one mana, the second minute costs two mana, the third three mana and so on. This same cost is used whether the magician is making a presentation for a declaration, or speaking during the discussion.&lt;br /&gt;
&lt;br /&gt;
===The Font===&lt;br /&gt;
* &#039;&#039;&#039;Rather than immediately distributing the Font to the grandmasters, the crystal mana in the Font remains under the control of the Conclave and the Declaration of Endowment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve added 211 mana to the starting Font for the first event of 2023&#039;&#039;&#039;&lt;br /&gt;
The Font consists of all the mana used during a Conclave session, plus that raised by auctioning the &#039;&#039;Rogue Declaration&#039;&#039;. Rather than being divided among the grandmasters at the start of the next event, the Font remains in the control of the Conclave, subject to Declaration of Endowment like any other resource the Conclave controls. It functions in a similar way to the way the Imperial Treasury works in the Senate, or the Virtue Fund in the Synod. A Declaration of Endowment allows the Conclave to give any amount of it to a specific named individual.&lt;br /&gt;
&lt;br /&gt;
Any remaining crystal mana left in the Font at the end of the event is divided among the grandmasters as before, and received in their packs at the start of the next event. Anything left over is added to the mana raised during the event and becomes the new Font.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added 211 mana to the Font for the next event as a one-off payment to cover the transition effects of this rules change.&lt;br /&gt;
&lt;br /&gt;
===Conclave Address===&lt;br /&gt;
* &#039;&#039;&#039;We have removed the Conclave Address as a concept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new Conclave session is added on Saturday afternoon specifically for the Archmages to address Imperial magicians&#039;&#039;&#039;&lt;br /&gt;
The Conclave Address has been removed (with one specific exception covered below). We want the Conclave to be about characters coming together to make decisions, and addresses, by their nature lack a decision point. In the past we shied away from removing them for a number of reasons, foremost among them was the concern that it would just lead to Declarations of Concord being repurposed as addresses. With the limited number of declarations each session, and the added impact of the Declaration of Concord, this is no longer a concern.&lt;br /&gt;
&lt;br /&gt;
One group of titles, however, had a special relationship with addresses - the Archmages. To recognise this we&#039;re introducing the &#039;&#039;Arcane Colloquium&#039;&#039;. This is an additional Conclave session &#039;&#039;specifically&#039;&#039; for the Archmages. Taking place early on Saturday afternoon, the Civil Service will support the Archmages in a meeting in the Hall of Worlds during which each one in turn has a fifteen minute slot to use as they wish - making announcements, hosting discussion, chairing a seminar, or giving space to other magicians to do the same.&lt;br /&gt;
===Conclave Titles===&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve made some changes to Conclave titles&#039;&#039;&#039;&lt;br /&gt;
Where possible we&#039;ve made as few changes to existing Imperial titles as possible. We&#039;ve removed the &amp;quot;free address&amp;quot; from those titles that had it, as mentioned above. Those titles who had the ability to make a &amp;quot;free declaration&amp;quot; now have the much more significant power to add a specific declaration to the agenda each summit. Unlike the grandmasters, this ability is very much a power of the title - only the title holder or their proxy can present the declaration during the Conclave session.&lt;br /&gt;
&lt;br /&gt;
The title that has seen the greatest change to their powers is [[the Throne]]. They can still nominate speakers as a grandmaster does, but we&#039;ve removed the &#039;&#039;Master of Magic&#039;&#039; power because this ability was simply too disruptive given the changes we&#039;ve made to the Conclave. Instead given them several new powers;&lt;br /&gt;
* When the Throne moves to vote it ends the discussion once the current round is complete regardless of what the grandmasters may have voted, This gives the Throne greater influence over the business of the Conclave and partly reflects the master of magic power.&lt;br /&gt;
* They can raise a Declaration of Candidacy once each summit, partially reflecting the old master of magic power, but reinforcing the idea of the Throne having a say in who is best suited to serve the Empire.&lt;br /&gt;
* We&#039;ve given them the ability to address the Conclave - reflecting their power to speak in other houses and their existing ability to address the Empire.&lt;br /&gt;
* We&#039;ve given them the ability to influence the agenda - prioritising one declaration and moving another to the end of the agenda.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Each of the &amp;quot;houses of power&amp;quot; in Empire (Senate, Synod, Military Council, Bourse, Conclave) works differently. Each influences different areas of the game, and each uses unique mechanisms to do so. The Imperial Conclave ultimately makes decisions about magic, and allows any magician in the Empire to participate through open debate and open voting. We want to try and keep as much of this core identity intact as possible.&lt;br /&gt;
&lt;br /&gt;
The main challenge we need to address is that the Conclave sessions are too long - regularly reaching three or four hours in length and often getting bogged down in discussions that many people in the room are not invested in. Our ideal conclave is no longer than ninety minutes, and has a tight focus on the most important issues to try to get as many people invested in the matters being discussed as possible.&lt;br /&gt;
&lt;br /&gt;
Our initial approach was to reduce the number of people who could talk on each declaration. The fact that anyone can talk for as long as they want as long as they pay mana is a key factor in the length of Conclave sessions. After further discussion, however, we decided that reducing the ability of characters to argue and debate would be discarding one of the elements that makes Conclave unique - the mass participation. Instead of restricting players&#039; ability to speak, we&#039;ve opted to take the only other option that would reduce the length of the sessions - cutting down the number of Declarations. By doing that, we hope the sessions will be shorter, and if the declarations are limited in number, then they&#039;re more likely to be focussed on key issues that impact the game as a whole.&lt;br /&gt;
&lt;br /&gt;
Of course more people will want to submit declarations than the system allows for - so players will have to fight over what declarations are submitted. We hope that grandmasters in particular will be kept very busy with people trying to persuade them to use one of their orders declarations to support whatever agenda that character is pushing. We expect there will be a lot of politics and roleplay around this, but it will take place outside of Conclave, rather than during Conclave.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also taken the decision to remove the Conclave addresses entirely from the Conclave sessions. Most addresses have always had a very specialised audience - the addresses by the archmages in particular are often focussed on eternals and their business. Where you have a part of the game that is of high interest to a small group of players but low interest to everyone else, the trick is to separate it off, so that only the players who care are there for it.&lt;br /&gt;
&lt;br /&gt;
So that&#039;s what we&#039;ve done - we&#039;ve moved the archmage addresses to their own special session - the Arcane Colloquium. This is effectively six special sessions, one for each realm of magic, which the archmage can either use to address those assembled or cede the floor to others to let them speak. While we expect there may be less people present than came to Conclave, the audience for the new Colloquium will be there explicitly to hear what is being said and to take part in the discussions, so it should be much more engaged.&lt;br /&gt;
&lt;br /&gt;
Overhauling the way Conclave works required us to look at the role of the [[Conclave order|orders]] and how the [[Grandmaster|grandmasters]] operate. The changes we&#039;re making also require us to look at the [[archmage|archmages]] and many of the other titles, both those that have been in the game since the start, and those the players have created themselves. We&#039;ve also taken this opportunity to look at the Font; how it&#039;s calculated and how it&#039;s used and what we can do to make it more integral to the functioning of the Conclave.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also introduced a brand new type of declaration - Endorsement. The Conclave was always intended to be the body that regulates magic in the Empire, but without the right legal tools to do that, there was a tendency for everything to fall back on the Imperial Senate. The Imperial Senate should make laws, but the laws are enforced by our magistrates. Rituals and pacts with eternals that are controversial are often ending up for legal interpretation with our magistrates, which means our NPCs are deciding if the players should have done the thing or not. That&#039;s the very opposite of what we want - so we&#039;ve created the new Declaration of Endorsement to put that control very firmly back in the hands of players where it should have been all along!&lt;br /&gt;
&lt;br /&gt;
Finally we&#039;ve adjusted the significance of the Declaration of Concord to make clear that the Empire&#039;s magicians are listening to what the Conclave has to say. We want to try and get some of the game the Synod generates with its use of Statements of Principle and Mandates. Previously there have been so many declarations that it was hard for us to focus on them individually. The Synod has a similar problem, but there we could use the requirement for a greater majority to help us focus on the most important ones. Now the number of Declarations of Concord is likely to be strictly limited, we hope to respond to the most controversial of those passed with winds of fortune or other plot developments. In that way we can further enhance the importance of the Conclave and what happens there.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Any in-character explanation is always a fig-leaf at best. We&#039;re exercising our position as the event organisers to use our experience to try and improve the overall game design. We do that each year because we want to keep improving Empire so that it remains the best game we can possibly deliver for our players. We know any change is always painful and it always upsets people, but it is part of what keeps Empire fresh.&lt;br /&gt;
&lt;br /&gt;
In a situation like this where we have fundamentally rewritten some parts of how the game design works, it is near impossible to create an in-character explanation for the changes that fits the theme of the setting. We could claim this change is supposed to happen after an Empress magically disappears or that a comet did it, but it would be patently preposterous. In the end the only IC explanation that is even vaguely credible is that the Civil Service have the authority to make administrative changes to the processes of the Empire to ensure its smooth running. That is closest to the actual reality - that these changes are being made by Profound Decisions to make the game better - and it will work every time we need to use it in the future to make changes to improve Empire. So that&#039;s what we&#039;re going with, even if it doesn&#039;t fully fit the theme of the setting that the Civil Service have that kind of power.&lt;br /&gt;
&lt;br /&gt;
We do want to be clear that this is just an IC fig-leaf for anyone who absolutely needs a way to refer to changes in-character. This is a change that PD have made - it isn&#039;t a change the characters who run the Civil Service have come up with in-character. There is no point in trying to harangue them to make reverse course or make new changes because they are the justification for this change, not the architect of it.&lt;br /&gt;
&lt;br /&gt;
==Site Changes==&lt;br /&gt;
Due to the growing popularity of Empire we are having to make some difficult choices about how we use the current site. These changes will affect the space allocated to tents for in-character camping as well as vehicle access to the site before and after the event. The changes are summarised below, along with the OOC reasoning for the update.&lt;br /&gt;
&lt;br /&gt;
===IC Camping===&lt;br /&gt;
In 2023, camp planners will only be able to guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
* Our camp planners will be asking everyone who is bringing an IC tent to the event whether it is required or optional.&lt;br /&gt;
* &amp;quot;Required&amp;quot; tents include all tents for roleplaying in and any tents that need to be on the IC field for any accessibility reason (mobility, fatigue, childcare, etc).&lt;br /&gt;
* &amp;quot;Optional&amp;quot; tents include any tents that could move to an OC field if required because they are just used for sleeping or storing equipment and aren’t needed for any accessibility reason.&lt;br /&gt;
* You won’t be asked to justify or explain your choices - just mark your tent as optional or required with your camp planner.&lt;br /&gt;
* If we run out of space, camp planners will move some or all of the sleeping tents labelled as optional to the new overflow fields we have hired. &lt;br /&gt;
* The overflow fields are not in-character and don&#039;t form part of the Anvil game area, but they are adjacent to Anvil to keep walking distances to a minimum.&lt;br /&gt;
* If we only need to move a few tents, we will ensure we aren&#039;t moving the same tents each time.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Access===&lt;br /&gt;
You can drive into the IC area to set-up if conditions allow, but you must set up quickly and then move your vehicle to the OOC camp as soon as you are done. On take-down you must take your tent down and have your kit ready to go before you bring your vehicle on, unless you need your vehicle for accessibility reasons during take-down.&lt;br /&gt;
&lt;br /&gt;
* If you drive into the IC area at the start of the weekend, you must remove your car from the site as soon as you’ve unpacked and set up your tent. &lt;br /&gt;
* Unless you have specific accessibility requirements, you must pack up your camp at the end of the weekend before you bring your vehicle back into the IC area. Once everything is completely taken down and ready to be quickly packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go.&lt;br /&gt;
* After 7pm on Sunday, all participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
* All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
* We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather - please remember that if the weather gets too bad, we won&#039;t be able to allow most vehicles on site at all!&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
We&#039;ve started planning our events in 2023, and an important part of that is the need to reflect on the amount of field space we have available. We’ve had a really successful 2022 - our numbers across the year climbed by nearly 35%.&lt;br /&gt;
&lt;br /&gt;
This is brilliant news, but by the end of the year we were absolutely at the limit of what the site could cope with. Camping space was at a premium, and quite a few participants had to camp in the OOC areas even if they had a suitable IC tent. During takedown, there were huge delays getting everyone on site to pack their cars, because there simply wasn&#039;t room for so many vehicles to come on site when the ground was so crowded with tents.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve now concluded our negotiations with the landowner to make enough additional space for our use next year, but there are some major challenges. In theory, we could simply assign another field to Anvil, making the IC area 50% bigger - but that is not without drawbacks. Players in Dawn and Wintermark already face long walks to reach the camps at the other side of the site or to reach facilities like GOD, the Hall of Worlds or the regio. The distances everyone has to walk all weekend get worse as the site expands. The physical site is a challenge already for any player who has mobility or fatigue issues; we don&#039;t want to make that situation worse if we have any alternative.&lt;br /&gt;
&lt;br /&gt;
After a lot of consideration, we decided to try a different approach for 2023. Before now, some IC tents in the in-character area were being used purely for sleeping or storage. Some of these absolutely need to be there, either because they are being used by groups to roleplay in or because the occupants need to have their sleeping tent nearby for accessibility or childcare reasons. In some cases, however, the IC tent is just to have a tent nearby for convenience. While we understand everyone wants their personal tent on hand, continuing with that approach would mean that next year *everyone* would have to walk much further throughout the event.&lt;br /&gt;
&lt;br /&gt;
In an effort to keep Anvil as accessible as we can manage, this is a new approach we’ll put in place for the first event. It may be that we don&#039;t grow much next year and we don&#039;t have to ask anyone to move their tent to the overflow area. Equally, we may grow and find that we need to bite the bullet and expand Anvil to cover another field. We will adapt to the circumstances as we find them.&lt;br /&gt;
&lt;br /&gt;
We have problems currently with vehicles blocking camping spots on the in-character field. We can deal with this relatively easily if the owners are present or nearby and are putting up their tent, but it is very difficult to deal with if the owners have simply parked up and abandoned the car, especially if they haven&#039;t pre-recorded the vehicle registration number with us. Players must make sure they set up their camp as quickly as possible and then move their vehicle to the OOC camp so that other participants can use the space. You must not leave your vehicle overnight in the IC area under any circumstance.&lt;br /&gt;
&lt;br /&gt;
There is not enough room for all participants to bring their vehicles into the IC area during take-down while all the tents are still up. There simply isn&#039;t enough space for the vehicles to pull up with so many tents everywhere. As a result the traffic backs up and completely locks up - this led to increasingly long queues for many participants in 2022, with some players having to queue in their vehicles for up to two hours waiting to get onto the site. If everyone takes their tent down first, this will create enough room to let people bring their vehicles on significantly reducing the queuing.  If you need to have your vehicle present while you take your tent down for accessibility reasons, then that is fine, otherwise you must follow the new guidelines if you bring your car on before 7pm on Sunday.&lt;br /&gt;
&lt;br /&gt;
At some point enough of the site will be clear that it is fine to let vehicles come on regardless of whether they packed down or not. We will review the 7pm deadline for bringing cars on before you&#039;ve packed up after each event. If we&#039;re confident that we can move the deadline earlier without causing traffic jams and delays for everyone then we will update the time accordingly.&lt;br /&gt;
&lt;br /&gt;
We know we will have to expand Anvil at some point, if Empire keeps growing. However, these two changes will help us delay that point as long as possible, and let us keep the physical size of Anvil to the smallest possible footprint which benefits everyone - especially the many players for whom the physical size of the IC site is a challenge already.&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
Participants under the age of 18 can no longer use crossbows at Empire&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
It has been brought to our attention that under the UK Crossbows act 1987, it is illegal for anyone under 18 to be in possession of a crossbow over 1.4Kg draw (3 pounds). As such, we have updated our rules.&lt;br /&gt;
&lt;br /&gt;
==Must Avoid Policy==&lt;br /&gt;
Participants under a &amp;quot;must avoid&amp;quot; must now avoid each other&#039;s group camps completely, rather than just when the other party is there.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
This has been a rule which has caused confusion, and which we felt there was no benefit to allowing participants who were avoiding each other into the other party&#039;s group camps in certain rare, specific situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Must-avoid_policy&amp;diff=104884</id>
		<title>Must-avoid policy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Must-avoid_policy&amp;diff=104884"/>
		<updated>2023-08-20T18:14:30Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* What Does it Entail? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A must-avoid is intended for situations where neither party has broken our rules, but one or both wish to avoid the other. A must-avoid is &#039;&#039;&#039;not&#039;&#039;&#039; a [[sanction]]. If you have reason to believe that someone has broken our conduct rules, we encourage you to [[reporting a conduct problem|report the problem to the conduct team]] and they&#039;ll discuss the options with you. &lt;br /&gt;
&lt;br /&gt;
A must-avoid does not prevent accidental contact but it aims to formally minimise social contact between two participants who do not wish to interact, so that they do not have to talk to each other or spend time in each other&#039;s company.&lt;br /&gt;
&lt;br /&gt;
All must-avoids apply equally to both people, regardless of which person requested it.&lt;br /&gt;
&lt;br /&gt;
==How Do I Request a Must-Avoid?==&lt;br /&gt;
* &#039;&#039;&#039;Contact the conduct team to request a must-avoid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A must-avoid request is not the same as a report of a conduct problem, and does not involve any investigation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You don&#039;t have to provide any reason for requesting one and you will not be asked for details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Asking for a must-avoid does not prevent you also reporting a conduct problem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want a must-avoid then you must [[Reporting_a_conduct_problem#How_Do_I_Report.3F|contact the conduct team]]. A must-avoid is not part of our official conduct complaint system, but the administration is handled by the conduct team. You don&#039;t have to provide any reasoning for why you want to have a must-avoid. The team won&#039;t carry out any investigation or require any further details - they will simply check that you understand what a must-avoid entails, and then they will speak to the other party as quickly as possible to let them know the restrictions that both you and they are under.&lt;br /&gt;
&lt;br /&gt;
If you choose to share details about your reasoning with the conduct team, they may ask you if you wish to make a report about a conduct problem, depending on what you have told them. This is always optional. Asking for a must-avoid also does not prevent you from reporting a conduct problem at the same time, or in the future, if you want to.&lt;br /&gt;
&lt;br /&gt;
==What Does it Entail?==&lt;br /&gt;
* &#039;&#039;&#039;Make all reasonable efforts to avoid close social contact with the other person&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t start or join a conversation with the other person at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At Empire main events or player events, avoid the other person&#039;s group camps and tents&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can share large communal areas such as GOD, the Hub, the Hall of Worlds or the Senate building, provided you remain apart&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not attempt to harm each other&#039;s characters in any way&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid interacting with each other online wherever possible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These restrictions apply equally to both parties - whoever is in a group camp or tent first has the right to remain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These restrictions apply at all times&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Participants under a must-avoid should not approach any medium sized group (around 12 or fewer people) that includes the other person, regardless of the IC situation. Neither party is expected to avoid the entire nation camp where the other player is based, and both parties can still attend large communal gatherings like Conclave, the Senate, the Forge Tavern, or a nation muster, or out-of-character areas such as GOD. However, they must make all reasonable efforts to stay a significant distance away from each other - they should position themselves at the other side of the room/tent/clearing. They must avoid each others&#039; group camps. &lt;br /&gt;
&lt;br /&gt;
Both parties should avoid IC factors that would cause them to come into contact with each other. They should avoid player-versus-player (PvP) activities with each other, and must make all reasonable efforts to avoid coming into IC conflict. It is not acceptable for one person&#039;s character to seek to have the other killed or to try to damage their political fortunes, even if the possibility exists to do so without physically encountering them. If either party holds an in-character title, neither person may attempt to have them revoked, replaced, or similar.&lt;br /&gt;
&lt;br /&gt;
Participants under a must-avoid should avoid interacting with each other in any Profound Decisions official online communities. They must refrain from sending each other emails, private messages, or texts, unless there is a legitimate need to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These rules always apply equally to both parties&#039;&#039;&#039; - in effect, whoever is already present and roleplaying in a camp has the right to remain there, and the player who has just arrived should make their excuses and leave the area. Accidental contact is possible - but we expect the party that has arrived to follow the spirit of this rule and depart the area quickly and with the minimum of fuss.&lt;br /&gt;
&lt;br /&gt;
==What If the Must-Avoid is Violated?==&lt;br /&gt;
* &#039;&#039;&#039;If you think the other party has breached the must-avoid then you should report this to the conduct team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If you need advice about how you can best follow a must-avoid, you can talk to the conduct team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any deliberate breaches of a must-avoid are a very serious conduct matter and will result in a formal warning or permanent ban&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you think you will have difficulty avoiding the other person, you should discuss that with the conduct team at the earliest opportunity. They can provide advice to help resolve any potential problems. If you feel the other person is not following the spirit of the rules and making all reasonable efforts to avoid you, you should report this to the conduct team. &lt;br /&gt;
&lt;br /&gt;
Deliberately breaching a must-avoid is very serious, and will result in a participant receiving a formal warning or permanent ban. If we feel that one party has attempted to follow the letter of the rules rather than the spirit of them, we will treat that as breaching the must-avoid.&lt;br /&gt;
&lt;br /&gt;
==How Does it Affect Crew?==&lt;br /&gt;
* &#039;&#039;&#039;A must-avoid does not stop someone from crewing in an existing role&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We won&#039;t appoint someone to a crew position that would bring them into closer contact with a party they must avoid&#039;&#039;&#039;&lt;br /&gt;
We won&#039;t remove someone from an existing position on crew because of a must-avoid. However, where practical, we will look to avoid appointing anyone under a must avoid order to a crew position that would bring them into increased contact or visibility with any participants they have been instructed to avoid.&lt;br /&gt;
&lt;br /&gt;
{{Conduct_Further_Reading}}&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2023&amp;diff=104883</id>
		<title>Rules update 2023</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2023&amp;diff=104883"/>
		<updated>2023-08-20T18:11:58Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{audio|link=https://youtu.be/9G3H8DdrlFg}}&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=hupgkHTOPMU}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. Although that process has been slowed this year, we&#039;ve still been working on some important updates. This page summarizes and explains the changes so that players can identify and understand the changes easily. There were no updates in 2021, due to the pandemic.&lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing a in-character rationale for what has changed where appropriate.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Locations==&lt;br /&gt;
We have created a new page for [[inspirational location|inspirational locations]] that includes memorial (or inspirational tombs as they were called previously) as well as other sacred sites.&lt;br /&gt;
&lt;br /&gt;
We have rewritten the rules on how you create a inspirational location to lay out the specific sequence of actions that players must follow to create one. To create an inspirational location, players must submit a Synod judgement, a [[statement of principle]] laying out their intention to use [[liao#True Liao|true liao]] to create either a memorial to a paragon or exemplar, or to create a sacred site. This judgement must be submitted in the relevant virtue assembly or in the general assembly.&lt;br /&gt;
__TOC__&lt;br /&gt;
If the judgement passes with a [[greater majority]] then it will most likely lead to a wind of fortune that offers a mandate to use a single dose of true liao to create a lasting [[consecration]] that will make an area become an [[inspirational location]]. If the Synod approves the [[mandate]], then the named character can enact the mandate using a dose of true liao.&lt;br /&gt;
&lt;br /&gt;
It is possible to use true liao in downtime without following these steps, but it won&#039;t have any wider effects on the setting - it won&#039;t create an inspirational location.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
There has been a significant increase in the use of true liao to make consecrations in recent events and it was clear that the processes listed on the wiki were confusing and creating a lot of potential for disappointment. Previously it was possible to use true liao in downtime without any idea whether it would do anything or not. Our game is generally built on giving players informed decisions to make, in most circumstances we don&#039;t want participants just gambling on unknown outcomes. In particular we don&#039;t want a situation to develop where a character uses true liao and either it doesn&#039;t have any wider game effect or the effects are very negative, without them being aware that that is what will happen.&lt;br /&gt;
&lt;br /&gt;
In theory it was previously possible to use true liao in downtime without any reference to the Synod at all. Our game is one of politics and social interactions on the field - we want the key decisions to be made by players when interacting with each other on the field. True liao is very powerful, it doesn&#039;t suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get approval for that.&lt;br /&gt;
&lt;br /&gt;
The new processes also make it much easier for us to determine what will happen - they give us a basic framework to work to - and set expectations that we are more confident that we can deliver on. It does make it slower, it means players need to use a statement of principle first - and then study the resulting wind of fortune next event to decide if they want to proceed or not. That brings it into line with how similar elements of the Synod game work, where players first raise a statement and then a mandate.&lt;br /&gt;
&lt;br /&gt;
Where true liao was handed in last event to be used in downtime, we have treated any statements raised as if they were raised in the relevant assembly. That means they either have (or are getting) a wind of fortune that describes the possible outcomes if the Empire chooses to proceed with the consecration.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The Imperial prognosticators have provided the civil service with an updated guide on how they can deliver the best possible information on what will happen if the Empire choses to use true liao in this way. In theory nothing has changed (since it was never possible to know if true liao would have an effect or not previously) - but now the prognosticators have been able to be clear about exactly what will and will not produce a meaningful outcome.&lt;br /&gt;
&lt;br /&gt;
==Divination Ritual Updates==&lt;br /&gt;
We&#039;ve made changes to two divination rituals, [[Clear Counsel of the Everflowing River]] and [[Combing the Beach]]. Both of these rituals now require you to use a small effigy to send a message to the relevant eternal - a question for Sung with Clear Counsel and a statement for Roshanwe with Combing the Beach. &lt;br /&gt;
&lt;br /&gt;
The key change is that the question or statement must now be submitted the night before the ritual is performed at the latest. Anyone can use [[operate portal]] to submit a message to the eternal on behalf of their [[coven]], but doing so requires an appropriate effigy - a unique game item made between events. The effigy must be used the night before the ritual is due to be performed (at the latest) to give the game team sufficient time to prepare the answer to the question.&lt;br /&gt;
&lt;br /&gt;
Anyone who has mastered Clear Counsel or Combing the beach can make the appropriate effigies in downtime provided they have 2 measures of ambergelt for Sung or 2 measures of tempest jade for Roshanwe in their account. Once made, they do not expire but each effigy can only be used once.&lt;br /&gt;
&lt;br /&gt;
Finally, we&#039;ve allowed the ritual to be cast at higher magnitude to allow a coven to ask more than one question or send more than one statement at a time - provided they have submitted them all to the eternal in advance with the appropriate number of effigies.&lt;br /&gt;
&lt;br /&gt;
In each case you must prepare the effigy in downtime (anyone who possesses the relevant ritual can do this) for a cost of 2 ambergelt or 2 tempest jade respectively. You can make as many effigies as you want - you&#039;ll get them in your pack at the next event you attend.&lt;br /&gt;
&lt;br /&gt;
If you have the ritual already - and want to make one or more of these effigies for this event but don&#039;t have access to the materials in your group just email [mailto:plot@profounddecisions.co.uk] and we&#039;ll create the effigies for you and leave it as a debt on your account you can clear after the event.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
These changes follow on from the [[Rules_update_2019#Swim_Leviathan.27s_Depth|changes we made to Swim Leviathans Depths in 2019]] and we&#039;ve made them for the same reason. We want the ritual itself to culminate in an opportunity to get the answer the ritualists are looking for - getting players to submit the questions well in advance allows us to do that. We feel the change worked well for Leviathan, and so we&#039;ve extended the idea to other rituals.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
In each case, the explanation for the changes is the esoteric conjunction of [[the Key]] and [[the Lock]] that has been going on for some time.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying in Downtime==&lt;br /&gt;
We&#039;ve updated the rules restrictions for [[Downtime#Social_Media_and_IC_roleplaying|using social media and IC roleplaying between events]]. We&#039;ve updated some of the language used to make clearer that it applies to things like discord servers and we&#039;ve changed the wording of the rules so that you can&#039;t send large bulk emails of IC messages to email lists if you&#039;re pushing an IC agenda or campaigning for a title. &amp;quot;You can send in-character communications by email, provided they represent a letter or the equivalent that you are sending to an individual - but don&#039;t mass-send a communication to an email list if it is promoting an in-character agenda or pushing a controversial point of view. Please keep this for when everyone is in-character at the event. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
This follows the ethos of the existing rules which are trying to encourage players to engage in politics at the event - but the new restrictions on email lists providers a fairer balance for the game for all players.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added an extensive OOC design section to the page to provide more clarity on our thinking.&lt;br /&gt;
&lt;br /&gt;
==Military Rituals==&lt;br /&gt;
We&#039;ve made changes to some existing rituals that have an impact on the military campaign. We have changed the effects produced by two rituals for [[enchantment|enchanting]] [[Imperial armies|campaign armies]] - [[Knights of Glory]] and [[Bound by Common Cause]]. We have also increased the magnitude of four rituals used for summoning magical [[fortification|fortifications]] - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]],and [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] - as a ritual that enchants fortifications with additional strength - [[Golden Ramparts]].&lt;br /&gt;
&lt;br /&gt;
We hope that these changes will ensure a good balance of options available to ritualists involved with the Empire&#039;s military campaigns going forwards, but we&#039;ll continue to monitor the situation carefully.&lt;br /&gt;
&lt;br /&gt;
As always, if you had mastered one of the rituals that was changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll remove the mastery leaving you free to master a different ritual. &lt;br /&gt;
&lt;br /&gt;
===Reasoning: Knights of Glory===&lt;br /&gt;
Knights of Glory was a much better ritual than any equivalent ritual in Imperial lore. The benefits it provided were significantly better than those provided by equivalent rituals. While some realms will always be better at creating certain magical effects, in this area of the game we want there to be a lot of viable options to chose between. To remedy this we have reduced the potency of Knights of Glory from 3000 additional strength to 2000 additional strength to bring it into line with other rituals. It has a higher magnitude than a ritual like [[Clarity of the Master Strategist]] because the additional strength gained inflicts more casualties.&lt;br /&gt;
&lt;br /&gt;
We also added a few details - a [[roleplaying effect]] and a new option for players to target [[Knights of Glory#Additional Targets|multiple generals]] in one ritual. We also made it explicit that it might have unpredictable effects on characters whose military units support the army - something we&#039;d done via Winds of War in previous seasons. Finally, we&#039;ve revealed the [[Knights of Glory#Assurance|assurance]] bound into the ritual that will cause it to lose power entirely if it is broken. &lt;br /&gt;
&lt;br /&gt;
We have previously been running a plot regarding the Empire&#039;s relationship with [[Eleonaris]], the eternal whose patronage is responsible for Knights of Glory. Last event she said she was going to remove the ability to perform the ritual entirely, and replace it with a new ritual. We knew we needed to change the rituals power to play balance it, and we thought the easiest way to do that would be to replace it with a different ritual. Instead, we&#039;ve reduced the effects of the ritual, and left it available to players to cast. We took this new direction because the realities of placing a new ritual in [[Imperial lore]] via the [[Imperial Conclave|Conclave]] felt too punished, especially under the new rules about how a [[declaration]] works.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Bound By Common Cause===&lt;br /&gt;
The ritual now provides additional strength solely for the purpose of taking or holding territory rather than a flat bonus as it did previously. This change makes the effects comparable with [[Clarity of the Master Strategist]]. We&#039;ve made it possible to cast the ritual on [[Bound by Common Cause#Additional Targets|multiple generals]] at once at reduced magnitude as we did with Knights of Glory. The permanent enchantment on the [[Wolves of War]] will provide the same benefits as the new version of the ritual.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Citadels===&lt;br /&gt;
We&#039;ve increased the magnitude of the three citadel-summoning rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]],and [[Dripping Echoes of the Fen]],  - from 80 to 100. These rituals produce very powerful effects that can have a dramatic impact on the military campaign - so they need to have a cost that reflects that impact. We have adjusted their magnitudes to reflect their powerful effect. We&#039;ve also changed the magnitude of [[Golden Ramparts]] and [[Stone&#039;s Unyielding Defiance]], rituals that provide additional strength to fortifications, bringing them into line with these changes.&lt;br /&gt;
&lt;br /&gt;
===In-character Explanation===&lt;br /&gt;
In each case, the explanation for the changes is the esoteric conjunction of [[the Key]] and [[the Lock]] that has been going on for some time.&lt;br /&gt;
&lt;br /&gt;
With Knights of Glory, we have assumed that the representatives of the Empire have continued to flatter and charm [[Eleonaris]] causing her to change her mind regarding her ritual. The ritual has changed because of the conjunction - but the eternal is now happy for the Empire to perform it. At least for the time being... The Lion of Summer will always be a volatile figure who is quick to anger. She won&#039;t hesitate to express her anger at the Empire in the future if she feels slighted.&lt;br /&gt;
&lt;br /&gt;
==Military Units and Fleets==&lt;br /&gt;
We&#039;ve changed the conquered territory limit so that it also applies to [[fleet|fleets]] and [[military unit|military units]]. Previously they were not affected by the conquered territory penalty - now they suffer the penalty just like any other resource.&lt;br /&gt;
&lt;br /&gt;
Military units and fleets that are going to suffer the penalty can be protected by the [[Vale of Shadows]] ritual, like any other resource.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The existing rules provided these two resources with a small advantage that is simply not warranted from a play-balance point of view. Initially we&#039;d erred on the side of simulation - imagining that because military units and fleets were mobile the penalty ought not to reply to them. As the game progressed this exception has become increasingly jarring. It has never been possible to move a fleet or military unit from one territory to the next - so it was a mistake to treat them differently for other purposes.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
While military units and fleets are inherently mobile, the people in them have families who are not. If your military unit or fleet is based in a territory, it represents the fact that the individual soldiers or sailors who work for you have families and lives there. A fleet or military unit has a &amp;quot;home base&amp;quot; that exists in a territory, and if that territory is conquered the people who operate the resource will be less productive. This is why you can&#039;t simply move a military unit to another territory and why they are now also affected by the penalty for being in a conquered territory.&lt;br /&gt;
&lt;br /&gt;
==Conduct==&lt;br /&gt;
===Disability===&lt;br /&gt;
We have added a [[Conduct#Disability|new section to our conduct rules]] to make clear that you must not question another player&#039;s right to use aids and adaptations put in place for disabled participants. This is particularly important in light of the new rules we have put in place for [[#Vehicle_Access|vehicle access]] at the events. The provisions we have put in place are there for those that find they have need of them on a self-declared basis. If you are absolutely certain that someone is repeatedly using a facility or service they openly admit they don&#039;t have a need for, to the direct detriment of disabled participants, then you may report the matter to Profound Decisions to deal with. Challenging other participants or publicly complaining about their behaviour is not acceptable under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Smut===&lt;br /&gt;
Recently we&#039;ve had an upsurge of interest and promotion of sexual publications in Empire, with a range of stuff from the simply smutty to the more explicit. There has always been a fair bit of it about in Empire, and in general we don&#039;t have any issue with it at all. Indeed one of the reasons we ran a plotline involving such publications in Empire was because we wanted to make clear to players that the new conduct rules didn&#039;t mean that folks couldn&#039;t do that sort of things at events anymore. &lt;br /&gt;
&lt;br /&gt;
However there are two things that anyone playing in this space does need to be sure they&#039;re being very careful about. The first issue is consent - a person&#039;s character belongs to them - it&#039;s an extension of their personality in some form. As such it is absolutely not acceptable to take that character and use it in your erotic fiction without their explicit consent to what you&#039;re creating, even if that character is no longer in play. Historical figures in the game are fine, folks are welcome to write any kind of fiction about figures from the setting who died long before the game began. But anyone who has been phys-repped as a living character is not yours to write about. This includes all our NPCs, our civil servants, magistrates, egregores etc, as well as characters played by PCs. Our conduct rules clearly state that any attempt to sexualise another participants character without their permission will be treated as [[Conduct#Sexual_Harassment|sexual harassment]].&lt;br /&gt;
&lt;br /&gt;
The other thing you &#039;&#039;must&#039;&#039; be mindful of is the requirement to avoid sexualising the environment in a way that makes other players uncomfortable. Lots of players enjoy these publications - and lots of players don&#039;t want anything to do with that in their LRP. We have updated our conduct rules on [[Conduct#Sexual_Activity_and_Performances|sexual activity]] at events to make clear that anyone who wants to engage in that kind of roleplaying must ensure that it is handled discreetly and in a way that doesn&#039;t force other players to be involved with it against their wishes. In particular that means you can&#039;t promote it on our Facebook groups, since that&#039;s incompatible with the need to handle it discreetly in a way that doesn&#039;t cause discomfort for other players. I&#039;ve asked the moderators to take down posts promoting material that is smutty or explicit in the future.&lt;br /&gt;
&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
We&#039;ve made some significant changes to three Spring rituals. We&#039;ve clarified [[Blood of the Hydra]], and made it clear that it only works on limbs ruined by Cleave and Impale effects. We&#039;ve made a change to the [[roleplaying effects]] of [[Fan the Flame of New Life]], to remove the idea that the enchantment makes targets &amp;quot;horny&amp;quot;. We&#039;ve removed the &#039;&#039;&#039;Midwife&#039;s Recourse&#039;&#039;&#039; ritual. In the latter case, if you were the target of an ongoing Midwife&#039;s Recourse [[enchantment]], it&#039;s effects will end before the start of the next event.&lt;br /&gt;
&lt;br /&gt;
As always, if you had mastered one of the rituals that was changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll remove the mastery leaving you free to master a different ritual. &lt;br /&gt;
===In Character Explanation===&lt;br /&gt;
In each case, the in-character explanation for these changes is the effect of the ongoing conjunction of [[the Key]] and [[the Lock]]. The esoteric tension between &amp;quot;things are hidden&amp;quot; and &amp;quot;things are revealed&amp;quot; has unexpected, permanent effects on certain rituals.&lt;br /&gt;
===Reasoning: Blood of the Hydra===&lt;br /&gt;
When it was initially created, the intention of Blood of the Hydra was that it be one of a suite of low-magnitude rituals that allow ritualists to  create the effects of certain spells. This suite includes rituals such as [[Hands of Sacred Life]] that duplicates the [[heal]] spell, and the combination of [[Ascetic Star of Atun]] and [[Renewed Strength of the New Day]] which between them duplicate the effect of the [[purify]] spell. Over time, the scope of the ritual shifted to allow it to be used to repair any lingering damage to the body. We&#039;ve restored the ritual to its original purpose.&lt;br /&gt;
&lt;br /&gt;
Permanent life-changing injuries are not a theme of our game because we don&#039;t want our game mechanics to trivialise these injuries. We never want a situation where someone with an out-of-character disability is asked in-character why they don&#039;t use Blood of the Hydra (or any magic) to remove their disability. This is one of the reasons our existing [[Healing in Empire]] page talks about Spring magic speeding up natural healing processes rather than regenerating lost limbs or the like. Disabilities and long-lasting or permanent injuries exist in the setting but players who are not themselves disabled should be sensitive to the experiences of others and think carefully about playing a character who has any kind of long-term disability.&lt;br /&gt;
&lt;br /&gt;
There are deliberately no rules to allow one character to maim another character. It is fine for a player to choose to roleplay that they have received a specific injury when they suffer damage - but unless there is a [[Combat#Traumatic_Wounds|traumatic wound]] or similar card involved our rules will treat that injury like any other loss of hits. You might roleplay severing your fingertip in a knife game, but our expectation is that the heal spell or attentions of a physick will allow that severed fingertip to be reattached or repaired just as it would any other loss of hit points. &lt;br /&gt;
&lt;br /&gt;
We don&#039;t want a single low-magnitude ritual to replace the [[Surgical skills#Physick|physick]] skill. Some of the [[Combat#Traumatic_Wounds|traumatic wounds]] we created early on in Empire imposed a need for ritual magic to deal with powerful magic effects that were devastating the body. We retired these wounds some time ago - while they were fun they were at odds with the lower-fantasy feel we want for the game. Blood of the Hydra will remain a useful tool for some traumatic wounds where the requirement to mend a cleaved limb is explicitly mentioned - but it will not be the &#039;&#039;only&#039;&#039; tool that works.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Fan the Flame of New Life===&lt;br /&gt;
The original version of this ritual had the roleplaying effect of making participants &amp;quot;vigorous and lusty.&amp;quot; Over time it became clear that this had too much potential to put players in uncomfortable positions. There&#039;s no place for any kind of game effect that might impact a character&#039;s capacity to consent in Empire or to put any player under pressure to roleplay something they&#039;re not comfortable with. As a consequence we have completely removed the roleplaying effects of this ritual. We&#039;ve also removed reference to the ritual not being &amp;quot;powerful&amp;quot; enough to allow conception between orcs and humans as it&#039;s not our intention that &#039;&#039;any&#039;&#039; magic will allow conception between different in-character species.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve removed language around women and men. The ritual works on any two willing characters of the same IC species. Groveblossom exists in the setting to allow characters to transition if they chose, matters of sexual physiology up to and including the ability to conceive are a matter for the individual participant. As with other parts of the game that are serious and can affect participants in the real world we require that anyone using the ritual treat the matter sensitively.&lt;br /&gt;
&lt;br /&gt;
We still wanted to keep the idea of a Spring ritual that allows people to address questions of infertility, and give players a way to bless a union so we have left the ritual&#039;s role as a component of marriage ceremonies in place.&lt;br /&gt;
&lt;br /&gt;
===Reasoning: Midwife&#039;s Recourse===&lt;br /&gt;
The original purpose for this ritual was to address situations where players who were roleplaying being pregnant were pressurised into avoiding skirmishes or battles. In practice it was a mistake to address the issue with a ritual because many participants chose to roleplay that their character is pregnant because they are pregnant in real life. The ritual compounded the problems that happen when in-character and out-of-character are overlapping. We never want a situation where someone tells an out-of-character pregnant person they should get this ritual cast on them so they can go on battles, for example.&lt;br /&gt;
&lt;br /&gt;
The ritual was also intended to show how the Empire world has excellent pre- and ante-natal care that is equivalent to that found in the modern United Kingdom, rather than the kind of medical technology that might be expected from a broadly medieval setting. Miscarriage and death in pregnancy are not themes of the game - they exist in the setting so that players who need to refer to them for real world reasons can do so. Players who have not themselves had a miscarriage should be sensitive to the experiences of others and think carefully about playing a character who has experienced any kind of difficulty with childbirth.&lt;br /&gt;
&lt;br /&gt;
Because we don&#039;t want the medical issues related to childbirth to be a theme of the game, we have removed the ritual. In Empire a [[Surgical skills#Physick|physick]] will treat any issues during childbirth using herbs and be successful most of the time. In character the expectation is that nobody tells pregnant characters what they should or should not do. We have updated the pages on [[Technology#Medicine|technology]] and [[healing in Empire#Pregnancy and childbirth|healing in Empire]] accordingly. Out of character our [[Event_safety#Battle_Safety|event safety rules]] make clear that any player who is advised by a medical professional to avoid strenuous physical activity - should not participate in fighting. This means that an OOC decision to participate in any part of Empire is a matter for the player based on the medical advice they have received and is not a matter for other participants to comment on.&lt;br /&gt;
&lt;br /&gt;
==Conclave Changes==&lt;br /&gt;
As Empire has grown, it has become clearer that Conclave is starting to creak under the strain. Conclave sessions have become so long that they&#039;ve become a standing joke among the player base. It has also become clear that some of the mechanisms aren&#039;t providing the kind of game experience we want to promote. With that in mind, we&#039;re making some changes to how the Imperial Conclave operates.&lt;br /&gt;
&lt;br /&gt;
===Conclave Agenda===&lt;br /&gt;
* &#039;&#039;&#039;Declarations are raised by Grandmasters, and by a handful of other titles&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The agenda remains publicly available, and anyone can check and see what declarations have been raised and by whom&#039;&#039;&#039;&lt;br /&gt;
The first major change we&#039;re making is to the agenda itself. Each Grandmaster can raise a single [[declaration]] to the agenda each session for a total of two declarations each summit. They can raise these declarations themselves, or pass the declaration on to a member of their order to raise and present.&lt;br /&gt;
&lt;br /&gt;
Certain existing titles have gained the ability to raise a single &#039;&#039;specific&#039;&#039; declaration each event (rather than each session). The existing titles, and the declaration they will be able to raise, are:&lt;br /&gt;
* [[Bursar of the Conclave]] can raise a [[Endowment|Declaration of Endowment]]&lt;br /&gt;
* [[Imperial Censor]] can raise a [[Interdiction|Declaration of Interdiction]]&lt;br /&gt;
* [[Dean of the Lyceum]] can raise a [[Imperial lore|Declaration of Imperial Lore]]&lt;br /&gt;
* [[Imperial Magus]] can raise a [[Concord|Declaration of Concord]]&lt;br /&gt;
* Each [[Archmage]] can raise a [[Alignment|Declaration of Alignment]] (which encompasses the old declarations of Amity, Enmity, and Neutrality)  for an eternal of their realm&lt;br /&gt;
* [[The Throne]] can raise a [[Candidacy|Declaration of Candidacy]]&lt;br /&gt;
&lt;br /&gt;
Finally, the [[Arbiter of the Rogue Declaration]] is a special Imperial title that is auctioned for crystal mana each Saturday, and works in a similar manner to an [[Bearer of an Imperial Wayleave|Imperial Wayleave]]. It allows the Imperial citizen who wins the auction to raise a declaration of their choice to the agenda for the Saturday evening Conclave session. The mana raised becomes part of the Font.&lt;br /&gt;
&lt;br /&gt;
As before, declarations are submitted to the Conclave civil servant at the Hub, and are displayed publicly. Declarations are added to the agenda in the order they are received. The deadline for submitting declarations remains the same - an hour before the session is due to begin. &lt;br /&gt;
&lt;br /&gt;
The Senate would be able to create new titles with the power of &#039;&#039;Declaration&#039;&#039; but no more than one title per type of declaration. Our intention is to limit the number of titles that can gain the Declaration power so that only &#039;&#039;one&#039;&#039; additional declaration of each &amp;quot;type&amp;quot; can be raised during an event (so using the examples above only the Bursar of the Conclave can have the power to raise a bonus Declaration of Endowment, and if the Senate wants a different title to have that power they will need to remove it from the Bursar).&lt;br /&gt;
&lt;br /&gt;
===Declarations===&lt;br /&gt;
We&#039;ve also overhauled the declarations, pinning down what they can do and wherever possible making them more impactful.&lt;br /&gt;
* [[Alignment]] - this declaration combines the old Amity, Enmity, and Neutrality into a single declaration that sets the &amp;quot;status&amp;quot; of an eternal in relation to the Conclave. The effects of amity and enmity have not changed.&lt;br /&gt;
* [[Candidacy]] - this has been significantly overhauled and is covered in its own section below&lt;br /&gt;
* [[Concord]] - the declaration works the same as it did previously, but the potential impact is much greater, comparable to a [[statement of principle]] in the [[Imperial Synod]]&lt;br /&gt;
* [[Dissemination]] - unchanged&lt;br /&gt;
* [[Endorsement]] - this is a new declaration that allows the Conclave to declare an act of magic to be in the interests of the Empire&lt;br /&gt;
* [[Endowment]] - the changes to the Font (the pool of mana the Conclave controls) adds significant new functionality to this declaration ensuring there is always a pool of mana for the Conclave to distribute if they wish to do so&lt;br /&gt;
* [[Imperial lore]] - unchanged&lt;br /&gt;
* [[Interdiction]] - We&#039;ve expanded the guidance on how this declaration works, and what it explicitly does in each case. We&#039;ve also combined it with the Declaration of License (which removes interdiction). We&#039;ve removed the idea that an item or ritual might be interdicted in a way that means the magistrates seize something and keep it. If the Conclave deems something dangerous, it is destroyed. &lt;br /&gt;
* [[Sorcery]] - as with Alignment, we&#039;ve combined Sorcery and Reconciliation into a single declaration. We&#039;ve also made it possible to use a single declaration to declare multiple people to be sorcerers, but on the understanding that the Conclave either condemns &#039;&#039;all&#039;&#039; or &#039;&#039;none&#039;&#039; of them.&lt;br /&gt;
===Candidacy===&lt;br /&gt;
We&#039;ve made extensive changes to candidacy to make it more impactful, and of greater interest. Rather than the declaration being &amp;quot;this person should have this title&amp;quot;, the emphasis changes to &amp;quot;there should be a new person in this title&amp;quot;. When candidacy is declared, &#039;&#039;anyone&#039;&#039; can throw their hat into the ring to claim the title. Each of them can then spend mana to speak on their own behalf, but there is no cross-examination. Once every candidate has declared themselves and made their pitch, the Conclave moves straight to the vote.&lt;br /&gt;
&lt;br /&gt;
Our intention is that Candidacy be more impactful in that it has the potential to engage everyone in the room.&lt;br /&gt;
&lt;br /&gt;
===Conclave Session===&lt;br /&gt;
* &#039;&#039;&#039;During a session each declaration is presented in turn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders have one minute to discuss the matter at hand among themselves, then the formal debate begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grandmasters recognise speakers in order of precedence from lowest to highest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Discussion continues until all grandmasters pass, or half the grandmasters have &#039;&#039;moved to vote&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
During a Conclave session, declarations are raised, discussed, and voted on by the Imperial Conclave in the order they were added to the agenda. The Civil Service read out the precise wording of the declaration. Then the person who raised it can spend mana to make a presentation - to speak before the Conclave on the matter at hand. The orders then have a minute to speak among themselves, and then the discussion begins. &lt;br /&gt;
&lt;br /&gt;
During the discussion the civil servant calls on each grandmaster in order of precedence, starting with the largest order, to contribute to the discussion. They have three options at this point:&lt;br /&gt;
* They can nominate someone to speak. This costs mana.&lt;br /&gt;
* They can choose to &amp;quot;pass&amp;quot; - they don&#039;t nominate someone to speak but their order still participates in the discussion. If all the grandmasters pass, the discussion ends.&lt;br /&gt;
* They can choose to &amp;quot;move to vote&amp;quot; - they don&#039;t nominate someone, and will not be called on again to discuss the current matter. Essentially they indicate that their order is done with the matter and want to get to the vote. Once half the grandmasters have &amp;quot;moved to vote&amp;quot; the current round of discussion plays out (so that every order has had equal opportunity to discuss) and then a vote is called.&lt;br /&gt;
===Speaking During Conclave===&lt;br /&gt;
* &#039;&#039;&#039;Speaking during Conclave still costs mana but each additional minute costs more than the preceding minute&#039;&#039;&#039;&lt;br /&gt;
Speaking during Conclave requires mana. The first minute costs one mana, the second minute costs two mana, the third three mana and so on. This same cost is used whether the magician is making a presentation for a declaration, or speaking during the discussion.&lt;br /&gt;
&lt;br /&gt;
===The Font===&lt;br /&gt;
* &#039;&#039;&#039;Rather than immediately distributing the Font to the grandmasters, the crystal mana in the Font remains under the control of the Conclave and the Declaration of Endowment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve added 211 mana to the starting Font for the first event of 2023&#039;&#039;&#039;&lt;br /&gt;
The Font consists of all the mana used during a Conclave session, plus that raised by auctioning the &#039;&#039;Rogue Declaration&#039;&#039;. Rather than being divided among the grandmasters at the start of the next event, the Font remains in the control of the Conclave, subject to Declaration of Endowment like any other resource the Conclave controls. It functions in a similar way to the way the Imperial Treasury works in the Senate, or the Virtue Fund in the Synod. A Declaration of Endowment allows the Conclave to give any amount of it to a specific named individual.&lt;br /&gt;
&lt;br /&gt;
Any remaining crystal mana left in the Font at the end of the event is divided among the grandmasters as before, and received in their packs at the start of the next event. Anything left over is added to the mana raised during the event and becomes the new Font.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added 211 mana to the Font for the next event as a one-off payment to cover the transition effects of this rules change.&lt;br /&gt;
&lt;br /&gt;
===Conclave Address===&lt;br /&gt;
* &#039;&#039;&#039;We have removed the Conclave Address as a concept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new Conclave session is added on Saturday afternoon specifically for the Archmages to address Imperial magicians&#039;&#039;&#039;&lt;br /&gt;
The Conclave Address has been removed (with one specific exception covered below). We want the Conclave to be about characters coming together to make decisions, and addresses, by their nature lack a decision point. In the past we shied away from removing them for a number of reasons, foremost among them was the concern that it would just lead to Declarations of Concord being repurposed as addresses. With the limited number of declarations each session, and the added impact of the Declaration of Concord, this is no longer a concern.&lt;br /&gt;
&lt;br /&gt;
One group of titles, however, had a special relationship with addresses - the Archmages. To recognise this we&#039;re introducing the &#039;&#039;Arcane Colloquium&#039;&#039;. This is an additional Conclave session &#039;&#039;specifically&#039;&#039; for the Archmages. Taking place early on Saturday afternoon, the Civil Service will support the Archmages in a meeting in the Hall of Worlds during which each one in turn has a fifteen minute slot to use as they wish - making announcements, hosting discussion, chairing a seminar, or giving space to other magicians to do the same.&lt;br /&gt;
===Conclave Titles===&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve made some changes to Conclave titles&#039;&#039;&#039;&lt;br /&gt;
Where possible we&#039;ve made as few changes to existing Imperial titles as possible. We&#039;ve removed the &amp;quot;free address&amp;quot; from those titles that had it, as mentioned above. Those titles who had the ability to make a &amp;quot;free declaration&amp;quot; now have the much more significant power to add a specific declaration to the agenda each summit. Unlike the grandmasters, this ability is very much a power of the title - only the title holder or their proxy can present the declaration during the Conclave session.&lt;br /&gt;
&lt;br /&gt;
The title that has seen the greatest change to their powers is [[the Throne]]. They can still nominate speakers as a grandmaster does, but we&#039;ve removed the &#039;&#039;Master of Magic&#039;&#039; power because this ability was simply too disruptive given the changes we&#039;ve made to the Conclave. Instead given them several new powers;&lt;br /&gt;
* When the Throne moves to vote it ends the discussion once the current round is complete regardless of what the grandmasters may have voted, This gives the Throne greater influence over the business of the Conclave and partly reflects the master of magic power.&lt;br /&gt;
* They can raise a Declaration of Candidacy once each summit, partially reflecting the old master of magic power, but reinforcing the idea of the Throne having a say in who is best suited to serve the Empire.&lt;br /&gt;
* We&#039;ve given them the ability to address the Conclave - reflecting their power to speak in other houses and their existing ability to address the Empire.&lt;br /&gt;
* We&#039;ve given them the ability to influence the agenda - prioritising one declaration and moving another to the end of the agenda.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Each of the &amp;quot;houses of power&amp;quot; in Empire (Senate, Synod, Military Council, Bourse, Conclave) works differently. Each influences different areas of the game, and each uses unique mechanisms to do so. The Imperial Conclave ultimately makes decisions about magic, and allows any magician in the Empire to participate through open debate and open voting. We want to try and keep as much of this core identity intact as possible.&lt;br /&gt;
&lt;br /&gt;
The main challenge we need to address is that the Conclave sessions are too long - regularly reaching three or four hours in length and often getting bogged down in discussions that many people in the room are not invested in. Our ideal conclave is no longer than ninety minutes, and has a tight focus on the most important issues to try to get as many people invested in the matters being discussed as possible.&lt;br /&gt;
&lt;br /&gt;
Our initial approach was to reduce the number of people who could talk on each declaration. The fact that anyone can talk for as long as they want as long as they pay mana is a key factor in the length of Conclave sessions. After further discussion, however, we decided that reducing the ability of characters to argue and debate would be discarding one of the elements that makes Conclave unique - the mass participation. Instead of restricting players&#039; ability to speak, we&#039;ve opted to take the only other option that would reduce the length of the sessions - cutting down the number of Declarations. By doing that, we hope the sessions will be shorter, and if the declarations are limited in number, then they&#039;re more likely to be focussed on key issues that impact the game as a whole.&lt;br /&gt;
&lt;br /&gt;
Of course more people will want to submit declarations than the system allows for - so players will have to fight over what declarations are submitted. We hope that grandmasters in particular will be kept very busy with people trying to persuade them to use one of their orders declarations to support whatever agenda that character is pushing. We expect there will be a lot of politics and roleplay around this, but it will take place outside of Conclave, rather than during Conclave.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also taken the decision to remove the Conclave addresses entirely from the Conclave sessions. Most addresses have always had a very specialised audience - the addresses by the archmages in particular are often focussed on eternals and their business. Where you have a part of the game that is of high interest to a small group of players but low interest to everyone else, the trick is to separate it off, so that only the players who care are there for it.&lt;br /&gt;
&lt;br /&gt;
So that&#039;s what we&#039;ve done - we&#039;ve moved the archmage addresses to their own special session - the Arcane Colloquium. This is effectively six special sessions, one for each realm of magic, which the archmage can either use to address those assembled or cede the floor to others to let them speak. While we expect there may be less people present than came to Conclave, the audience for the new Colloquium will be there explicitly to hear what is being said and to take part in the discussions, so it should be much more engaged.&lt;br /&gt;
&lt;br /&gt;
Overhauling the way Conclave works required us to look at the role of the [[Conclave order|orders]] and how the [[Grandmaster|grandmasters]] operate. The changes we&#039;re making also require us to look at the [[archmage|archmages]] and many of the other titles, both those that have been in the game since the start, and those the players have created themselves. We&#039;ve also taken this opportunity to look at the Font; how it&#039;s calculated and how it&#039;s used and what we can do to make it more integral to the functioning of the Conclave.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also introduced a brand new type of declaration - Endorsement. The Conclave was always intended to be the body that regulates magic in the Empire, but without the right legal tools to do that, there was a tendency for everything to fall back on the Imperial Senate. The Imperial Senate should make laws, but the laws are enforced by our magistrates. Rituals and pacts with eternals that are controversial are often ending up for legal interpretation with our magistrates, which means our NPCs are deciding if the players should have done the thing or not. That&#039;s the very opposite of what we want - so we&#039;ve created the new Declaration of Endorsement to put that control very firmly back in the hands of players where it should have been all along!&lt;br /&gt;
&lt;br /&gt;
Finally we&#039;ve adjusted the significance of the Declaration of Concord to make clear that the Empire&#039;s magicians are listening to what the Conclave has to say. We want to try and get some of the game the Synod generates with its use of Statements of Principle and Mandates. Previously there have been so many declarations that it was hard for us to focus on them individually. The Synod has a similar problem, but there we could use the requirement for a greater majority to help us focus on the most important ones. Now the number of Declarations of Concord is likely to be strictly limited, we hope to respond to the most controversial of those passed with winds of fortune or other plot developments. In that way we can further enhance the importance of the Conclave and what happens there.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Any in-character explanation is always a fig-leaf at best. We&#039;re exercising our position as the event organisers to use our experience to try and improve the overall game design. We do that each year because we want to keep improving Empire so that it remains the best game we can possibly deliver for our players. We know any change is always painful and it always upsets people, but it is part of what keeps Empire fresh.&lt;br /&gt;
&lt;br /&gt;
In a situation like this where we have fundamentally rewritten some parts of how the game design works, it is near impossible to create an in-character explanation for the changes that fits the theme of the setting. We could claim this change is supposed to happen after an Empress magically disappears or that a comet did it, but it would be patently preposterous. In the end the only IC explanation that is even vaguely credible is that the Civil Service have the authority to make administrative changes to the processes of the Empire to ensure its smooth running. That is closest to the actual reality - that these changes are being made by Profound Decisions to make the game better - and it will work every time we need to use it in the future to make changes to improve Empire. So that&#039;s what we&#039;re going with, even if it doesn&#039;t fully fit the theme of the setting that the Civil Service have that kind of power.&lt;br /&gt;
&lt;br /&gt;
We do want to be clear that this is just an IC fig-leaf for anyone who absolutely needs a way to refer to changes in-character. This is a change that PD have made - it isn&#039;t a change the characters who run the Civil Service have come up with in-character. There is no point in trying to harangue them to make reverse course or make new changes because they are the justification for this change, not the architect of it.&lt;br /&gt;
&lt;br /&gt;
==Site Changes==&lt;br /&gt;
Due to the growing popularity of Empire we are having to make some difficult choices about how we use the current site. These changes will affect the space allocated to tents for in-character camping as well as vehicle access to the site before and after the event. The changes are summarised below, along with the OOC reasoning for the update.&lt;br /&gt;
&lt;br /&gt;
===IC Camping===&lt;br /&gt;
In 2023, camp planners will only be able to guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
* Our camp planners will be asking everyone who is bringing an IC tent to the event whether it is required or optional.&lt;br /&gt;
* &amp;quot;Required&amp;quot; tents include all tents for roleplaying in and any tents that need to be on the IC field for any accessibility reason (mobility, fatigue, childcare, etc).&lt;br /&gt;
* &amp;quot;Optional&amp;quot; tents include any tents that could move to an OC field if required because they are just used for sleeping or storing equipment and aren’t needed for any accessibility reason.&lt;br /&gt;
* You won’t be asked to justify or explain your choices - just mark your tent as optional or required with your camp planner.&lt;br /&gt;
* If we run out of space, camp planners will move some or all of the sleeping tents labelled as optional to the new overflow fields we have hired. &lt;br /&gt;
* The overflow fields are not in-character and don&#039;t form part of the Anvil game area, but they are adjacent to Anvil to keep walking distances to a minimum.&lt;br /&gt;
* If we only need to move a few tents, we will ensure we aren&#039;t moving the same tents each time.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Access===&lt;br /&gt;
You can drive into the IC area to set-up if conditions allow, but you must set up quickly and then move your vehicle to the OOC camp as soon as you are done. On take-down you must take your tent down and have your kit ready to go before you bring your vehicle on, unless you need your vehicle for accessibility reasons during take-down.&lt;br /&gt;
&lt;br /&gt;
* If you drive into the IC area at the start of the weekend, you must remove your car from the site as soon as you’ve unpacked and set up your tent. &lt;br /&gt;
* Unless you have specific accessibility requirements, you must pack up your camp at the end of the weekend before you bring your vehicle back into the IC area. Once everything is completely taken down and ready to be quickly packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go.&lt;br /&gt;
* After 7pm on Sunday, all participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
* All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
* We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather - please remember that if the weather gets too bad, we won&#039;t be able to allow most vehicles on site at all!&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
We&#039;ve started planning our events in 2023, and an important part of that is the need to reflect on the amount of field space we have available. We’ve had a really successful 2022 - our numbers across the year climbed by nearly 35%.&lt;br /&gt;
&lt;br /&gt;
This is brilliant news, but by the end of the year we were absolutely at the limit of what the site could cope with. Camping space was at a premium, and quite a few participants had to camp in the OOC areas even if they had a suitable IC tent. During takedown, there were huge delays getting everyone on site to pack their cars, because there simply wasn&#039;t room for so many vehicles to come on site when the ground was so crowded with tents.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve now concluded our negotiations with the landowner to make enough additional space for our use next year, but there are some major challenges. In theory, we could simply assign another field to Anvil, making the IC area 50% bigger - but that is not without drawbacks. Players in Dawn and Wintermark already face long walks to reach the camps at the other side of the site or to reach facilities like GOD, the Hall of Worlds or the regio. The distances everyone has to walk all weekend get worse as the site expands. The physical site is a challenge already for any player who has mobility or fatigue issues; we don&#039;t want to make that situation worse if we have any alternative.&lt;br /&gt;
&lt;br /&gt;
After a lot of consideration, we decided to try a different approach for 2023. Before now, some IC tents in the in-character area were being used purely for sleeping or storage. Some of these absolutely need to be there, either because they are being used by groups to roleplay in or because the occupants need to have their sleeping tent nearby for accessibility or childcare reasons. In some cases, however, the IC tent is just to have a tent nearby for convenience. While we understand everyone wants their personal tent on hand, continuing with that approach would mean that next year *everyone* would have to walk much further throughout the event.&lt;br /&gt;
&lt;br /&gt;
In an effort to keep Anvil as accessible as we can manage, this is a new approach we’ll put in place for the first event. It may be that we don&#039;t grow much next year and we don&#039;t have to ask anyone to move their tent to the overflow area. Equally, we may grow and find that we need to bite the bullet and expand Anvil to cover another field. We will adapt to the circumstances as we find them.&lt;br /&gt;
&lt;br /&gt;
We have problems currently with vehicles blocking camping spots on the in-character field. We can deal with this relatively easily if the owners are present or nearby and are putting up their tent, but it is very difficult to deal with if the owners have simply parked up and abandoned the car, especially if they haven&#039;t pre-recorded the vehicle registration number with us. Players must make sure they set up their camp as quickly as possible and then move their vehicle to the OOC camp so that other participants can use the space. You must not leave your vehicle overnight in the IC area under any circumstance.&lt;br /&gt;
&lt;br /&gt;
There is not enough room for all participants to bring their vehicles into the IC area during take-down while all the tents are still up. There simply isn&#039;t enough space for the vehicles to pull up with so many tents everywhere. As a result the traffic backs up and completely locks up - this led to increasingly long queues for many participants in 2022, with some players having to queue in their vehicles for up to two hours waiting to get onto the site. If everyone takes their tent down first, this will create enough room to let people bring their vehicles on significantly reducing the queuing.  If you need to have your vehicle present while you take your tent down for accessibility reasons, then that is fine, otherwise you must follow the new guidelines if you bring your car on before 7pm on Sunday.&lt;br /&gt;
&lt;br /&gt;
At some point enough of the site will be clear that it is fine to let vehicles come on regardless of whether they packed down or not. We will review the 7pm deadline for bringing cars on before you&#039;ve packed up after each event. If we&#039;re confident that we can move the deadline earlier without causing traffic jams and delays for everyone then we will update the time accordingly.&lt;br /&gt;
&lt;br /&gt;
We know we will have to expand Anvil at some point, if Empire keeps growing. However, these two changes will help us delay that point as long as possible, and let us keep the physical size of Anvil to the smallest possible footprint which benefits everyone - especially the many players for whom the physical size of the IC site is a challenge already.&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
Participants under the age of 18 can no longer use crossbows at Empire&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
It has been brought to our attention that under the UK Crossbows act 1987, it is illegal for anyone under 18 to be in possession of a crossbow over 1.4Kg draw (3 pounds). As such, we have updated our rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=104882</id>
		<title>Weapons &amp; armour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapons_%26_armour&amp;diff=104882"/>
		<updated>2023-08-20T18:08:06Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Bows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be a phys-rep of a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team&#039;&#039;&#039;&lt;br /&gt;
There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use anything larger. Weapon categories are also important for [[Magic_items#Weapons|enchantments]].&lt;br /&gt;
&lt;br /&gt;
One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.&lt;br /&gt;
&lt;br /&gt;
All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions [[weapon checking]] team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event.&lt;br /&gt;
===Daggers===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 24” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any [[heroic skills]] or with enchantments suitable for one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 24” and 42” long&#039;&#039;&#039;&lt;br /&gt;
Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.&lt;br /&gt;
&lt;br /&gt;
===Great weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 42” and up to 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon up to 60&amp;quot; long provided they hold it in both hands. &lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=Stern von Holberg of the Orphans preparing to ruin a barbarian&#039;s day.|caption=League defender with polearm|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
Any character with the Weapon Master skill may use a weapon between 60&amp;quot; and 84&amp;quot; long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.&lt;br /&gt;
&lt;br /&gt;
If the weapon has a thrust-safe tip then you may make thrusting strikes with it.&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 84” and up to 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a pike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.&lt;br /&gt;
&lt;br /&gt;
A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
{{CaptionedImage|file=Kill the foe.jpg|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 60&amp;quot; and up to 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must be a phys-rep of a spear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must have a thrust-safe tip and only be used for thrusting&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be a phys-rep of a spear which is between 60&amp;quot; and 84&amp;quot; long. The weapon can be wielded in one hand - but you &#039;&#039;must&#039;&#039; hold the weapon within 6&amp;quot; of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.&lt;br /&gt;
&lt;br /&gt;
A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cannot be used with heroic skills&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to deliver an [[Spellcasting#Offensive_Spells|offensive spell]]. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as [[mend]] or [[heal]].&lt;br /&gt;
&lt;br /&gt;
All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications; wands, rods, and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Battle_Mage|Battle Mage]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” and 18” long&#039;&#039;&#039;&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[restore limb]] or utility incantations such as [[mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
*&#039;&#039;&#039;Must be over 18” and up to 42” long&#039;&#039;&#039;&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[repel]] or [[empower]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
{{CaptionedImage|file=Staff.jpeg|caption=A Freeborn battle mage shows use of the staff in battle.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;Must be over 42” and up to 84” long&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must hold the weapon in both hands &lt;br /&gt;
* &#039;&#039;&#039;A staff that is at least 60” long must be held in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician&#039;s reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical_skills#Battle_Mage|Battle Mage]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
A staff that is between 60&amp;quot; and 84&amp;quot; in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18&amp;quot; separation between your hands when wielding a staff that is 60&amp;quot; or longer.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Marksman skill to use a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands to shoot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.&lt;br /&gt;
&lt;br /&gt;
Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.&lt;br /&gt;
&lt;br /&gt;
Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session at the Academy).&lt;br /&gt;
&lt;br /&gt;
==Thrown Weapons==&lt;br /&gt;
*&#039;&#039;&#039;You must have the Thrown skill to use a thrown weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 8&amp;quot; or longer and passed by weapons check as safe for throwing&#039;&#039;&#039;&lt;br /&gt;
You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long. &lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{{CaptionedImage|file=Cambion and Shield.jpg|align=right|width=200}}&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A shield must be gripped by a handle held in the hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
&lt;br /&gt;
Some special [[calls]] still effect a character even if the blow is blocked by a shield. A character is still [[Calls#REPEL|repelled]], [[Calls#ENTANGLE|entangled]], or [[Calls#STRIKEDOWN|knocked off their feet]] if the blow strikes their shield, although they do not lose any hits.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px; display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 15&amp;quot; (40cm) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; (1m) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot; (1m by 60cm)&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
==Armour==&lt;br /&gt;
{{CaptionedImage|file=Armour coverage.png|align=right|title=Art provided by Daisy Prout|width=200}}&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The phys-rep must be a piece of armour, leather clothing or similar does not count&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells or perform rituals while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Complete coverage of the front of the torso is considered sufficient. Valid locations are the head (with a helm), the arms, the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing any armour other than mage armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
{{CaptionedImage|file=ArmourWintermark.jpg|caption=Thick leather armour is medium armour.|width=200|align=right}}&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk is classed as light armour. If it covers the torso and one other location it provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Leather or armour made to appear as if constructed from leather.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be 3mm or more thick.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides a hero point provided you are not wearing any heavy armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any armour that is made to look like leather armour is classed as medium armour. If it covers the torso and one other location it provides the wearer with 3 extra hits. This can be made of any material that is made to look like leather, but the material used must be 3mm or more thick.&lt;br /&gt;
&lt;br /&gt;
If the armour covers the torso and one other location then it also grants you a hero point. You do not get this benefit if you are wearing heavy armour on any location other than the head.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
{{CaptionedImage|file=DawnPlate.jpg|align=right|width=300|caption=Steel armour is classed as heavy armour}}&lt;br /&gt;
* &#039;&#039;&#039;Metal armour or armour that looks like it is metal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any metal armour, or any armour designed to look metal is classed as heavy armour. If the armour covers the torso and at least one other location then it provides the wearer with 4 extra hits. This includes polyurethane, foam, aluminium and other lightweight materials, provided the surface is made to look like metal, as well as brigandine armour (armour that looks like metal covered with fabric).&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Not Armour===&lt;br /&gt;
* &#039;&#039;&#039;Some materials can never be used to make light, medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This includes cardboard, tinfoil and paper.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wool or other fabric coloured to look like chain is also not acceptable.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If in any doubt about what you&#039;re making your armour from, please email rules@profounddecisions.co.uk.&#039;&#039;&#039;&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tinfoil and paper cannot be counted as armour in Empire. Wool padding in gambesons and similar is fine, but you cannot use knitted wool or other fabric which is coloured to look like chain as armour either. These materials can be used to make mage armour if desired.&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
{{CaptionedImage|file=Mage Armour.jpg|caption=Mage armour by [https://www.facebook.com/Tannerintheworks/?hc_location=ufi Tanner in the Works]|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;You must have the battle mage skill to wear mage armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectorals (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
* Circlet or mask (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
You must have the [[Magical_skills#Battle_Mage|Battle Mage]] skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
{{Core Rule Links}}&lt;br /&gt;
* [[Weapon checking]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=104881</id>
		<title>Bow safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bow_safety&amp;diff=104881"/>
		<updated>2023-08-20T18:08:04Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Shooting Safely */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Bows and crossbows are one of the more dangerous weapons in LRP, if they are used inappropriately. If you are planning to play an archer at Empire then you must make sure that you follow all these safety rules. Where this page refers to bows or arrows, all the relevant information also applies to crossbows and bolts as well.&lt;br /&gt;
&lt;br /&gt;
The most important consideration in LRP archery is to shoot safely. That means understanding how to weight your shots so they don&#039;t hit too hard, how to check your arrows so you don&#039;t fire anything that is damaged, how to string your bow correctly. It also means always prioritising safety over your character&#039;s success. These are all important parts of LRP archery that you need to be familiar with before you use a bow at Empire, even if you have used a bow in real life before. It will take you a little time to get the hang of it, but you can talk to some experienced LRP archers, they will show you the key skills and then you can practice. You&#039;ll grasp the key concepts soon enough.&lt;br /&gt;
&lt;br /&gt;
Nothing in this world is guaranteed. Bows and arrows are potentially dangerous and must be treated with the utmost seriousness and care. Once you let that arrow fly it&#039;s out of your hands, and no matter how good you are at archery. Check your arrows before every shot!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deadly Bow.jpg||width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shooting Safely==&lt;br /&gt;
* &#039;&#039;&#039;You must personally ensure your weapon and ammunition have all been checked by the weapon checking team at each event before you use it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must perform an essential check of every arrow or bolt each time before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not aim at the head, you must aim at the chest or below when shooting at your target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must reduce the draw of your bow when firing at targets closer than 10m away, you may not fire a crossbow at targets under 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be able to see the area you are aiming for if you are arcing your shot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must not shoot through narrow openings or gaps, such as between branches, fences, or through hedges&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must never attack with a bow or crossbow or use it to parry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must have both hands free when using a bow or crossbow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must be in full control of your weapon and aware of your aim while moving around with bow drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Participants under 18 years of age cannot use a crossbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bow, crossbow, arrow and quarrel must be checked by a member of our [[Weapon_checking|weapon check team]] before it is used &#039;&#039;at each event you attend&#039;&#039;. If you plan to use a bow or crossbow at the event you must attend weapon check in person so they can [[#Bow_Competency|assess your competency]]. There are strict limits on the poundage of any bow or crossbow used at Empire events - as well as the construction and condition of the bow. Please read the [[Weapon_checking#Bows_and_Crossbows|weapon checking]] guidelines to ensure that your bow or crossbow and your ammunition will be legal to use at our events.&lt;br /&gt;
&lt;br /&gt;
You must [[#Essential Check|perform an essential check on any arrow or bolt]] &#039;&#039;immediately before you nock it, even if you have checked it earlier.&#039;&#039; You must perform a full check on any arrow or bolt before you bring it onto a battle or skirmish and each time before you recover it.&lt;br /&gt;
&lt;br /&gt;
When you use a bow or crossbow, you must not aim at the head. You may not fire a crossbow at any target less than 3m away from you. If you have a bow you must not draw the bow to normal extension when when firing at a target that is 10m or closer to you, you must reduce the draw proportionately. You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m. &lt;br /&gt;
&lt;br /&gt;
If you are arcing an arrow then you must be able to see the area you are aiming for. There is a higher risk of an overdrawn shot against a close target if you&#039;re not able to be fully aware of your surroundings when a person closer than the target moves into the line of fire. For this reason, you must not shoot through narrow openings such as small gaps between branches, fences or through hedges. Extra care must be taken when shooting near combat lines, or past/over or through shield lines. You must have enough space to shoot safely&lt;br /&gt;
&lt;br /&gt;
You must have both hands on your weapon and not be holding anything else when shooting your bow or crossbow. You must be in control of your weapon and aware of your aim at all times when your bow is drawn or your crossbow loaded, especially when moving around. You may engage in melee while holding your bow, crossbow or arrows in your off-hand, but you must make sure you keep them close to your body and away from other participants. You must not parry with a missile weapon.&lt;br /&gt;
&lt;br /&gt;
All participants are welcome to recover arrows and pass them to an archer but do not pass arrows to marshals or referees, unless asked to do so. You can put them to one side where they will be at less risk of being trod on, or hand them directly to another participant. You must not throw arrows or bolts at anyone.&lt;br /&gt;
&lt;br /&gt;
==Essential Check==&lt;br /&gt;
* &#039;&#039;&#039;You must check the essentials for every arrow or bolt before you nock it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Visually check the arrow shaft is intact and the flights and nock are still present&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must check the essentials for every arrow or bolt each time you use them. You must perform this essential check by carrying out all the steps listed above immediately before you nock the arrow, even if you have already checked it earlier.&lt;br /&gt;
{{CaptionedImage|file=Archery.jpg|title=Bows (and crossbows) are lethal weapons in the hands of a skilled user.|caption=Arenal of the Summer Crows|align=right|width=250}}&lt;br /&gt;
==Full Check==&lt;br /&gt;
* &#039;&#039;&#039;You must conduct a full check of every arrow or bolt before you bring it onto a battle or skirmish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must immediately conduct a full check of any arrow that you recover it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flex the shaft to ensure it is not cracked or split&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Feel each flight to check none are missing or loose&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Examine the nock to ensure it is not loose or split&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must carry out a more rigorous full check of every arrow or bolt before you bring it onto a battle or skirmish. You must perform this full check by carrying out all the steps listed for all your ammunition. You must also conduct a full check of any arrow that you recover, as you recover it, even if you have already checked it earlier.&lt;br /&gt;
&lt;br /&gt;
There is a useful video created by Nick Turner that shows [https://youtu.be/AcKZxfaO4ks?t=45 how to check an LRP arrow or bolt]. The &amp;quot;when to check&amp;quot; portion of the video is no longer up-to-date, but the rest of the video gives an excellent explanation of what to check and how.&lt;br /&gt;
&lt;br /&gt;
==Bow Competency==&lt;br /&gt;
* &#039;&#039;&#039;When you take your bow to weapon check you will be asked to demonstrate that you know how to use it safely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The weapon check team will give you a copy of our archery safety rules which you must carry at all times whilst using your bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you take a bow to weapon check you will be required to string and destring your bow, and asked to demonstrate checking an arrow or bolt is safe to shoot. You may be asked to fire the weapon at a nearby target. The aim of these checks is to ensure that you know how use your bow or crossbow safely at our events. If the weapon check team are not satisfied that you are able to use the weapon safely then they will arrange for you to receive a demonstration lesson in how to use a LRP bow or crossbow safely.&lt;br /&gt;
&lt;br /&gt;
The weapon check team will provide you with a copy of our archery safety rules which you must carry on your person at all times when using a bow or crossbow.&lt;br /&gt;
{{CaptionedImage|file=Archers.jpg|width=500|align=right|caption=Arrows must be checked every time they are used, immediately before you nock it.}}&lt;br /&gt;
==Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;Archery is not permitted during the hours of darkness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Archery may be prohibited outside Anvil at other times due to adverse weather conditions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If this happens, a referee will inform you before the skirmish or battle begins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archery is not permitted during the hours of darkness at Empire. The official cut-off time will be published on the wiki before each event on the page for that event. You must not use a bow in Anvil after this time - nor take a bow on a quest or skirmish which starts at this time or later. The official cut-off will be the time the conjunction begins, so you may use a bow on any quest or skirmish that starts before this time even if it ends afterwards.&lt;br /&gt;
&lt;br /&gt;
We may prohibit the use of archery outside Anvil in adverse weather conditions (such as high winds) if we believe conditions are not safe enough to allow it. If this happens, a member of the PD referee team will inform you that no bows or crossbows can be used before the skirmish or battle begins.&lt;br /&gt;
{{Safety Links}}&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Summer_Solstice_Senate_sessions&amp;diff=103997</id>
		<title>385YE Summer Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Summer_Solstice_Senate_sessions&amp;diff=103997"/>
		<updated>2023-07-28T18:35:26Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:385YE Summer]]&lt;br /&gt;
{{Scrutiny}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 606 Thrones and 6 Crowns.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Amend the Keeper of the Tome===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the Keeper of the Tome, the title associated with the Temeschwar-Otkodov Mana Exchange, to be appointed annually rather than to have tenure&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will amend the title of [[Keeper of the Tome]] to be appointed each year, and it will be available to be appointed during the Summer Solstice. If it is not passed, the title cannot be appointed.&lt;br /&gt;
&lt;br /&gt;
===Amend High Exorcist===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To determine whether the [[High Exorcist]] should receive a stipend from the Imperial treasury, and if so how much.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion will be presented at the Saturday evening session of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The Speakers Office has asked that the High Exorcist speak with them on Friday evening to discuss how this motion will be presented. [[Rings_and_crowns#Virtue_and_Reward|Link]]&lt;br /&gt;
&lt;br /&gt;
===Amend Imperial Chaplain Consular===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To determine whether the [[Imperial Chaplain Consular]] should receive a stipend from the Imperial treasury, and if so how much..&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion will be presented at the Saturday evening session of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The Speakers Office has asked that the Imperial Chaplain Consular speak with them on Friday evening to discuss how this motion will be presented. [[Rings_and_crowns#Virtue_and_Reward|Link]]&lt;br /&gt;
&lt;br /&gt;
===Amend Seer of the Gateway===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To determine whether the [[Seer of the Gateway]] should receive a stipend from the Imperial treasury, and if so how much..&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion will be presented at the Saturday evening session of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The Speakers Office has asked that the Seer of the Gateway speak with them on Friday evening to discuss how this motion will be presented. [[Rings_and_crowns#Virtue_and_Reward|Link]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Spring_Equinox_Senate_sessions&amp;diff=103996</id>
		<title>385YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Spring_Equinox_Senate_sessions&amp;diff=103996"/>
		<updated>2023-07-28T18:33:55Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:385YE Spring]]&lt;br /&gt;
{{Scrutiny}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1990 Thrones.&lt;br /&gt;
* Donation to the Imperial treasury of 28 thrones by Magdalena Teyhard von Holberg&lt;br /&gt;
* Donation to the Imperial treasury of 60 thrones by The Parador masters of Cerevado&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
An administrative motion was raised by the Civil Service in response to events at the Winter Solstice.&lt;br /&gt;
===Amend the Master of Rings===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the  Master of Rings, the title associated with the Temeschwar University Department of Architecture, to remove references to it being revoked by the Imperial Synod&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Amend Historical Research===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To determine which title will continue to be supported by the [[Historical research#Department of Historical Research|Department of Historical Research]], if any..&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion will be presented at the Saturday evening session of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The Speakers Office has asked that the Minister of Historical Research, Advisor on the Feni, and Advisor on the Vallorn speak with them on Friday evening to discuss how this motion will be presented.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Minister of Historical Research]] was chosen to retain the power of announcing historical research&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Appraise Black Canals===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To request Naomi of Virtue&#039;s Rest appraise beneficial options by which the Black Canal would be integrated with the Blood Red Roads preferably in Sarcombe and Tassato Proposed: [[Upwold#Recent_Senate_Elections|Upwold]], Seconded: [[Mournwold#Recent_Senate_Elections|Mournwold]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Appraise Naval Supply===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To send Graciana i Lopez i Guerra to appraise how we can enhance our maritime infrastructure to allow Imperial nations to increase the number of navies they can raise and maintain. Ideally by means that do not technically break the Grendel treaty. Proposed: [[Sarvos#Recent_Senate_Elections|Sarvos]], Seconded: [[Weirwater#Recent_Senate_Elections|Weirwater]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Appraise Improving Ossium===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To appraise an opportunity to remove the under threat quality from Echofell and the Drownbark Forest in Ossium. Proposed: [[Ossium#Recent_Senate_Elections|Ossium]], Seconded: [[Temeschwar#Recent_Senate_Elections|Temeschwar]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; An [[appraisal]] will be published before the Summer Solstice 385YE&lt;br /&gt;
&lt;br /&gt;
===Assign Bregasland===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the Imperial territory of Bregasland to the Marcher nation. Proposed: [[Mournwold#Recent_Senate_Elections|Mournwold]], Seconded: [[Upwold#Recent_Senate_Elections|Upwold]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The territory of [[Bregasland]] is now a territory of the Marches and can appoint a senator.&lt;br /&gt;
&lt;br /&gt;
===Support Expansion of Caitun===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to support the Faraden expansion of the port of Caitun. This expansion will allow fleets to trade with Caitun and hunt monsters in the Sea of Snow. We shall provide the Faraden with 15 wains of weirwood to support this work at an expense of 45 crowns in transport costs. I will be seeking funds. Proposed: [[Kallavesa#Recent_Senate_Elections|Kallavesa]], Seconded: [[Mitwold#Recent_Senate_Elections|Mitwold]].&lt;br /&gt;
* &#039;&#039;&#039;Passed at 70 thrones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Support Expansion of Caitun|here]]. This is related to the &#039;&#039;&#039;[[Butterfly_in_reverse#A_Port_in_a_Storm|Butterfly in reverse]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Disburse funds for Temeschwar University===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Disburse funds to the Senator for Temeschwar for the construction of the Temeschwar University Department of Architecture. No commission is required. Proposed: [[Temeschwar#Recent_Senate_Elections|Temeschwar]], Seconded: [[Therunin#Recent_Senate_Elections|Therunin]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Disburse funds for military resupply===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To disburse funds for military resupply. Proposed: [[Morrow#Recent_Senate_Elections|Morrow]], Seconded: [[Zenith#Recent_Senate_Elections|Zenith]].&lt;br /&gt;
* &#039;&#039;&#039;Passed at 500 thrones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 500 thrones disbursed to Senator for Morrow&lt;br /&gt;
&lt;br /&gt;
===Ratify Kaliact Treaty===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To ratify the treaty between Salt Lord Kaliact and the Casinea Empire. Proposed: [[Holberg#Recent_Senate_Elections|Holberg]], Seconded: [[Redoubt#Recent_Senate_Elections|Redoubt]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Ratify treaty with Salt Lord Kaliact Spring 385YE|here]]&lt;br /&gt;
&lt;br /&gt;
===Abrogate Urdur Spy Network===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To abrogate the motion to create a spy network in the territory of Urdur. Proposed: [[Segura#Recent_Senate_Elections|Segura]], Seconded: [[Karsk#Recent_Senate_Elections|Karsk]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Declare War on Asavea===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To declare war on Asavea. Proposed: [[Madruga#Recent_Senate_Elections|Madruga]], Seconded: [[Miekarova#Recent_Senate_Elections|Miekarova]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The Empire now considered the [[Asavean Archipelago]] to be barbarians. &lt;br /&gt;
&lt;br /&gt;
===Appraise Gardens of Pallas===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to appraise the Gardens of Pallas in Zenith being restored to their former splendour or beyond. Proposed: [[Conscience of the Senate#Recent_Senate_Elections|Conscience of the Senate]], Seconded: [[Semmerholm#Recent_Senate_Elections|Semmerholm]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; An [[appraisal]] will be published before the Summer Solstice 385YE&lt;br /&gt;
&lt;br /&gt;
===Appraise Naval Supply II===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To send Lutomysla to appraise how we can raise, maintain, and fund additional navies across the Bay of Catazar. Proposed: [[Miekarova#Recent_Senate_Elections|Miekarova]], Seconded: [[Segura#Recent_Senate_Elections|Segura]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Amend Manifesto of Sevenfold Path===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to amend the first item of the Sevenfold Path&#039;s Manifesto, detailing &amp;quot;This order exists to&amp;quot;, to read: Encourage use of magic in understanding, and supporting, human destiny and the destiny of orcs and other peoples. Proposed: [[Casinea#Recent_Senate_Elections|Casinea]], Seconded: [[Conscience of the Senate#Recent_Senate_Elections|Conscience of the Senate]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Amend Election Season of Ambassador to the Iron Confederacy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to change the appointment of the Ambassador to the Iron Confederacy such that it is appointed in the autumn rather than the winter. Proposed: [[Semmerholm#Recent_Senate_Elections|Semmerholm]], Seconded: [[Sarvos#Recent_Senate_Elections|Sarvos]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Constitutional Court Response&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After lengthy consideration, the Constitutional Court advise that it is not actually possible to change the election season of an ambassador (or indeed any other senatorial appointment). This is because all of these titles as appointed by the Imperial Senate serve for a maximum of four seasons from the date of their election. Moving a date doesn&#039;t resolve the central problem - because the date will continue to move in the future at any point where a title is elected unexpectedly (which could easily happen if the title holder is revoked, steps down or dies).&lt;br /&gt;
&lt;br /&gt;
However, it is entirely possible for the Imperial Senate to hold an election for &#039;&#039;less&#039;&#039; than a year if they wish to do so and if they make that clear in the Senate motion they raise. There are limits are on how long a position can serve for, but the Senate can elect someone for a shorter period than this if they wish to do so.&lt;br /&gt;
&lt;br /&gt;
We have updated the civil service guidance to make this clear. There is no need to submit motions to change the election dates of Imperial titles, the Senate can make this choice at any time when they submit a motion to elect.&lt;br /&gt;
&lt;br /&gt;
===Amend Imperial Master of Works===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title Master of Works to be appointed by the Military Council. Proposed: [[Zenith#Recent_Senate_Elections|Zenith]], Seconded: [[Necropolis#Recent_Senate_Elections|Necropolis]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Amend Witness of Conclave===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to amend the duties of the Witness of Conclave to include: Identifying those who use magic to the detriment of the Empire and to identify those who treat with eternals to the detriment of fellow Imperial citizens. Proposed: [[Reikos#Recent_Senate_Elections|Reikos]], Seconded: [[Bastion#Recent_Senate_Elections|Bastion]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The Witness of the Conclave responsibilites have been adjusted, and additional regalia is available.&lt;br /&gt;
&lt;br /&gt;
===Assign the Barrens===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the Barrens to Dawn. Proposed: [[Astolat#Recent_Senate_Elections|Astolat]], Seconded: [[Tassato#Recent_Senate_Elections|Tassato]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The territory of [[the Barrens]] is now a territory of Dawn and can appoint a senator.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Ambassador to the Sumaah Republic===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Elect the Ambassador to the Sumaah Republic&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Accalon of Felix&#039;s Watch&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion was initially raised during the final Senate session of the Winter Solstice summit, and was appointed as first order of business during the Spring Equinox&lt;br /&gt;
&lt;br /&gt;
===Ambassador to the Commonwealth===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Elect the Ambassador to the Commonwealth&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Lucia Sanguineo Rezia di Tassato&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion was initially raised during the final Senate session of the Winter Solstice summit, and was appointed as first order of business during the Spring Equinox&lt;br /&gt;
&lt;br /&gt;
===The Throne===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect a Throne. Proposed: [[Necropolis#Recent_Senate_Elections|Necropolis]], Seconded: [[Hercynia#Recent_Senate_Elections|Hercynia]].&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Nobody was elected to [[the Throne]]&lt;br /&gt;
&lt;br /&gt;
===Ambassador to Otkodov===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to elect the Ambassador to Otkodov. Proposed: [[Karsk#Recent_Senate_Elections|Karsk]], Seconded: [[Ossium#Recent_Senate_Elections|Ossium]].&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Fania Vessely-Vanek was appointed [[Ambassador to Otkodov]]&lt;br /&gt;
&lt;br /&gt;
===Imperial Spymaster===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to elect the Imperial Spymaster. Proposed: [[Hercynia#Recent_Senate_Elections|Hercynia]], Seconded: [[Kahraman#Recent_Senate_Elections|Kahraman]].&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Bernard Dugdale was appointed [[Imperial Spymaster]]&lt;br /&gt;
&lt;br /&gt;
===Ambassador to Faraden===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To appoint the Ambassador to the Faraden. Proposed: [[Bregasland#Recent_Senate_Elections|Bregasland]], Seconded: [[Miaren#Recent_Senate_Elections|Miaren]].&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 	Erasmo di Tassato was appointed [[Ambassador to Faraden]]&lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
===Construct Runeforge in Hahnmark===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To build a runeforge in Hahnmark Proposed: [[Hahnmark#Recent_Senate_Elections|Hahnmark]], Seconded: [[Sermersuaq#Recent_Senate_Elections|Sermersuaq]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is related to the &#039;&#039;&#039;[[Snow_might_fall#Five_Tasks|Snow might fall]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Runeforge in Hahnmark|here]].&lt;br /&gt;
&lt;br /&gt;
===Construct Smokehouse of Atalaq===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Smokehouse of Atalaq, a great work in Atalaq, Sermersuaq, consisting of a vast smokehouse in Atalaq and a network of supporting structures around Sermersuaq, returning prosperity to the farms and hunters of the territory. As well as supporting the recovery in Sermersuaq from Jotun invasion, this allows the imminent fourth Wintermark army to receive training in the ways of the Suaq, further restoring pride to the people of the ice. The people of Sermersuaq request funds from the Empire for this ambitious endeavour. Proposed: [[Sermersuaq#Recent_Senate_Elections|Sermersuaq]], Seconded: [[Hahnmark#Recent_Senate_Elections|Hahnmark]].&lt;br /&gt;
* &#039;&#039;&#039;Passed at 215 thrones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is related to the &#039;&#039;&#039;[[Write_the_lines#Hunt_of_the_North|Write the lines]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Smokehouse of Atalaq|here]].&lt;br /&gt;
&lt;br /&gt;
===Construct Lowther&#039;s Lift===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the folly &amp;quot;Lowther&#039;s Lift&amp;quot;, within the Singing Caves, near Overton in Mournwold. This folly would enable the extraction of greater quantities of mithril in the form of a ministry. This will cost 10 wains of weirwood and 20 crowns. This is self funded. Proposed: [[Mitwold#Recent_Senate_Elections|Mitwold]], Seconded: [[Kallavesa#Recent_Senate_Elections|Kallavesa]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is related to the &#039;&#039;&#039;[[Wildest_dreams#The_Deep_Mine|Wildest dreams]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Lowther&#039;s Lift|here]].&lt;br /&gt;
&lt;br /&gt;
===Construct Palace of Flowers===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Construct a folly. Palace of Flowers. Solvihill, Skarsind. 60 wains weirwood, 120 crowns. Folly to be ceded to the Yerende sept. Proposed: [[Skarsind#Recent_Senate_Elections|Skarsind]], Seconded: [[Morrow#Recent_Senate_Elections|Morrow]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is related to the &#039;&#039;&#039;[[All_too_well#Metal.2C_Bone.2C_and_Soil|All too well]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Palace of Flowers|here]].&lt;br /&gt;
&lt;br /&gt;
===Expand Academy of Arms===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Commission to expand the Academy of Arms in Siluri. This would create the title &amp;quot;Prelate of Adelmar&#039;s Shrine&amp;quot; granting 10 liao and 20 Synod votes and allowing one basic military unit to be upgraded for free each season. Proposed: [[Redoubt#Recent_Senate_Elections|Redoubt]], Seconded: [[Madruga#Recent_Senate_Elections|Madruga]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is related to the &#039;&#039;&#039;[[Build_up_my_body#Place_of_Pilgrimage|Build up my body]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Expand Academy of Arms|here]]. &lt;br /&gt;
&lt;br /&gt;
===Construct House of Healing===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct &#039;House of Healing&#039; in Therunin to create the title of &#039;Hand of the Healing&#039; appointed by Conclave. This house brings access to much needed magical items to keep our heroes fighting our heroes fighting. Help make Therunin the Heart of Healing in the Empire. With all the responsibilities as required by Ossegrahn. Proposed: [[Therunin#Recent_Senate_Elections|Therunin]], Seconded: [[Reikos#Recent_Senate_Elections|Reikos]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is an opportunity detailed in the  &#039;&#039;&#039;[[Rain_king#Houses_of_Healing|Rain king]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct House of Healing|here]]. &lt;br /&gt;
&lt;br /&gt;
===Rebuild Roads of Kahraman===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Commission to rebuild the roads in Kahraman and to build a series of Kamkrag across the territory to allow improved troop movement and defence. This will require 100 white granite, 50 weirwood, and 300 crowns. if the Empire ever cuts trading ties with the Faraden, the Senate will reimburse the Faraden families for the materials they contribute. Proposed: [[Kahraman#Recent_Senate_Elections|Kahraman]], Seconded: [[Volodmartz#Recent_Senate_Elections|Volodmartz]].&lt;br /&gt;
* &#039;&#039;&#039;Passed at 200 thrones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This is related to the &#039;&#039;&#039;[[Time_and_time_again#Restoring_the_roads|Time and time again]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Rebuild Roads of Kahraman|here]].&lt;br /&gt;
&lt;br /&gt;
===Construct Urdur Spy Network===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To create a spy network in the territory of Urdur using the opportunity presented by the sovereign the Charnel Lord. Proposed: [[Karov#Recent_Senate_Elections|Karov]], Seconded: [[Skarsind#Recent_Senate_Elections|Skarsind]].&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Passed&amp;lt;/s&amp;gt; Abrogated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This was in relation to the &#039;&#039;&#039;[[Daylight_fading#King_Beneath_the_Hill|Daylight fading]]&#039;&#039;&#039; wind of fortune. This motion was [[#Abrogate Urdur Spy Network|abrogated]] later in the summit&lt;br /&gt;
&lt;br /&gt;
===Construct Garden of Glory===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To build the Garden of Glory a liao sinecure in Therunin and the title of Keeper of the Garden. This is taking advantage of an opportunity from Spring 382YE to build at reduced cost of 8 weirwood and 16 crowns labour. This will produce 6 liao and no Synod votes. To be assigned by Navarr National Assembly, revoked by Navarr National Assembly. This is a self funded motion. Proposed: [[Tassato#Recent_Senate_Elections|Tassato]], Seconded: [[Astolat#Recent_Senate_Elections|Astolat]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates a sinecure that only produces [[liao]]. This was related to the &#039;&#039;&#039;[[Long_walk_home#Liao_garden|Long walk home]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Garden of Glory|here]]. &lt;br /&gt;
&lt;br /&gt;
===Construct Hall of the Seven===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to build the Hall of the Seven. This creates the position of Spear of the Seven, a military counter point to the advisor to the vallorn. This position to be elected annually by Navarr senators. This allows Navarr military units to explore Terunael ruins, and gain information about the seven Terunael ruins occupied by the vallorn. Proposed: [[Miaren#Recent_Senate_Elections|Miaren]], Seconded: [[Casinea#Recent_Senate_Elections|Casinea]].&lt;br /&gt;
* &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Construct Holberg&#039;s Melodious Cascade===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission a sinecure &amp;quot;Holberg&#039;s Melodious Cascade&amp;quot; in Holmaeur in Holberg to produce nine mana per season. Sinecure to create the League National position &amp;quot;Custodian of Holberg&#039;s Melodious Cascade&amp;quot; to be appointed annually by Senators of the League. Revocable by the Assembly of Nine, the General Assembly and the League National Assembly. Cost 10 wains of mithril and 20 crowns labour, 3 months to construct. Self funded by Bernhard and Lula Kelist von Ennerlund. Inspired by Abigail Ashill, Theodora von Holberg and our shared love of our great city. Proposed: [[Bastion#Recent_Senate_Elections|Bastion]], Seconded: [[Holberg#Recent_Senate_Elections|Holberg]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improve Orieb===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To fully improve the town of Orieb and the stinking market within, establishing the first true vale of the Drownbark Forest. Full self funded by Varushkan prosperity, requiring a single commission, not two. Proposed: [[Volodmartz#Recent_Senate_Elections|Volodmartz]], Seconded: [[Karov#Recent_Senate_Elections|Karov]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This construction will not begin. It was allowed to be proposed as there was a veto sought in the General Assembly for a different commission.&lt;br /&gt;
&lt;br /&gt;
==Commissions (Announcements)==&lt;br /&gt;
===Construct Temeschwar Otkodov Mana Exchange===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct the Temeschwar Otkodov Mana Exchange in Hanuri, Temeschwar at a cost of 10 white granite, 10 mithril, and 40 crowns in labour costs. The ministry will be overseen by the Keeper of the Tome appointed by tally of the votes of business owners of the League. They will serve with tenure and can not be revoked as a position in the bourse.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Elsha Bertolf, [[Chair of the Wolf]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a mana ministry in Temeschwar, as detailed in the &#039;&#039;&#039;[[Don%27t_blame_me#Exploit_the_Thule|Don&#039;t blame me]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Temeschwar Otkodov Mana Exchange|here]]. &lt;br /&gt;
&lt;br /&gt;
===Construct Steel Rings of Sarvos===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I, Sagua i&#039;Ezmara, Master of the Koboldi, hereby announce that this season&#039;s project will be the Steel Rings of Sarvos, utilising the Chain against Chains opportunity to protect Sarvos from naval attack. This will also make them better able to build and protect a navy if the Naval Arsenal is also built. The funds are being gathered by Merchant Prince Shauni di Vergo, Senator of Sarvos&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Sagua i&#039;Ezmara, [[Master of the Koboldi]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a fortification in Sarvos, as detailed in the &#039;&#039;&#039;[[The_parents_of_security#A_Chain_Against_Chains|The parents of security]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Steel Rings of Sarvos|here]]. &lt;br /&gt;
&lt;br /&gt;
===Construct Kragg&#039;s Hollow===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct Kragg&#039;s Hollow, a mana sinecure in Skarsind costing 10 wains. Funded with the prosperity of Ashborn Kragg, with thanks to the Imperial Spymaster. Will create the Imperial title Scholar of Kragg&#039;s Hollow, to be elected through Conclave.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Aleksandr Zoravich Novosad, [[Arcane Architect]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Kragg&#039;s Hollow|here]]&lt;br /&gt;
&lt;br /&gt;
===Construct Anvil Library Scriptorium===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; The Anvil Library Scriptorium is a self funded sinecure (12 wains of white granite and three thrones in labour using standard costings). The sinecure will provide liao and votes in the Imperial Synod. The sinecure of the Scriptorium and the sodality of the Anvil Library will be governed by the Armarius of the Anvil Library, an imperial title appointed by judgement of the Wisdom Assembly, and revoked by the Wisdom Assembly. The Armarius has tenure serving until they die, resign or are revoked. The sinecure will be built in Rodez, Foracci, Sarvos&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Claus Friedrich von Holberg, [[Bearer of an Imperial Wayleave|Bearer of the Second Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Anvil Library Scriptorium|here]]&lt;br /&gt;
&lt;br /&gt;
===Construct Hall of the Seven II===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct the Hall of the Seven in Miaren. This creates the position of Spear of the Seven, a military counterpart to the Advisor on the Vallorn. Elected annually by Navarr senators, for revocation by National or Imperial Synod.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Bertrand, [[Bearer of an Imperial Wayleave|Bearer of the First Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a ministry in Miaren, as detailed in the &#039;&#039;&#039;[[The_bones_of_what_you_believe#Today_is_Tomorrow|The bones of what you believe]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Hall of the Seven|here]]. &lt;br /&gt;
&lt;br /&gt;
===Construct Hall of the Hunters===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Construct sinecure. Hall of the Hunters. Sermersuaq, Suaq Wastes, Lake Atkonaroq. 12 white granite, 3 thrones, 3 months. Creates title &amp;quot;Banner-bearer of Atkonaroq&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Groza, [[Legion Engineer]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a sinecure in Sermersuaq, as detailed in the &#039;&#039;&#039;[[Watching_my_mistakes#A_Beacon_in_the_North|Watching my mistakes]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Hall of the Hunters|here]]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Wittal Grove===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Healing House of Wittal Grove will focus on growing cerulean mazzarine for the coming season &lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Branwynn Rynne, [[Grimnir of Wittal Grove]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; Though the announcement states that the focus is for the coming season the gardens will continue to grow cerulean mazzarine until the Grimnir of Wittal Grove announces otherwise&lt;br /&gt;
&lt;br /&gt;
===Research Jaggah===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I, Jared of the Suns of Couros, instruct the Lepidean University to investigate the life and virtue of Jaggah, Thrace&#039;s mother. She was instrumental in sending dreams of rebellion to the orc slaves of the Empire preparing them for the fires of Thrace&#039;s ambition. She was present in the Isember mines with her son but when he escaped she was no longer with him. Her fate and lesson are unknown and I wish to rectify this.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Jared, [[Lepidean Librarian]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The researchers of the Lepidean Library will learn about Jaggah&lt;br /&gt;
&lt;br /&gt;
===Research Tower of Solokha===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Following up on our connections with the library of Maykop in Axos; to research the origins, purpose and history of the Tower of Solokha and the reasons for its destruction by Emperor Nicovar&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Vaclav Mladenovich Kosti, [[Minister of Historical Research]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Historical research on the matter will be delivered to the Minister at the Summer Solstice 385YE&lt;br /&gt;
&lt;br /&gt;
===Assign Guerdon===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To resupply the Eastern Sky. To assign the Guerdon to: Iron Helms, Citadel Guard, Bounders, Fist of the Mountains, Summer Storm&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; by Starac Sijed Orzel, [[Quartermaster General of the Imperial Armies]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quartermaster_General_of_the_Imperial_Armies&amp;diff=103819</id>
		<title>Quartermaster General of the Imperial Armies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quartermaster_General_of_the_Imperial_Armies&amp;diff=103819"/>
		<updated>2023-07-25T12:09:40Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Apportioning the Guerdon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Rhoswen.jpg|align=left|title=The Quartermaster General provides logistical support to the [[General|Generals]] of the [[Military Council]].|caption=Rhoswen Lonestrider, in a meeting.|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This title was [[Create_title_of_Quartermaster_General_of_the_Imperial_Armies|created]] at the Autumn Equinox summit of 377YE, and Janusz Dalibor von Temeschwar of the Bloody Butchers of [[Temeschwar]] appointed to the position by the Senate.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 378YE, the Quartermaster&#039;s powers were significantly [[Amend_Powers_of_the_Quartermaster_General#Spring_378YE|amended]]. The stipend (originally set at 25 thrones each season) was suspended, and their right to [[Senator#Right to Speak|speak]] in the Senate was removed and replaced with the right of address. &lt;br /&gt;
&lt;br /&gt;
In Summer 380YE, the Imperial Senate voted to further amend the powers [[Amend_Powers_of_the_Quartermaster_General_II|amend the powers]] of the Quartermaster General to allow them to [[#Apportioning_the_Guerdon|apportion]] the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]. This new power underwent significant [[scrutiny]] by the [[Scrutiny#Constitutional_Court|constitutional court]], and they [[Amend_Powers_of_the_Quartermaster_General_II#Scrutiny|identified]] that it represented a significant shift in power &#039;&#039;from&#039;&#039; individual nations and their [[general|generals]] &#039;&#039;to&#039;&#039; the [[Imperial Military Council]]. As such, it required both a [[Senate_motion#Constitutional_Vote|constitutional vote]] and [[The_Throne#Ratification|ratification]] by [[The Throne]]. &lt;br /&gt;
&lt;br /&gt;
The motion passed, and was ratified by [[Empress Lisabetta]], granting the Quartermaster General sweeping powers to influence how the independent captains of the Empire would support Imperial military forces in future. The constitutional court also recommended that the method of appointment be changed to reflect the fact that the Quartermaster General was an officer of the Military Council, and not the Senate. This duly passed and the old method of appointment - using a shortlist drawn up by the generals and then voted on by the Senate - was abandoned in favour of majority decision by the military council.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Quartermaster General is expected to take responsibility for the logistics of the [[Imperial armies|Empire&#039;s armies]]. They may be called upon to advise the Senate on the needs of the armies, so that they may best pass motions for the resupply, development or building of armies and fortifications. They are expected to acquire resources swiftly and efficiently, and to liaise between the Senate and Military Council on logistical matters.&lt;br /&gt;
&lt;br /&gt;
Following [[Responsibility for respectful silence|a recent decision]] of the [[Imperial Senate]], the responsibilities of the Quartermaster include calling for a moment of silence to honour the dead after any [[Casualties#Emergency_Resupply|address for emergency resupply]] is announced.&lt;br /&gt;
{{CaptionedImage|file=DanBrackensong.jpg|align=right|caption=Brendan Brackensong, on the move.|width=350}}&lt;br /&gt;
==Powers==&lt;br /&gt;
===Address the Senate===&lt;br /&gt;
The Quartermaster General has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. It is extremely impolite not to inform the Speaker&#039;s seat of your intention to make this Address in advance of a session.&lt;br /&gt;
===Address the Council===&lt;br /&gt;
The Quartermaster General has the right to make a [[Council address|address]] to the [[Imperial Military Council]] once per summit. This is intended to allow them to discuss matters of resupply with the Council. To use this power, the Quartermaster General informs the [[Herald of the Council]] that they wish to make an address, which will then  be added to the agenda for the next [[Council session]].&lt;br /&gt;
===Resupply Imperial armies===&lt;br /&gt;
The Quartermaster General has the power to [[Casualties#Emergency_Resupply|resupply Imperial armies.]]&lt;br /&gt;
&lt;br /&gt;
To use this power, the Quartermaster General provides an [[Senate_announcement|announcement]] to the Civil Service, who present the decision to the [[Imperial Senate]]. No voting is possible by the Senate at this point, as the power has been delegated to the Quartermaster General. This resupply follows the same rules as if it had been announced as part of a Senate motion. The [[Imperial Synod]] may, however, choose to exercise their [[veto]] over the Quartermaster&#039;s decision. The specifics of the armies to be resupplied will be provided to the Herald of the Military Council prior to the announcement in Senate.&lt;br /&gt;
{{CaptionedImage|file=Janusz Dalibor.jpg|align=left|title=Janusz proudly displaying a gift from the Pledge said to demonstrate the relationship between the Temeschwari Quartermaster and the Imperial Military Council.|caption=Janusz Dalibor von Temeschwar of the Bloody Butchers,&amp;lt;br/&amp;gt;first Quartermaster General.|width=280}}&lt;br /&gt;
&lt;br /&gt;
===Apportioning the Guerdon===&lt;br /&gt;
The Quartermaster General has the power to determine how the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]] is allocated. Specifically, they can exclude any or all [[Imperial army|Imperial armies]] and [[Imperial navy|navies]], [[fortification|fortifications]], or [[Military_unit#Assisting_a_Special_Project|special projects]] (such as [[spy network|spy networks]]) from the calculations. This means that a [[military unit]] (or [[fleet]]) will receive a share of the guerdon only for [[Military_unit#Supporting_an_Army|supporting]] an army (or [[Fleet#Supporting_a_Navy|navy]]), [[Military_unit#Defending_a_Fortification|defending]] a fortification, or [[Military_unit#Assisting_a_Special_Project|assisting]] a special project that has been approved by the Imperial Quartermaster. Once the Imperial Quartermaster apportions the Guerdon, their decision remains in effect until it is changed again.&lt;br /&gt;
&lt;br /&gt;
If an army, fortification, or special project is excluded from the Guerdon then military units that support it receive no shares of the Guerdon and are not counted in the calculations to determine how it will be allocated. In essence, those military units receive &#039;&#039;nothing&#039;&#039;. Regardless, the Imperial Quartermaster has no power to add things that would not normally be eligible for the Guerdon to the list - a foreign army for example, or a fortification that is not controlled by the Empire.&lt;br /&gt;
&lt;br /&gt;
As with the ability to [[#Resupply Imperial armies|power of resupply]], the Quartermaster General provides an announcement to the Civil Service which is presented to the Senate, and may be vetoed by the Imperial Synod. The specifics of the armies to be resupplied will be provided to the Herald of the Military Council prior to the announcement in Senate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; float: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Offices===&lt;br /&gt;
The Quartermaster General has custodianship of the Imperial War Offices in Syrwatch, [[Casinea]], which functions as a [[ministry]]. The Quartermaster General can purchase quantities of mana crystals at a set price. The Quartermaster makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character&#039;s inventory when the downtime is processed.&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Quartermaster General is [[New_Imperial_titles#The_Imperial_Military_Council|appointed by the Military Council]]. It is elected by simple majority of any members of the Military Council who are eligible to vote who are present when the election takes place. Appointments by the Military Council are traditionally carried out with a show of hands at a [[Council session]]. &lt;br /&gt;
&lt;br /&gt;
The title is appointed during the Autumn Equinox. Any Imperial citizen may hold the post.&lt;br /&gt;
&lt;br /&gt;
The Quartermaster General is appointed annually. They may be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Starac4725.jpg|align=left|caption=Starac Sijed Orzel, Quartermaster General of the Imperial Armies|width=280}}&lt;br /&gt;
{{RecentElections|Quartermaster_General_of_the_Imperial_Armies}}&lt;br /&gt;
[[Category:Military Council]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quartermaster_General_of_the_Imperial_Armies&amp;diff=103818</id>
		<title>Quartermaster General of the Imperial Armies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quartermaster_General_of_the_Imperial_Armies&amp;diff=103818"/>
		<updated>2023-07-25T12:09:11Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Resupply Imperial armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Rhoswen.jpg|align=left|title=The Quartermaster General provides logistical support to the [[General|Generals]] of the [[Military Council]].|caption=Rhoswen Lonestrider, in a meeting.|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This title was [[Create_title_of_Quartermaster_General_of_the_Imperial_Armies|created]] at the Autumn Equinox summit of 377YE, and Janusz Dalibor von Temeschwar of the Bloody Butchers of [[Temeschwar]] appointed to the position by the Senate.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 378YE, the Quartermaster&#039;s powers were significantly [[Amend_Powers_of_the_Quartermaster_General#Spring_378YE|amended]]. The stipend (originally set at 25 thrones each season) was suspended, and their right to [[Senator#Right to Speak|speak]] in the Senate was removed and replaced with the right of address. &lt;br /&gt;
&lt;br /&gt;
In Summer 380YE, the Imperial Senate voted to further amend the powers [[Amend_Powers_of_the_Quartermaster_General_II|amend the powers]] of the Quartermaster General to allow them to [[#Apportioning_the_Guerdon|apportion]] the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]. This new power underwent significant [[scrutiny]] by the [[Scrutiny#Constitutional_Court|constitutional court]], and they [[Amend_Powers_of_the_Quartermaster_General_II#Scrutiny|identified]] that it represented a significant shift in power &#039;&#039;from&#039;&#039; individual nations and their [[general|generals]] &#039;&#039;to&#039;&#039; the [[Imperial Military Council]]. As such, it required both a [[Senate_motion#Constitutional_Vote|constitutional vote]] and [[The_Throne#Ratification|ratification]] by [[The Throne]]. &lt;br /&gt;
&lt;br /&gt;
The motion passed, and was ratified by [[Empress Lisabetta]], granting the Quartermaster General sweeping powers to influence how the independent captains of the Empire would support Imperial military forces in future. The constitutional court also recommended that the method of appointment be changed to reflect the fact that the Quartermaster General was an officer of the Military Council, and not the Senate. This duly passed and the old method of appointment - using a shortlist drawn up by the generals and then voted on by the Senate - was abandoned in favour of majority decision by the military council.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Quartermaster General is expected to take responsibility for the logistics of the [[Imperial armies|Empire&#039;s armies]]. They may be called upon to advise the Senate on the needs of the armies, so that they may best pass motions for the resupply, development or building of armies and fortifications. They are expected to acquire resources swiftly and efficiently, and to liaise between the Senate and Military Council on logistical matters.&lt;br /&gt;
&lt;br /&gt;
Following [[Responsibility for respectful silence|a recent decision]] of the [[Imperial Senate]], the responsibilities of the Quartermaster include calling for a moment of silence to honour the dead after any [[Casualties#Emergency_Resupply|address for emergency resupply]] is announced.&lt;br /&gt;
{{CaptionedImage|file=DanBrackensong.jpg|align=right|caption=Brendan Brackensong, on the move.|width=350}}&lt;br /&gt;
==Powers==&lt;br /&gt;
===Address the Senate===&lt;br /&gt;
The Quartermaster General has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. It is extremely impolite not to inform the Speaker&#039;s seat of your intention to make this Address in advance of a session.&lt;br /&gt;
===Address the Council===&lt;br /&gt;
The Quartermaster General has the right to make a [[Council address|address]] to the [[Imperial Military Council]] once per summit. This is intended to allow them to discuss matters of resupply with the Council. To use this power, the Quartermaster General informs the [[Herald of the Council]] that they wish to make an address, which will then  be added to the agenda for the next [[Council session]].&lt;br /&gt;
===Resupply Imperial armies===&lt;br /&gt;
The Quartermaster General has the power to [[Casualties#Emergency_Resupply|resupply Imperial armies.]]&lt;br /&gt;
&lt;br /&gt;
To use this power, the Quartermaster General provides an [[Senate_announcement|announcement]] to the Civil Service, who present the decision to the [[Imperial Senate]]. No voting is possible by the Senate at this point, as the power has been delegated to the Quartermaster General. This resupply follows the same rules as if it had been announced as part of a Senate motion. The [[Imperial Synod]] may, however, choose to exercise their [[veto]] over the Quartermaster&#039;s decision. The specifics of the armies to be resupplied will be provided to the Herald of the Military Council prior to the announcement in Senate.&lt;br /&gt;
{{CaptionedImage|file=Janusz Dalibor.jpg|align=left|title=Janusz proudly displaying a gift from the Pledge said to demonstrate the relationship between the Temeschwari Quartermaster and the Imperial Military Council.|caption=Janusz Dalibor von Temeschwar of the Bloody Butchers,&amp;lt;br/&amp;gt;first Quartermaster General.|width=280}}&lt;br /&gt;
&lt;br /&gt;
===Apportioning the Guerdon===&lt;br /&gt;
The Quartermaster General has the power to determine how the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]] is allocated. Specifically, they can exclude any or all [[Imperial army|Imperial armies]] and [[Imperial navy|navies]], [[fortification|fortifications]], or [[Military_unit#Assisting_a_Special_Project|special projects]] (such as [[spy network|spy networks]]) from the calculations. This means that a [[military unit]] (or [[fleet]]) will receive a share of the guerdon only for [[Military_unit#Supporting_an_Army|supporting]] an army (or [[Fleet#Supporting_a_Navy|navy]]), [[Military_unit#Defending_a_Fortification|defending]] a fortification, or [[Military_unit#Assisting_a_Special_Project|assisting]] a special project that has been approved by the Imperial Quartermaster. Once the Imperial Quartermaster apportions the Guerdon, their decision remains in effect until it is changed again.&lt;br /&gt;
&lt;br /&gt;
If an army, fortification, or special project is excluded from the Guerdon then military units that support it receive no shares of the Guerdon and are not counted in the calculations to determine how it will be allocated. In essence, those military units receive &#039;&#039;nothing&#039;&#039;. Regardless, the Imperial Quartermaster has no power to add things that would not normally be eligible for the Guerdon to the list - a foreign army for example, or a fortification that is not controlled by the Empire.&lt;br /&gt;
&lt;br /&gt;
As with the ability to [[#Resupply Imperial armies|power of resupply]], the Quartermaster General provides an announcement to the Civil Service which is presented to the Senate, and may be vetoed by the Imperial Synod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; float: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===War Offices===&lt;br /&gt;
The Quartermaster General has custodianship of the Imperial War Offices in Syrwatch, [[Casinea]], which functions as a [[ministry]]. The Quartermaster General can purchase quantities of mana crystals at a set price. The Quartermaster makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character&#039;s inventory when the downtime is processed.&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Quartermaster General is [[New_Imperial_titles#The_Imperial_Military_Council|appointed by the Military Council]]. It is elected by simple majority of any members of the Military Council who are eligible to vote who are present when the election takes place. Appointments by the Military Council are traditionally carried out with a show of hands at a [[Council session]]. &lt;br /&gt;
&lt;br /&gt;
The title is appointed during the Autumn Equinox. Any Imperial citizen may hold the post.&lt;br /&gt;
&lt;br /&gt;
The Quartermaster General is appointed annually. They may be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Starac4725.jpg|align=left|caption=Starac Sijed Orzel, Quartermaster General of the Imperial Armies|width=280}}&lt;br /&gt;
{{RecentElections|Quartermaster_General_of_the_Imperial_Armies}}&lt;br /&gt;
[[Category:Military Council]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sentinel_Gate&amp;diff=102936</id>
		<title>Sentinel Gate</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sentinel_Gate&amp;diff=102936"/>
		<updated>2023-07-03T12:59:39Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Operating the Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Sentinel at the Gate.jpg|caption=The Sentinel Gate is an ancient magical device|align=right|width=500}}[[Category:Sentinel Gate]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Sentinel Gate is the massive archway that stands at one side of Anvil. It is used by Imperial citizens to teleport to battle-grounds to fight the barbarians - as well as to go on quests throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Gate is an ancient magical device, it was constructed long before the time of the Empire. The Gate was discovered by the Urizen mages and presented by them as a gift to the Empire when their nation joined. The Gate was then moved to Anvil and erected there, where it has remained since.&lt;br /&gt;
&lt;br /&gt;
The Gate allows the Empire to teleport people to critical locations in the Empire but only at a solstice or equinox. It is now a pivotal part of the Empire&#039;s military planning - the ability to strike against their enemies at critical locations has been so decisive that it influences the entire way the [[Imperial Military Council]] plan and conducts their wars. &lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{CaptionedImage|file=Martel Battle.jpg|caption=The Sentinel Gate gives Imperial heroes the chance to face their enemies directly.|width=500|align=right}}&lt;br /&gt;
The power of the stars creates connections between times and places - referred to by Imperial magicians as &#039;&#039;conjunctions&#039;&#039;. By using the Gate to access a conjunction a character can travel from Anvil to the site linked through the conjunction. The device is powerful and expensive, but not so powerful that it could not be replicated. However the Gate does not &#039;&#039;create&#039;&#039; conjunctions - it only provides the means to access them, so creating an additional Gate would not generate any additional conjunctions.&lt;br /&gt;
&lt;br /&gt;
The Sentinel Gate at Anvil was bonded to the Empire centuries ago by Urizen magicians using a powerful Autumn ritual. Because of this, only Imperial citizens can use the Gate. Autumn magic can be used to create a link between the Empire and a barbarian or a foreigner to allow them to use the Gate - and Night magic can transform or disguise a target in such a way that they can pass through. In both cases, it requires that those using the Gate are accompanied by a greater number of Imperial citizens. In the opinion of Imperial magicians, the Gate is secure from intrusion - a belief supported by the last four centuries of use.&lt;br /&gt;
&lt;br /&gt;
Partly as a result of this bond, the Gate can only be used to travel to places the Empire is connected to - either inside the Empire, on the borders or to locations where significant numbers of Imperial troops are present. In theory, the bond could be broken but it would then need bonding to a new nation or power to be usable at all.&lt;br /&gt;
==Predestination==&lt;br /&gt;
{{CaptionedImage|file=WandererIllustrationInk.JPG|title=The Gate is governed by the stars|align=right|width=350}}&lt;br /&gt;
Conjunctions only occur at a solstice or equinox but beyond this restriction they appear superficially to be random, defying attempts to explain or predict them using logic. [[Urizen]] [[Urizen_magical_traditions#Mages|mages]] use the [[Net of the Heavens]] to explain the clear serendipity in the conjunctions that arise that allows the Empire to intervene at critical moments - but this may simply be the natural hearth magic of the underlying constellations that links them to fate.&lt;br /&gt;
&lt;br /&gt;
Any magician can detect the imminent presence of a conjunction by casting [[detect magic]] on the Gate. They can only detect the imminent presence of a specific conjunction in this matter - the caster must specify exactly what destination they are seeking to detect each time they cast the spell. If a conjunction for that location exists - then the spell will identify the approximate time and how powerful the conjunction is - expressed in terms of how many people can travel through the gate when the conjunction occurs.&lt;br /&gt;
&lt;br /&gt;
Detect magic can &#039;&#039;only&#039;&#039; detect the imminent presence of a conjunction to a precisely specified location. It is not possible to use detect magic or rituals to detect all possible conjunctions for a wide area. Attempts to do this always fail. The spell is only as effective as the description of the location provided - ambiguous or unclear descriptions usually result in failure but may sometimes give erroneous answers.&lt;br /&gt;
&lt;br /&gt;
Detecting conjunctions in this way is a form of [http://en.wiktionary.org/wiki/prognostication prognostication], and is affected by the same limits that apply to all attempts to make forecasts or predictions using Day Magic. The information is always correct - but only at the specific time that the spell is cast - and only for the magician casting the spell. The information may change at any time and very occasionally different casters get different results. It is &#039;&#039;exceptionally rare&#039;&#039; for a conjunction to disappear once detected, it is slightly more common for new conjunctions to appear. Some [[Wintermark]] [[Mystic|mystics]] claim this is because the conjunctions are linked to an individual&#039;s [[Wintermark_culture_and_customs#Skein|skein]] or perhaps the fate of a nation or even the whole Empire.&lt;br /&gt;
{{CaptionedImage|file=GateOpening.jpg|title=Any magician can activate the Sentinel Gate to allow their allies to travel to distant locations.|caption=Savik Summerstorm [[operate_portal|opens]] the Sentinel Gate|align=right|width=500}}&lt;br /&gt;
==Operating the Gate==&lt;br /&gt;
To access a conjunction to travel elsewhere in the Empire, the Gate must first be activated. The easiest way to do this is to perform the [[operate portal]] spell on the Gate - but any equivalent magic will work. Once opened the Gate remains open for a brief period, just long enough for those gathered to travel through it. After that, the outward gate closes and nothing further may pass through. It is impossible to access a single conjunction twice - the Gate can only be opened again if a second conjunction followed immediately after - an exceptionally rare event. Magic cannot restore access to a conjunction once the Gate has closed, no more than it can create new conjunctions.&lt;br /&gt;
&lt;br /&gt;
Those who have made use of the conjunction to travel elsewhere in the Empire have a short period of time during which they return safely - usually around half an hour. The noted astrologer Aquila of the Glittered Towers compared it to the passage of the stars through the heavens. The conjunction begins when a specific heavenly body is directly over Anvil - only at the moment is outward travel to the destination possible. The travellers may return to Anvil at any time.&lt;br /&gt;
&lt;br /&gt;
As a result, all Imperial magicians are taught a minor cantrip that usually allows them to calculate how long a conjunction they have used will last. Any magician that has used a conjunction to travel from Anvil can perform this cantrip without cost. It takes a few seconds to perform and if successful, lets them know approximately how long remains before they must return. The cantrip is not reliable, sometimes the influence of the stars is hard to detect and the spell fails.&lt;br /&gt;
{{CaptionedImage|file=You Shall Pass.jpg |title=Heroes use the gate to fight the enemies of the Empire|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Major Conjunctions==&lt;br /&gt;
Most conjunctions are small, they allow anywhere between ten to thirty people to travel, but there are usually at least two conjunctions at any time which are potentially much more powerful. A major conjunction occurs when several normal conjunctions occur at the same time - as a result they often present the option to choose a single destination from one of several possibilities. Imperial magicians soon discovered that these conjunctions could be accessed by the [[egregores]] to allow vastly more people to travel through - hundreds or even more - sufficient to achieve major military outcomes. Because of their potent military benefits, these major conjunctions are controlled by the Imperial Military Council which decides which nations will travel and how best to make use of the conjunction.&lt;br /&gt;
&lt;br /&gt;
Even a major conjunction would normally only allow a few dozen travellers, but by drawing on the power of the egregore bond, the conjunction can be accessed by everyone bonded to that egregore. [[Urizen_magical_traditions#Stargazers|Stargazers]] who have studied the operation of the Gate and the formation of conjunctions claim that the bond produces a powerful hearth magic effect through the law of sympathy - a character using the conjunction is a single entity - but the egregore can use a major conjunction to allow their entire nation to travel through the Gate as a single entity.&lt;br /&gt;
&lt;br /&gt;
To operate the Gate in this way, the egregore does not need to physically travel via the conjunction (although some choose to do so), but they do need to engage the egregore bond with those who are travelling. This is usually done using a small ceremony or simple arcane rite designed to epitomize the nation&#039;s spirit. Invoking the essential nature of their nation produces the required hearth magic that allows the nation to travel through the Gate - at a major conjunction - as if they were a single entity.&lt;br /&gt;
&lt;br /&gt;
There are limits to the major conjunctions - which are only poorly understood by Imperial magicians - which restrict the nations that may travel together. These restrictions appear to be bound by the movement of the stars in some way - which nations may use the conjunction to fight together is rarely the same from one summit to another. While the restrictions cannot currently be predicted, they can be divined - using night magic. The civil service present the Military Council with a definitive breakdown of the available options for using the Gate&#039;s major conjunctions each summit.&lt;br /&gt;
&lt;br /&gt;
Major conjunctions have other limitations as well. They vary in size, the smallest allows a single nation to travel while the largest allows four or five nations to travel. Using a major conjunction is enormously taxing for the egregore - an individual egregore is rarely able to make use of more than one or two major conjunctions in this way during an equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
==Prognostication==&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Civil Service use a divinatory magic and scouting reports to help them identify conjunctions and ascertain what opportunities they offer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They use that information to allocate the conjunction to the Imperial citizen most responsible for overseeing the conjunction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The identified citizen is legally empowered to choose who is permitted to go on the conjunction if there are too many volunteers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If you&#039;re nominated to oversee a conjunction and would prefer someone else to have that option, then contact us and we will move it to another title holder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each season, the Imperial Civil Service use a range of divinations to find conjunctions and identify what opportunities those conjunctions offer. This information is presented in reports issed before each summit, as part of the Winds of War and the Winds of Fortune. The civil service briefing describes the size and time of the conjunction and provides all information available to the Empire on what the heroes of Anvil might expect when they pass through the gate as well as the objectives of the expedition.&lt;br /&gt;
&lt;br /&gt;
The civil service use this information to identify a single Imperial citizen who will be responsible for overseeing the conjunction. To do this, they will first look for the Imperial title whose remit the conjunction falls under, with the narrowest possible focus. For example, a conjunction to protect the mines in north Kahraman would be part of the responsibilities of the Senator for Kahraman - but the Dhomiro of the Cinnabar Hills would be selected by preferance because they are also responsible for that area but have a narrower focus. In some situations, where no suitable title-holder with a narrow focus is identified, the civil service may chose a prominent citizen from the Synod who has taken an interest in the matters at hand.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;no&#039;&#039; expectation that the citizen who is identified by the civil service is required to go on a conjunction. There are many in-character reasons why a citizen might not consider themselves the best person to send, and many of our participants do not actively engage with conjunctions for out-of-character safety reasons. No-one should ever go on a conjunction unless they want to. Many nations have individuals who are highly experienced with planning for skirmishes and recruiting characters to go on them - so there is usually in-character help available on request.&lt;br /&gt;
&lt;br /&gt;
Combat is likely or highly likely on many conjunctions with will make them inaccessible for some participants. Our refs have access to standard [[accessibility]] advice for all conjunctions using our tablet system, so any participant can check the details with a referee at any time.&lt;br /&gt;
&lt;br /&gt;
Any character who is nominated to oversee a conjunction can always delegate the authority to another willing character if they wish to do so. This might be a proxy, but it can be any citizen. If you have been nominated to oversee a conjunction and do not want to be responsible for a sentinel gate conjunction and you don&#039;t want to nominate another character to take the responsibility for you, then please [mailto:plot@profounddecisions.co.uk mail plot@profounddecisions.co.uk] and we will make the appropriate changes to the conjunction.&lt;br /&gt;
&lt;br /&gt;
Some conjunctions are discovered in play, or found through mechanisms other than the civil service prognostication. In these cases, anyone who is aware of the conjunction can attempt to go, and characters must decide by themselves who gets to go in cases where there are too many volunteers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Does the conjunction happen by happy chance because Robert of Mitwold turns up to Anvil to complain about the Feni stealing his cows?&lt;br /&gt;
&lt;br /&gt;
Of course not... what a foolish notion! You have preordination all the wrong way round my friend. &lt;br /&gt;
&lt;br /&gt;
Robert of Mitwold comes to Anvil because the power of the constellations compels him to; it arranges all matters so that our Marcher friend cannot help but come to Anvil and find someone who can assist him. &lt;br /&gt;
&lt;br /&gt;
The conjunction draws what it needs to it.&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sentinel Gate Art.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;The Gate can &#039;&#039;only&#039;&#039; be opened at predestined times. It is not possible for anyone or anything in the game to open the Gate at any other time.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At the predestined moment, the Gate can be opened by any Imperial citizen. A magician can use the [[operate portal]] spell to activate the Gate, or an Egregore can do it using hearth magic.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial citizen can travel through the Gate when it is open. Foreigners and barbarians can only travel through the Gate using magic specifically designed to facilitate this - a ritual, item or eternal power, and only in the presence of an equal number of Imperial citizens.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magical creatures - beings that are created or summoned using magic cannot use the Gate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gate remains open for outward travel only for a short amount of time. No character or object may travel out through the Gate once the assembled citizens have passed through in good order.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial magician who passes through the gate can sense how long they can remain away from Anvil before the Gate closes if a referee is present. This ability requires a few seconds of appropriate arcane roleplaying.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters can move anything through the gate that they can personally carry, including shared loads. Beasts of burden - and their loads cannot use the Gate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sights and sounds perceivable through the portal can be perceived in-character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sentinel Gate design]] - a longer explanation of some of the out-of-character design philosophy for the Gate.&lt;br /&gt;
* [[Conjunctions]] - advice for preparing for conjunctions&lt;br /&gt;
* [[Anomalous conjunctions]] - a [[Historical research]] report regarding anomalous conjunctions, specifically the one involved in the death of [[Empress Britta]].&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Spring_Equinox_Senate_sessions&amp;diff=101988</id>
		<title>385YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Spring_Equinox_Senate_sessions&amp;diff=101988"/>
		<updated>2023-06-09T08:32:55Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:385YE Spring]]&lt;br /&gt;
{{Scrutiny}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1990 Thrones.&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
An administrative motion was raised by the Civil Service in response to events at the Winter Solstice.&lt;br /&gt;
===Amend the Master of Rings===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the  Master of Rings, the title associated with the Temeschwar University Department of Architecture, to remove references to it being revoked by the Imperial Synod&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
===Amend Historical Research===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To determine which title will continue to be supported by the [[Historical research#Department of Historical Research|Department of Historical Research]], if any..&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Special:&#039;&#039;&#039; This motion will be presented at the Saturday evening session of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The Speakers Office has asked that the Minister for Historical Research, Advisor on the Feni, and Advisor on the Vallorn speak with them on Friday evening to discuss how this motion will be presented.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Mass_Effect&amp;diff=101986</id>
		<title>Category:Mass Effect</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Mass_Effect&amp;diff=101986"/>
		<updated>2023-06-08T10:28:29Z</updated>

		<summary type="html">&lt;p&gt;Graemej: Replaced content with &amp;quot; * Template for Ref Rules/OOC Notes section is here Template:Mass Ref-effect&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Template for Ref Rules/OOC Notes section is here [[Template:Mass Ref-effect]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Flower_is_Withered_on_the_Stalk&amp;diff=99899</id>
		<title>The Flower is Withered on the Stalk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Flower_is_Withered_on_the_Stalk&amp;diff=99899"/>
		<updated>2023-04-27T09:45:01Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|36}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{Regio|Winter}} &lt;br /&gt;
&lt;br /&gt;
This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory.&lt;br /&gt;
&lt;br /&gt;
The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the [[Regio#The_Imperial_Regio|Imperial regio]]. To affect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.&lt;br /&gt;
&lt;br /&gt;
{{curse}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual calls down a curse over the target region. If the region contains a fortification composed of living plant matter, such as that created by the [[eternal]] [[Llofir]] in [[Reikos#Tamarbode|Tamarbode]], it will inflict 500 casualties on that structure over the coming months.&lt;br /&gt;
&lt;br /&gt;
The ritual desiccates plant and fungal life in the region. Many such plants will be killed by the curse, drained of moisture and residual heat and nutrients, so that all that remains are dried withered husks.  It also affects living creatures in the region, causing their skin to dry and crack, their joints to ache. The curse&#039;s effects are visible to everyone in the territory. &lt;br /&gt;
&lt;br /&gt;
The ritual may have other effects depending on the exact situation in the region when the ritual is cast. It is not powerful enough to harm a vallorn that is not vulnerable, but might have an effect on a vallorn force that can be harmed by Imperial armies. Again, the exact situation in the region will determine whether it has any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was codified in Winter 384YE at the [[Dean_of_the_Lyceum#The_Lyceum|Lyceum]] under the auspices of the [[Dean of the Lyceum]], of Simargl the Empty One (who also put forward the [[declaration]] of [[Imperial lore]]). The codification was actually interrupted by the Dean&#039;s sudden need to complete a different ritual. Once that more pressing magic had been formulated, the scholars returned to working on this potent [[curse]]. The original work on this ritual was undertaken by Ahzrukhal, Son of Night, a Highborn Magister of the secretive Suns of Couros chapter. The ritual was originally entitled &#039;&#039;Desiccation of the Wasteland&#039;&#039;  but with their characteristic whimsy, the Dean renamed it during their declaration. Some magicians may know it by its earlier name.&lt;br /&gt;
&lt;br /&gt;
Rumour around the Lyceum during the codification has it that the magic was originally intended to be part of a strike against the eternal [[Llofir]], who at the time the initial work was completed was in possession of the [[Reikos#Sign of Tamar|Sign of Tamar]] and the region of [[Reikos#Tamarbode|Tamarbode]]. Obviously, in the end, the threat of Llofir was [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|dealt with]] by the [[Wolves of War]] and the [[Towerjacks]], meaning that the magic Ahzrukhal had prepared went unused. The potential for a similar incident, however, cannot be overlooked. &lt;br /&gt;
&lt;br /&gt;
The ritual destroys living plant matter, and would be particularly damaging to any [[fortification]] composed of plants or fungus. The magic is not potent enough, however, to destroy an entire forest or woodland, which is perhaps just as well. There was some discussion about a less constrained curse that would harm the plant-life across an entire [[territory]], perhaps to the detriment of those who relied on [[farm|farms]], [[forest|forests]], or [[herb garden|herb gardens]] for sustenance or prosperity, but such a ritual would need to be created separately. Scope and power have, to a degree, been sacrificed for greater focus. &lt;br /&gt;
&lt;br /&gt;
Those unfamiliar with the magic of the Wasteland sometimes make the mistake of assuming that Winter is cold, a realm of ice and snow. While those elements are part of the make-up of the realm, they are only one  small part of it. The realm is called the Wasteland because it is a place of want, and hunger, and desperation. There are forests of dead trees, and endless ash wastes, and deserts of black sand where nothing lives or moves. The counterpart of hunger is thirst, and the power of this curse invokes the bottomless thirst of the Wasteland. &lt;br /&gt;
&lt;br /&gt;
This ritual draws a little on the essence of those endless deserts, allowing it to seep into the mortal world and feast on the water flowing through living things.&lt;br /&gt;
{{CaptionedImage|file=DrownedManIllustrationInk.JPG|title=The Drowned Man (Illus.)|align=right|caption=Either by itself, or in conjunction with [[the Fountain]], [[the Drowned Man]] resonates strongly with this destructive curse.|width=150}}&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual draws on the power of thirst and desiccation, and so using salt, dust, sand, or ash as part of the performance resonates with the imagery of the parched deserts.  Effigies of trees, or a small diorama in the shape of a forest made of twigs, that is withered or destroyed as part of the performance can also help to focus the magic.&lt;br /&gt;
&lt;br /&gt;
The rune of Weakness is a natural counterpart to the magic of the ritual, as is invocation of [[the Drowned Man]]. Some [[astronomancy|astronomancers]] might combine the Drowned Man with [[the Fountain]], subverting the meaning of the latter through the power of the former, especially if [[the Wanderer]] is invoked alongside them. [[Totem_magic#Heraldic_Magic|Heraldic magic]] looks to the [[Legendary_beasts#Sphinxes_and_Manticores|manticore]] for inspiration; a foul beast of hatred and corruption whose venomous fluids kill plant-life and poisons water. [[The Doctor]] as Couros might be called on by a dramaturge, given the ritual deals with cursing healthy things, or [[the Mountebank] as Gancio, with [[the Garden]] serving as a fitting [[Dramaturgy#The_Thrones|Throne]], especially when combined with [[the Blade]], [[the Coin]], or the subverted [[the Cup|Cup]].&lt;br /&gt;
&lt;br /&gt;
As to [[Totem_magic#Goetia|goetia]]; [[Sorin]] is often said to rule over a bone-dry wasteland; [[Kaela]] ends all things; and both [[Surut]] and [[Skathe]] of [[the Thrice-cursed Court]] might be named as sources of the blight the ritual calls into being.&lt;br /&gt;
&lt;br /&gt;
Regardless of symbols, the ritual is above all things a curse that brings ruin and death. Whispered invocations that spill forth hate or spite, while they might risk damaging the spirit of the magician, can also make this magic more powerful and easier to wield. &lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Information_for_16-18_year_olds&amp;diff=99631</id>
		<title>Information for 16-18 year olds</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Information_for_16-18_year_olds&amp;diff=99631"/>
		<updated>2023-04-21T22:09:10Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* The bar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
At this age we consider young people to be full participants in the game and they will be treated, as far as possible, as adults. However, if any roleplayer believes they are the target of abusive behaviour then we encourage them to speak to one of our staff. At this age, roleplayers do not need to be accompanied to the event by a parent or carer and can automatically play a full character that can take the battlefield.&lt;br /&gt;
&lt;br /&gt;
==The bar==&lt;br /&gt;
Roleplayers who are under eighteen should be conscious of the legal restrictions placed on them. Attempting to buy alcohol on site risks damaging the entire event. Anyone caught attempting to buy alcohol on site will be refused further entry to the event until they turn eighteen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Children]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Crimson_Feast&amp;diff=99498</id>
		<title>The Crimson Feast</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Crimson_Feast&amp;diff=99498"/>
		<updated>2023-04-18T00:11:53Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NBUrizen.jpg|caption=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Interdiction&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;While [[Agramant]] is subject to the [[Amity and enmity#Enmity|enmity]] of the [[Imperial Conclave]], it is illegal to perform this ritual.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Winter|15}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target of the ritual must consume the flesh of a lsapient creature during the casting of the ritual (generally meaning a human or [[orc]]. The meat must be relatively fresh (it must come from a target that was alive no more than an hour ago). The ritual must also include invocations of [[Agramant]] by at least three of his well-known sobriquets.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}} &lt;br /&gt;
===Effects===&lt;br /&gt;
The target gains three additional ranks of [[Combat skills#Endurance|endurance]].&lt;br /&gt;
&lt;br /&gt;
While enchanted the target experiences a potent [[roleplaying effect]]: You feel physically and mentally powerful. The meat you have consumed is immensely satisfying, and you immediately feel a craving for more such delicious flesh. Your nostrils occasionally fill with the overpowering smell of freshly spilled blood.&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
==Assurance==&lt;br /&gt;
This ritual loses all power and becomes useless if an entire day ever passes in the Empire without a single crime being committed by anyone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Agramant.jpg|caption=Blood-on-the-Snow teaches cruelty, and the idea that one can be either predator, or prey.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This enchantment lets a target shrug off the effects of sword-blows by evoking the [[Winter magic]] resonance of [[Winter_magic#Survival|survival]]. It draws on a formal agreement between mortal magicians and the [[eternal]] [[Agramant]]. It draws primarily on the Winter resonance of survival, but also touches on [[Winter_magic#Hunger|hunger]] and [[Winter_magic#Cruelty|cruelty]]. The magic is designed in such a way that it &#039;&#039;requires&#039;&#039; the flesh of a sapient being - most likely an orc or human in the Empire - be consumed as part of the casting. Many priests and magicians consider eating the flesh of a thinking being to be cannibalism, regardless of the species of the person doing the eating. It&#039;s often considered to be spiritually risky; there are plenty of stories of those who engage in unnecessary cannibalism becoming corrupt in body and soul. Several of Agramants rituals and ceremonies encourage just such aberrant behaviour, and there are several legends that suggest people who willingly engage in cannibalism specifically to gain power become easy prey for the eternal&#039;s wiles. Many [[blood magic|blood magicians]] theorise that the consumption of flesh taken from an &amp;quot;unwilling&amp;quot; donor has the same unpredictable malevolent effects as using stolen blood in rituals.&lt;br /&gt;
&lt;br /&gt;
Anyone who participates in this ritual will find the meat they eat to be especially appetising and risk succumbing to the temptation to secure more. The longer the ritual lasts, the more tempting the idea of committing murder specifically to eat human or orc flesh becomes.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the power, strength, and resistance to injury that this ritual provides does &#039;&#039;not&#039;&#039; come from the act of eating the flesh of a sapient being. Rather it is channeled directly from Agramant. There seems to be no particular magical reason why the specific feast is required, beyond Agramants innate cruelty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Crimson Feast&#039;&#039; [[Shake it off#Bad Lore and Black Drops|entered Urizen lore]] shortly before the Winter Solstice 384YE, as part of a book entitled &#039;&#039;Ceremonies of the Black Drop Society&#039;&#039;. The attendants of the [[Phaleron|Great Library]] were deeply uncomfortable with the rituals in that book and their presence among Urizen lore, more due to their illegal nature than any sentimental concerns about their origin. They were apparently all submitted at the same time as [[Treacher&#039;s Quill]], but Phaleron itself intervened to delay their appearance in lore while it pondered how best to respond. In the end it decided to do the only reasonable thing; present the rituals to the Urizen as part of their lore as agreed when the lore was established. The Celestial Library does not enjoy causing trouble for its Urizeni allies, but the [[Gift of Knowledge]] is available to every Imperial citizen; it cannot pick and choose who can contribute rituals via the ritual.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The most important element of the ritual is the consumption of flesh of a sapient creature. The ritual, like the rest of the rituals in the &#039;&#039;Ceremonies of the Black Drop Society&#039;&#039; clearly requires a degree of [[Totem_magic#Goetia|goetia]] as it specifically requires Agramant be invoked by at least three of his common names. A coven that focuses on [[astronomancy]] might call on the constellation [[the Claw]]; as things definitely bleed as part of this ritual.&lt;br /&gt;
&lt;br /&gt;
There is a reference in the ritual text of a &#039;&#039;votive dagger&#039;&#039; being offered by heralds of the Wastewalker in return for accomplishing tasks. This powerful [[Category:Foci|foci]] is believed to function in the same manner as the many masks known to Imperials, especially for supporting the cannibalistic rites of the wicked Winter eternal.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Agramant#Childer of the Black Drop|Childer of the Black Drop]] - some history about the Childer of the Black Drop&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushka_military_concerns&amp;diff=96549</id>
		<title>Varushka military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushka_military_concerns&amp;diff=96549"/>
		<updated>2022-10-12T19:32:55Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Varushka at War.jpg|align=right|width=600|caption=Varushka is a hard land, and so are its people.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Varushka is a dangerous land. The hills and forests between the vales are haunted by [[Varushkan_Monster|monsters]]. There are great expanses of deep wood and dark rugged wilderness where the rule of law is tenuous at best, which provide havens for brigands, bandits, and sinister cults. Even the vales in the relatively peaceful lowlands ensure that they have plenty of warriors ready to protect them from surprise attacks, and even when traveling on the warded [[Varushkan Road|roads]] a merchant is happier when accompanied by a party of armed and armoured fighters.&lt;br /&gt;
&lt;br /&gt;
The warriors of Varushka are known in the rest of the Empire for their black humour, leather or metal scale armour, vicious axes, and grim determination to &#039;&#039;get the job done&#039;&#039; - even if it means doing things that other Imperial citizens may find distasteful. &lt;br /&gt;
&lt;br /&gt;
==Schlacta==&lt;br /&gt;
The schlacta are the most common group of professional soldiers in Varushka. They stand ready to defend the valleys that form Varushkan society. They are the defensive core that shields the people against its enemies, whether those enemies are ravening [[Varushkan Monsters|wolves]], rapacious bandits, or rampaging orcs. The schlacta tend to be the best armed and best armoured of Varushkan warriors, but they also tend to see the most combat. As professional soldiers they tend to favour the heavy weapons of war such as broad swords, war axes and bardiches. This sets them apart from other Varushkans who tend to favour weapons that are also tools – the hammer, bow or spear and most especially the woodsman&#039;s axe.&lt;br /&gt;
__TOC__&lt;br /&gt;
Not all schlacta work for a boyar; any organised group of men and women that fights for a living could be called schlacta. Several travelling merchants maintain schlacta to protect themselves and their caravans. There are even mercenary bands of schlacta who offer their protection to others in return for money.&lt;br /&gt;
==Wagon Raiders and Sell Swords==&lt;br /&gt;
Mercenary fighters are perhaps more common here than anywhere else other than [[the League]], living rough lives drifting from contract to contract. They are often greeted with distrust by the people of the vales, but when there are bandits that need dealing with or shambling [[Varushkan_Monster#Wolves|wolves]] sighted in the nearby woods they rarely lack for employment. Most citizens view them as a necessary evil, however, and any vale that can looks to the boyar&#039;s [[#Schlacta|schlacta]] for defence rather than to itinerant sellswords.&lt;br /&gt;
&lt;br /&gt;
Some particularly brave – or reckless – Varushkans follow the tradition of the wagon raider - indeed some warriors drift back and forth between sell sword and wagon raider as the opportunities present temselves. These opportunists seek their fortunes by launching forays into barbarian lands to grab whatever riches can be found. They live in tight-knit communities of hard-bitten veteran soldiers, forming well-defended wagon trains. The wagon raiders are especially skilled in the use of shields, and these hardened gangs are adept at desperate fighting in close quarters. They are also treated with suspicion – there are plenty of stories of wagon raiders who bring back more terrible things than riches when they return from the deep forests.&lt;br /&gt;
&lt;br /&gt;
==Warden Fellowships==&lt;br /&gt;
As well as schlacta, Varushka is home to the [[warden]] fellowships who combine martial might with the clever use of amulets, talismans and magical devices to oppose the threats of the Varushkan wilderness. Many wardens are champions of [[The Law|Imperial Law]], and they are often seen as romantic, dashing and above all heroic figures by the people of the vales.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Varushka fields three [[imperial armies]]; the &#039;&#039;Army of the Northern Eagle&#039;&#039;, &#039;&#039;Army of the Golden Axe&#039;&#039; and the &#039;&#039;Army of the Iron Helms&#039;&#039;. In recent years there has been some upheaval in the Varushkan armies as the nation has [[Our_choice|focused on its heritage]] in the wake of the reformation of the Iron Helms.&lt;br /&gt;
{{CaptionedImage|file=NorthernEagle.jpg|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Army of the Northern Eagle===&lt;br /&gt;
The soldiers of this army have long experience of fighting along the northern mountains that border the [[Thule]] lands. They contain a number of expert mountaineers, ex-prospectors and other specialists who serve as scouts, and have a significant advantage over less-experienced armies when fighting in [[Army qualities#Guerilla|mountains, forests and marshes]]. Once the [[Northern Eagle]] establishes a presence in a territory, it can prove extremely hard to dislodge.&lt;br /&gt;
&lt;br /&gt;
The first Varushkan General leads the Army of the Northern Eagle, and is appointed (or re-appointed) at the Summer solstice each year.&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe.jpg|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Army of the Golden Axe===&lt;br /&gt;
The history of the army of the [[Golden Axe]] is a history of sustained assault, horrible battles and massive losses. The Varushkan soldiers are philosophical - someone has to do the hard work - but also adaptable. They consider themselves good at surviving against odds that would devastate other armies; they are known for ruthlessly crushing all opposition during their slow grinding advance through enemy territory. Pessimism has become the norm for the officers of this army, although their dire pronouncements of failure are often rendered incorrect by their own heroism and fortitude. In recent years they have been [[Army qualities#Driven|driven]] to embrace legacy of the Vard; to conquer what can be conquered, to bar their door against what cannot be defeated, and to endure what must be endured without flinching.&lt;br /&gt;
&lt;br /&gt;
Furthermore, as of the Summer Solstice 383YE, the Golden Axe is a [[Imperial_army#Enlargement|large]] army, reinforced by [[Our_choice#The_Wealth_of_Varushka|the wealth of Varushka]] with the aid of the mining families of Moresvah in Karsk..&lt;br /&gt;
&lt;br /&gt;
The second Varushkan General leads the Army of the Golden Axe, and is appointed (or re-appointed) at the Winter solstice each year.&lt;br /&gt;
{{CaptionedImage|file=IronHelms.png|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Army of the Iron Helms===&lt;br /&gt;
The first army to bear this name fell victim to the budget reforms of Empress Mariika. In 379YE, the Senator for [[Karov]], Maximov Goraniv Strascovich, received authority from the [[Senate]] to [[Raise Varushkan army|raise]] the army. It was completed shortly before the Winter solstice 380YE. The core of the army is made up of former followers of a [[Varushkan_Monster#Sovereigns|sovereign]] known as the Charnel Lord. The [[Iron Helms]] are renowned for their [[Army_qualities#Cruel|cruelty]], employing merciless strategy against those they face in war.&lt;br /&gt;
&lt;br /&gt;
The third Varushkan general leads the Army of the Iron Helms army, and is appointed (or re-appointed) at the Spring equinox each year.&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Following months of wrangling, a major rift has grown between the armies of Varushka and those of [[the Brass Coast]] and [[Wintermark]] over the use of pragmatic military strategies. During the Spring Equinox 382YE, the Varushkan people [[Our_choice#Prepare_for_Difficult_Choices|chose to stand]] with the Iron Helms and disregard the criticism of these nations. Whenever a Varushkan army is involved in the same campaign as a Wintermark or Brass Coast army, the [[Campaign_outcome#Victory_Points|victory points]] they generate will be reduced by a tenth. If armies from both nations are present, the penalty will increase to a fifth.&lt;br /&gt;
{{Varushka Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Autumn_Equinox_Senate_sessions&amp;diff=95779</id>
		<title>384YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Autumn_Equinox_Senate_sessions&amp;diff=95779"/>
		<updated>2022-09-09T13:54:06Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1702 Thrones and 2 Crowns&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
These administrative motions raised by the Constitutional Court will be presented during the Autumn Equinox.&lt;br /&gt;
===Clarify Master of the Koboldi===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To clarify that the Senate intends for the Master of the Koboldi to be able to &#039;&#039;Alter&#039;&#039;, &#039;&#039;Upgrade/Improve&#039;&#039;, and &#039;&#039;Repair&#039;&#039; existing constructions&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will allow the [[Master of the Koboldi]] to alter, upgrade/improve, and repair existing structures as well as commissioning new ones. If failed, the Master of the Koboldi will legally only be able to create new constructions.&lt;br /&gt;
===Amend Curator of the Blood Red River===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The &#039;&#039;Curator of the Blood Red River&#039;&#039; should be appointed by the League National Assembly.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will amend the title of &amp;quot;Curator of the Blood Red River&amp;quot; to be appointed by the League National Assembly, and it will be available to be appointed during the Autumn Equinox. If it is not passed, the title cannot be appointed.&lt;br /&gt;
===Amend Spiral Envoy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The &#039;&#039;Spiral Envoy&#039;&#039; should be appointed by Tally of the Votes rather than by Urizen senators.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will amend the title of &amp;quot;Spiral Envoy&amp;quot; to be appointed by the Tally of the Votes, and it will be available to be appointed during the Autumn Equinox. If it is not passed, the title cannot be appointed.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Autumn_Equinox_Senate_sessions&amp;diff=95778</id>
		<title>384YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Autumn_Equinox_Senate_sessions&amp;diff=95778"/>
		<updated>2022-09-09T12:13:14Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 1702 Thrones and 6 Crowns&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
These administrative motions raised by the Constitutional Court will be presented during the Autumn Equinox.&lt;br /&gt;
===Clarify Master of the Koboldi===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To clarify that the Senate intends for the Master of the Koboldi to be able to &#039;&#039;Alter&#039;&#039;, &#039;&#039;Upgrade/Improve&#039;&#039;, and &#039;&#039;Repair&#039;&#039; existing constructions&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will allow the [[Master of the Koboldi]] to alter, upgrade/improve, and repair existing structures as well as commissioning new ones. If failed, the Master of the Koboldi will legally only be able to create new constructions.&lt;br /&gt;
===Amend Curator of the Blood Red River===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The &#039;&#039;Curator of the Blood Red River&#039;&#039; should be appointed by the League National Assembly.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will amend the title of &amp;quot;Curator of the Blood Red River&amp;quot; to be appointed by the League National Assembly, and it will be available to be appointed during the Autumn Equinox. If it is not passed, the title cannot be appointed.&lt;br /&gt;
===Amend Spiral Envoy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The &#039;&#039;Spiral Envoy&#039;&#039; should be appointed by Tally of the Votes rather than by Urizen senators.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; If passed, this will amend the title of &amp;quot;Spiral Envoy&amp;quot; to be appointed by the Tally of the Votes, and it will be available to be appointed during the Autumn Equinox. If it is not passed, the title cannot be appointed.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Civil_service&amp;diff=94499</id>
		<title>Civil service</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Civil_service&amp;diff=94499"/>
		<updated>2022-08-18T13:56:52Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;The Civil Service shall serve The Throne and the people, and be bound in oaths of loyalty to the Empire. They will be civil in their dealings and treat each citizen by their virtues, without prejudice or favour regardless of wealth, nationality or title. They will choose amongst them those who will serve as magistrates, to ensure the law is a friend to no-one but instead the servant and the master of all.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
From the Imperial Constitution&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperial Civil Service was founded in its current form in the reign of [[Emperor Giovanni]].&lt;br /&gt;
&lt;br /&gt;
Members of the Service are IC oath-bound, and the crew who play them are bound OOC, to the impartiality and neutrality that are the [http://www.profounddecisions.co.uk/empire-wiki/Game_overview#The_Civil_Service_and_magistrates finest traditions of the Service.]  &lt;br /&gt;
&lt;br /&gt;
As such, they do not vote in any elections, as that would undermine the reality that they are neutral supporters of the Empire.&lt;br /&gt;
&lt;br /&gt;
==Institutional Civil Servants==&lt;br /&gt;
These civil servants are linked to specific Imperial Institutions to ensure their smooth operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Civil Servant&#039;&#039;&#039; || &#039;&#039;&#039;Nation&#039;&#039;&#039; || &#039;&#039;&#039;Crew Name&#039;&#039;&#039; || &#039;&#039;&#039;Institution&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Abraham || Highguard || Matt Pennington ||  [http://www.profounddecisions.co.uk/empire-wiki/Scrutiny Constitutional Court]&lt;br /&gt;
|-&lt;br /&gt;
| Leontes the Scribe || Marches || Andy Rafferty || [http://www.profounddecisions.co.uk/empire-wiki/Scrutiny Constitutional Court] / Imperial Archivist&lt;br /&gt;
|-&lt;br /&gt;
| Gerard La Salle || Dawn|| Graeme Jamieson || [http://www.profounddecisions.co.uk/empire-wiki/Scrutiny Constitutional Court] Auditor of the Imperial Treasury / Military Council / Senate&lt;br /&gt;
|-&lt;br /&gt;
| Kaya || Wintermark || Clare Evans || General Secretary of the Civil Service&lt;br /&gt;
|-&lt;br /&gt;
| Marta Kovar || Varushka || Elinor Kershaw || [http://www.profounddecisions.co.uk/empire-wiki/Bourse Bourse] &lt;br /&gt;
|-&lt;br /&gt;
| Khaytanus Everwatch || Urizen || James Littlewood || [http://www.profounddecisions.co.uk/empire-wiki/Conclave Conclave]  / Academy&lt;br /&gt;
|-&lt;br /&gt;
| Casiphea, daughter of Anne, of Basilisk&#039;s Rest || Highguard || Clare Selley || [http://www.profounddecisions.co.uk/empire-wiki/Conclave Conclave]&lt;br /&gt;
|-&lt;br /&gt;
| Merlot || League || Paul Wilder || [http://www.profounddecisions.co.uk/empire-wiki/Imperial_elections Elections] / [[Conclave]]&lt;br /&gt;
|-&lt;br /&gt;
| Ekaterijna Nadyovna Gremani || Varushka || Sam Sulkin ||  [http://www.profounddecisions.co.uk/empire-wiki/Herald_of_the_Council Military Council]&lt;br /&gt;
|-&lt;br /&gt;
| Verus Gorolfson || Wintermark || Ben Woodhead ||  [http://www.profounddecisions.co.uk/empire-wiki/Herald_of_the_Council Military Council]&lt;br /&gt;
|-&lt;br /&gt;
| John of Meade || Marches || Harry Harrold || [http://www.profounddecisions.co.uk/empire-wiki/Speaker_for_the_Senate Senate] &lt;br /&gt;
|-&lt;br /&gt;
| Rialta di Regario || League || Amy Woodhead || [http://www.profounddecisions.co.uk/empire-wiki/Speaker_for_the_Senate Senate] &lt;br /&gt;
|-&lt;br /&gt;
| Dyer Alys || Marches || Amy Mason || [http://www.profounddecisions.co.uk/empire-wiki/Speaker_for_the_Senate Senate] &lt;br /&gt;
|-&lt;br /&gt;
|Leonardo i Del&#039;Toro i Riqueza || Brass Coast || Jonathan Kidger || [http://www.profounddecisions.co.uk/empire-wiki/Tribune_of_the_Synod Synod]&lt;br /&gt;
|-&lt;br /&gt;
| Almodis Bolholt || Marches|| Vikiy Myers || [http://www.profounddecisions.co.uk/empire-wiki/Tribune_of_the_Synod Synod]&lt;br /&gt;
|-&lt;br /&gt;
| Sharpquill Adda || Imperial Orcs || Matt Kazmierczak || [http://www.profounddecisions.co.uk/empire-wiki/Tribune_of_the_Synod Synod]&lt;br /&gt;
|-&lt;br /&gt;
| Kiersten Grimmrsdottir || Wintermark|| Harriette Westmacott-Verran || [http://www.profounddecisions.co.uk/empire-wiki/Tribune_of_the_Synod Synod]&lt;br /&gt;
|-&lt;br /&gt;
| Orva Pirittasdottir || Wintermark|| Kirsty Horne || [http://www.profounddecisions.co.uk/empire-wiki/Tribune_of_the_Synod Synod]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Institutional responsibilities for recording keeping==&lt;br /&gt;
&lt;br /&gt;
In additional to other duties, civil servants are expected to keep the following records.&lt;br /&gt;
&lt;br /&gt;
===Speakers of the Senate ===&lt;br /&gt;
&lt;br /&gt;
* A list of all motions brought before Senate, their proposers, seconders and wording by one hour before each session&lt;br /&gt;
* Whether or not each motion passed after each session&lt;br /&gt;
* If a motion had a financial element, at what level of expenditure it passed&lt;br /&gt;
* A list of all Announcements made before Senate and their contents&lt;br /&gt;
* The location of a suitable [https://drive.google.com/file/d/1lYOkBmRhK_7uDKhEHO6b10opGSok9THZ/view a suitable pro-forma for Senate motions.]&lt;br /&gt;
&lt;br /&gt;
===Heralds of the Military Council ===&lt;br /&gt;
&lt;br /&gt;
* The battle opportunities chosen by the military council&lt;br /&gt;
* The combination of nations taking part in each opportunity&lt;br /&gt;
* The field marshal commanding each battle opportunity&lt;br /&gt;
* The orders given by generals to their armies&lt;br /&gt;
* Any pardons issued by the Military Council&lt;br /&gt;
* Any distribution of spoils of war made by the Military Council&lt;br /&gt;
&lt;br /&gt;
===Tribune of the Synod===&lt;br /&gt;
&lt;br /&gt;
* Appointments by assemblies of the Synod.&lt;br /&gt;
* Votes made by Synod priests on Judgements&lt;br /&gt;
* Rewardings made from the Virtue fund to the priests who raised the corresponding Judgements&lt;br /&gt;
* Names of those who receive visions of their past lives&lt;br /&gt;
* The location of a suitable [https://www.profounddecisions.co.uk/empire-wiki/File:Synod_Judgement_Sheets_EDITABLE.pdf pro forma for Synod Judgements]&lt;br /&gt;
&lt;br /&gt;
===Conclave civil servants===&lt;br /&gt;
&lt;br /&gt;
* Appointments to Imperial Title&lt;br /&gt;
* Addresses made on each day, and who made each one&lt;br /&gt;
* Declarations made on each day, who made each one, and whether or not it passed&lt;br /&gt;
* The Strengths of each order at each Conclave session&lt;br /&gt;
* The contents of each Order&#039;s Vault at the beginning and end of the Summit&lt;br /&gt;
&lt;br /&gt;
===Agents of the Bourse===&lt;br /&gt;
&lt;br /&gt;
* Results of auctions of Bourse seats; the names of those successful and how much they paid&lt;br /&gt;
* Resources disposed of in the private auction&lt;br /&gt;
* Buyers and prices of lots in the private auction&lt;br /&gt;
* Prices of lots in the public auction&lt;br /&gt;
&lt;br /&gt;
===Overseers of Imperial Elections===&lt;br /&gt;
&lt;br /&gt;
* Results of elections to the Senate&lt;br /&gt;
* Results of elections &#039;&#039;by&#039;&#039; the Senate&lt;br /&gt;
* Results of appointments of generals and admirals of the Military Council&lt;br /&gt;
* Other appointments made &#039;&#039;by&#039;&#039; the Bourse&lt;br /&gt;
* The list of current Imperial title holders&lt;br /&gt;
* The list of changes from the last summit&#039;s list of current Imperial title holders&lt;br /&gt;
&lt;br /&gt;
==Imperial Magistracy==&lt;br /&gt;
These civil servants co-ordinate the militia and are responsible for administering trials and Imperial justice. They are often found near the Hub.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| &#039;&#039;&#039;Magistrate&#039;&#039;&#039; || &#039;&#039;&#039;Nation&#039;&#039;&#039; || &#039;&#039;&#039;Crew Name&#039;&#039;&#039; || &#039;&#039;&#039;Specialism&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stanislav Karkovich || Varushka || Jon Creek || Criminal / Religious law / [[http://www.profounddecisions.co.uk/empire-wiki/Scrutiny Constitutional Court]]&lt;br /&gt;
|-&lt;br /&gt;
| Avedon de Remourics || Dawn || Oliver Facey || Criminal / Religious Law&lt;br /&gt;
|-&lt;br /&gt;
| John Cooper || Marches || Richard Squires || General&lt;br /&gt;
|-&lt;br /&gt;
| Grimmer Reinholz || Wintermark || Martin Verran || General &lt;br /&gt;
|-&lt;br /&gt;
| Zofia Justynova Garnovska  || Varushka || Christi Scarborough || General &lt;br /&gt;
|-&lt;br /&gt;
| Nihm Farkas || Navarr || Sophie Earnshaw || General&lt;br /&gt;
|-&lt;br /&gt;
| Adam || Highguard|| John Kearney || Religious law&lt;br /&gt;
|}&lt;br /&gt;
==Prognosticators Office==&lt;br /&gt;
Prognosticators use a combination of divinatory magic and careful record keeping to provide infallible briefings to the [[Imperial Senate]] and the [[Imperial Military Council]]. In modern times, the civil service is careful to ensure they include members of every nation; the first Imperial prognosticators were all [[Urizen]] [[seer|seers]], though their ranks were quickly bolstered by volunteers, especially from the [[mystic|mystics]] of [[Wintermark]] and diviners from [[the Brass Coast]]. The office is ultimately overseen by the Imperial Auditor, Gerard La Salle, who is a member of the Constitutional Court. Their primary duties involve divining the [[Sentinel_Gate#Conjunctions|conjunctions]] of the [[Sentinel Gate]] and using a combination of magic and mundane expertise to prepare [[appraisal|appraisals]] for the Imperial Senate.&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;Crew Name&#039;&#039;&#039; || &#039;&#039;&#039;Specialism&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  Prognosticator Atraxes || Urizen || Tom Hancocks || War&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civil Servants==&lt;br /&gt;
Individuals often out and about on the field in the service of the Empire:&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;Crew Name&#039;&#039;&#039; || &#039;&#039;&#039;Specialism&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  Prognosticator Atraxes || Urizen || Tom Hancocks || War&lt;br /&gt;
|-&lt;br /&gt;
| War scout Orn Eidrmutr || Wintermark || David Henderson || War&lt;br /&gt;
|-&lt;br /&gt;
| War scout Will of Overton || Marches || Andy Connell || War&lt;br /&gt;
|-&lt;br /&gt;
|  Ezekiel of Samson&#039;s Feasting || Highguard || Wrenna Robson || &lt;br /&gt;
|- &lt;br /&gt;
| Barak of Haros || Highguard || David Sheridan || Past Life Visions &lt;br /&gt;
|- &lt;br /&gt;
| Jenny Fletcher || Dawn || Stephen Kirkbride || Appraisals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Academy==&lt;br /&gt;
&lt;br /&gt;
[http://www.profounddecisions.co.uk/empire-wiki/The_Academy Dedicated Academy staff are listed here.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Civil Service]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Summer_Solstice_Senate_sessions&amp;diff=94441</id>
		<title>384YE Summer Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Summer_Solstice_Senate_sessions&amp;diff=94441"/>
		<updated>2022-08-09T17:14:06Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:384YE Summer]]&lt;br /&gt;
{{scrutiny}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 205 thrones and 6 crowns&lt;br /&gt;
* Donation to the Imperial treasury of 28 thrones by Magdalena Teyhard von Holberg&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
Two administrative motions raised by the Constitutional Court were presented during the Summer Solstice.&lt;br /&gt;
===Amend Churnspire Adjutor===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To confirm the method for the Churnspire Adjutor as being appointed by the Senate.&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The work has been done to complete this commission. If the senate passes this motion the Churnspire Adjutor will be available to be elected at the upcoming summit, if they don&#039;t then the commission will be inactive.&lt;br /&gt;
===Cede Spiral Spy Network===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039;Cede spiral spy network to Sung&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The work has been done to complete this commission. If the senate passes this motion the [[spy network]] will be available following the Summer Solstice, if they don&#039;t then the commission will be inactive.&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Allocate Pride of Ikka&#039;s Tears===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To re-allocate the Pride of Ikka&#039;s Tears, located in the Suaq Fount, of the Wintermark territory of Sermersuaq, to the nation of Wintermark. Once one of two national seats, it was lost to the Empire in War with the Jotun. The Brilliant Shore, having been relinquished by Wintermarkers with Skarsind in Summer 380YE. This small mithril mine would represent Wintermark&#039;s sole national bourse seat. Proposed: [[Hahnmark#Recent_Senate_Elections|Hahnmark]], Seconded: [[Kallavesi#Recent_Senate_Elections|Kallavesi]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Allocates [[Pride of Ikka&#039;s Tears]] as a [[Wintermark]] national seat.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; See also [[#Assign Sermersuaq|Assign Sermersuaq]]&lt;br /&gt;
===Amend Liberty Pact===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Liberty Pact to include the following clauses: Signatory nations will apply a trade embargo to the Principalities of Jarm. All signatory nations to apply free trade to other signatory nations. As agreed during the Spring 384YE Liberty Pact summit. Proposed: [[Reikos#Recent_Senate_Elections|Reikos]], Seconded: [[Kahraman#Recent_Senate_Elections|Kahraman]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Amends the liberty pact.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Amend Warmage===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the responsibilities of Imperial Warmage to remove the responsibility to organise the casting of rituals at the behest of the Military Council. Proposed: [[Bastion#Recent_Senate_Elections|Bastion]], Seconded: [[Miaren#Recent_Senate_Elections|Miaren]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The responsibilities of the [[Warmage]] will be amended&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Appraise Architectural University in Temeschwar===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; A motion to appraise an opportunity to construct an Architectural University in Temeschwar that would provide the Empire with at least one additional build slot. The appointed prognosticator is Graciana i Lopez i Guerra. Proposed: [[Karsk#Recent_Senate_Elections|Karsk]], Seconded: [[Miekarova#Recent_Senate_Elections|Miekarova]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; An [[appraisal]] will be presented before the Autumn Equinox 384YE.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Appraise effects of a non human Throne===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To appraise the effects of the Senate appointing a non-human Throne. Proposed: [[Mournwold#Recent_Senate_Elections|Mournwold]], Seconded: [[Upwold#Recent_Senate_Elections|Upwold]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
===Assign Sermersuaq===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To re-assign the Imperial territory of Sermersuaq to the nation of Wintermark. Proposed: [[Kallavesi#Recent_Senate_Elections|Kallavesi]], Seconded: [[Hahnmark#Recent_Senate_Elections|Hahnmark]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Assigns the territory to Wintermark.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; See also [[#Allocate Pride of Ikka&#039;s Tears|Allocate Pride of Ikka&#039;s Tears]]&lt;br /&gt;
===Create Archivist of the Echoing Obelisk===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To create the title of Archivist of the Echoing Obelisk and give permission to the Keepers of the Silent Obelisks to add the blank-faced stone. The Archivist will be responsible for collecting and recording the names of Imperial citizens who fall in our wars who do not attend Anvil but deserve to be remembered with equal virtue. They will have the right to address the &amp;lt;s&amp;gt;highborn at the end of the Day of the Dead procession. They will also have to power to address the Senate&amp;lt;/s&amp;gt; to speak on behalf of those who have fallen in the name of Imperial Destiny once per summit should they feel moved to do so. The position will be appointed by the Highguard National Assembly and would be held for a year.  Proposed: [[Madruga#Recent_Senate_Elections|Madruga]], Seconded: [[Segura#Recent_Senate_Elections|Segura]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates the title of &#039;&#039;Archivist of the Echoing Obelisk&#039;&#039;. This opportunity is detailed in the &#039;&#039;&#039;[[Daughters_of_the_Empire#Archivist_of_the_Blank_Book|Daughters of the Empire]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Create Imperial Administrator===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To create the title Imperial Administrator. This role to support the bodies of state in efficient and effective diplomatic, trading, and military efforts. Proposed: [[Conscience of the Senate#Recent_Senate_Elections|Conscience of the Senate]], Seconded: [[Bastion#Recent_Senate_Elections|Bastion]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates Imperial title of [[Imperial Administrator]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Create Imperial Warcaster===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To create the title of Imperial Warcaster to coordinate the arrangement of magical assistance for the armies of the Empire and is granted one military council address and one free conclave address per summit. To be appointed by the Military Council  Proposed: [[Ossium#Recent_Senate_Elections|Ossium]], Seconded: [[Necropolis#Recent_Senate_Elections|Necropolis]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates the title of [[Imperial Warcaster]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Create Spiral Envoy===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Create the position of the Spiral Envoy to trade money for ingots (especially tempest jade) and white granite for mithril at a maximum of ten per season. To be elected by Urizen senators. Proposed: [[Redoubt#Recent_Senate_Elections|Redoubt]], Seconded: [[Morrow#Recent_Senate_Elections|Morrow]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates Imperial title of [[Spiral Envoy]] detailed in the &#039;&#039;&#039;[[Pebbles_drawn_from_a_heap#The_Spiral_Envoy|Pebbles drawn from a heap]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Create Sodality===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To create a sodality to recognise and collectivise existing Imperial groups dedicated to the elevation of lineage issues in the Empire. This will create the Imperial title of &amp;quot;Chairperson for the Imperial Lineage Caucus&amp;quot; who will have the right to address the Senate on issues raised amongst the sodality. This title will be appointed by the Senate. Proposed: [[Volodmartz#Recent_Senate_Elections|Volodmartz]], Seconded: [[Ossium#Recent_Senate_Elections|Ossium]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion is the subject of additional [[scrutiny]].&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Declaration of Military Neutrality===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; We declare that in the likely upcoming conflict between Jarm and the Commonwealth the Empire will remain militarily neutral unless we are attacked or directly forced into taking action.  Proposed: [[Semmerholm#Recent_Senate_Elections|Semmerholm]], Seconded: [[Madruga#Recent_Senate_Elections|Madruga]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This opportunity is detailed in the &#039;&#039;&#039;[[What%27s_good_for_me#Extended_Ultimatuum|What&#039;s good for me]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Disburse funds for resupply===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion for the disbursement of funds to William Lowther for the purpose of magical and military resupply Proposed: [[Mitwold#Recent_Senate_Elections|Mitwold]], Seconded: [[Mournwold#Recent_Senate_Elections|Mournwold]].&lt;br /&gt;
* &#039;&#039;&#039;Passed at 55.75 Thrones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 55 thrones 6 crowns disbursed to William Lowther&lt;br /&gt;
===Disburse funds for Towerjacks===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To disburse funds for the improvement of the TowerJacks Proposed: [[Astolat#Recent_Senate_Elections|Astolat]], Seconded: [[Weirwater#Recent_Senate_Elections|Weirwater]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 150 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 150 thrones disbursed to Senator Astolat&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Legalise Asavean Raid I===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To legalise the raid on the Asavean trade centre under the guidance of our Sumaah allies in the Liberty Pact. This is not a declaration of war.  Proposed: [[Karov#Recent_Senate_Elections|Karov]], Seconded: [[Karsk#Recent_Senate_Elections|Karsk]].&lt;br /&gt;
* &#039;&#039;&#039;Fail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The raid detailed in the &#039;&#039;&#039;[[There is thunder]]&#039;&#039;&#039; wind of fortune was not legalised.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; See [[#Legalise Asavean Raid II|following motion]].&lt;br /&gt;
===Legalise Asavean Raid II===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To legalise the raid on the Asavean trade centre during Summer to Autumn 384YE, under the guidance of our Sumaah allies in the Liberty Pact. This is not a declaration of war.  Proposed: [[Segura#Recent_Senate_Elections|Segura]], Seconded: [[Reikos#Recent_Senate_Elections|Reikos]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Legalises Imperial participation in the raid detailed in the &#039;&#039;&#039;[[There is thunder]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
===Reassure Great Forest Orcs===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; The Empire wishes to reassure the Great Forest Orcs of our intention to concede the Heart of Peytaht to them when the Barrens are secured under Imperial control, as per article VI of the peace treaty signed Summer 381YE Proposed: [[Weirwater#Recent_Senate_Elections|Weirwater]], Seconded: [[Therunin#Recent_Senate_Elections|Therunin]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Further information can be found in the &#039;&#039;&#039;[[The day writes the words]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Advisor on the Feni===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To appoint an Advisor on the Feni. Proposed: [[Upwold#Recent_Senate_Elections|Upwold]]. Seconded: [[Conscience_of_the_Senate#Recent_Elections|Conscience of the Senate]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Watt of Lambrook of [[the Marches]] was elected [[Imperial Advisor for the Feni]].&lt;br /&gt;
&lt;br /&gt;
===Minister of Historical Research===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Appoint Minister of Historical Research.  Proposed: [[Miekarova#Recent_Senate_Elections|Miekarova]]. Seconded: [[Karov#Recent_Elections|Karov]]&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Vaclav Mladenovich Kosti was elected [[Minister of Historical Research]]&lt;br /&gt;
===Imperial Consul===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Appoint Imperial Consul. Proposed: [[Miaren#Recent_Senate_Elections|Miaren]]. Seconded: [[Semmerholm#Recent_Elections|Semmerholm]]&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Jarrigk Orzel of Dawn was elected [[Imperial Consul]]&lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
The Senate can commission nine projects during the course of a single summit. Certain [[Imperial title|Imperial titles]] such as the [[Imperial Spymaster]], [[Imperial Master of Works]], and [[Arcane Architect]] have the ability to [[Senate announcement|announce]] commissions without a Senate vote.&lt;br /&gt;
===Construct Ratibor&#039;s Gate Shrine===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Consecrate Ratibor&#039;s Gate and construct an inspirational tomb in Temeschwar, costing 20 wains of white granite and 5 Thrones, plus one dose of true liao. This will create the title &amp;quot;Watcher of Ratibor&#039;s Torch&amp;quot;, to be appointed by the League National Assembly. Proposed: [[Temeschwar#Recent_Senate_Elections|Temeschwar]]. Seconded: [[Casinea#Recent_Senate_Elections|Casinea]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates an [[inspirational tomb]] in Temeschwar, along with the title of &amp;quot;Watcher of Ratibor&#039;s Torch&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
I went for Torch as a &amp;quot;fuck you&amp;quot; to the Vyig (Night of 1000 Torches), and while it speaks to both the Ambition and Vigilance implications that he carries; flames being a symbol of Ambition and Candles being a symbol of Vigilance, a torch with a flame is more &amp;quot;Ambition-y&amp;quot; while a gate has more of a direct Vigilance symbology.&lt;br /&gt;
&lt;br /&gt;
And yes, I take the point that a &amp;quot;watcher&amp;quot; of a thing is more &amp;quot;Vigilance-y&amp;quot;, I think that speaks to the controversy that surrounds the complex man. Honestly, I feel like Ratibor&#039;s symbol should be a gate made of flames but now I&#039;m slipping into IC speculation. I wonder if I can find a way to set up a miracle that causes Ratibor&#039;s tomb to catch fire but never burn down... How similar is White Granite to asbestos?&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Construct Garden of Imperial Auxiliaries===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct the &amp;quot;Garden of the Imperial Auxiliaries&amp;quot; in Coursmouth, Necropolis, a herb garden sinecure. This creates the title &amp;quot;Legate of the Imperial Auxiliaries&amp;quot; with the power to address Military Council, to be elected by Military Council. This position has the responsibility to support the Imperial Auxiliaries in aiding the Field Marshall with communicating on major conjunctions through the sentinel gate. Revokable by the General and the Assembly of Nine. Proposed: [[Necropolis#Recent_Senate_Elections|Necropolis]]. Seconded: [[Holberg#Recent_Senate_Elections|Holberg]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates a sinecure and the title of &amp;quot;Legate of the Imperial Auxilliaries&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The Garden of the Imperial Auxiliaries lies on the outskirts of the Necropolis, a ring of ten Weirwood stained-glass greenhouses each depicting an individual from a different nation on a battle through the Sentinel Gate. A set of herb beds lie within this ring, dotted with benches for reflection, the produce of which is delivered to the Legate of the Imperial Auxiliaries in Anvil. At the centre of the garden sits a large obelisk, reminiscent of the other Silent Obelisks which dot the Necropolis, where the names and deeds of fallen members of the Imperial Auxiliaries are recorded. The base of this obelisk is set on each side with an eye containing the rune of Ophis, above which sits a crown, the symbol of the Auxiliaries and a representation of their Vigilance.&lt;br /&gt;
&lt;br /&gt;
The main points the description is going for is:&lt;br /&gt;
Some recognition of all 10 nations&lt;br /&gt;
Being a herb garden&lt;br /&gt;
Being a form of memorial for the fallen Imperial Auxiliaries&lt;br /&gt;
Being in the Necropolis city&lt;br /&gt;
It would be nice to incorporate the symbol of the Auxiliaries, an eye containing the rune of Ophis above which sits a crown&lt;br /&gt;
&lt;br /&gt;
Feel free to do whatever you like with this, it&#039;s really nice PD provides the opportunity to input into the description of the commissions.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improve Walls of Holberg===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; A motion to commission fortification of the walls of Holberg. Funded by citizens of Holberg. Proposed: [[Holberg#Recent_Senate_Elections|Holberg]]. Seconded: [[Volodmartz#Recent_Senate_Elections|Volodmartz]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This opportunity is discussed &#039;&#039;&#039;[[Watches_from_the_Wall#An_Impregnable_Fortress|Watches from the wall]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Construct White Roads===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct the White Roads of Virtue&#039;s Path in Bastion, Necropolis, and Reikos. This will improve the prosperity of businesses and farms, and bring pilgrims to the hostels of Virtue&#039;s Rest. This requires a single commission based on previous designed by Johanna of Ravensfell and is self funded. Proposed: [[Casinea#Recent_Senate_Elections|Casinea]]. Seconded: [[Sarvos#Recent_Senate_Elections|Sarvos]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This opportunity is discussed in the &#039;&#039;&#039;[[Leaves_and_fruit#Virtuous_Roads|Leaves and fruit]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Construct Bladeroot Sinecure===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission a sinecure for the production of bladeroot. To be constructed in Old Ranging, Hercynia, creating the title of &amp;quot;Steward of the Nabarr&amp;quot; appointed by the senators of Navarr. Self funded. Virtue demands ambition. Proposed: [[Hercynia#Recent_Senate_Elections|Hercynia]]. Seconded: [[Mitwold#Recent_Senate_Elections|Mitwold]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome&#039;&#039;&#039;: Creates a sinecure in Hercynia.There are no details about what exactly is being commissioned to support this title.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Repair Museum===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; That the senate authorise the repair and rebuilding of the Blood Red River Museum in Tassato. This will also create the title &amp;quot;Curator of the Blood Red River.&amp;quot; This will be a tenured position, a League citizen, selected by unanimous vote of the League senators. Self-funded. Proposed: [[Tassato#Recent_Senate_Elections|Tassato]]. Seconded: [[Temeschwar#Recent_Senate_Elections|Temeschwar]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome&#039;&#039;&#039;: There is some concern about a title that provides votes in the Synod. The opportunity is discussed in &#039;&#039;&#039;[[All_in_red#Fire_in_the_Museum|All in red]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The Blood Red River Museum will remain a great work of Pride.&lt;br /&gt;
&lt;br /&gt;
===Construct Mudlark&#039;s Haven===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Construct a fortified steading in the Feverwater, Therunin, called &amp;quot;Mudlark&#039;s Haven.&amp;quot; This is a limited opportunity and fully funded. Proposed: [[Therunin#Recent_Senate_Elections|Therunin]]. Seconded: [[Hercynia#Recent_Senate_Elections|Hercynia]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome&#039;&#039;&#039;:  The opportunity is discussed in &#039;&#039;&#039;[[Make_a_deal#Expanding_the_Docks|Make a deal]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    &amp;quot;And from the flotsam the spoils of war were gathered, and it created for the mudlarks a haven.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Mudlarks’ Haven is a bustling steading that wraps around the shore of the Feverwater protected behind a thick network for mangroves which act as harbour walls. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
    The steading, which is raised out of the water on stilts, is popular with Traders heading south to Zenith and beyond, sailors looking for easy money dredging, and Thorns preparing to head into Sarangrave. The steading’s numerous taverns are always full of deals and celebrations.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
    In the Steading’s market square is the huge skeleton of ‘Old Brathu’ - said to be the first Hydra slain and brought to shore - it’s heads and tail pointing in the direction of the other Navarri territories - the name and walking distance of each chiselled expertly into the beast’s bleach white bones. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
    At the mouth of the docks, amongst the mangroves and accessible by awkward platforms sits a building made of discarded Dredge boats - The office of the Dredgemaster and Navarri Fleet captain. Flags hanging from off the outside communicating the Dredge instructions, weather conditions and amount of Hydra activity for the day.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
    The docks are a series of pontoons on wooden supports, some new and some dating back to the Terunael. The moored dredging vessels and houseboats knock against the docks rhythmically along with the ebb and flow of the Feverwater.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Construct Zemress Naval Academy===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct the Zemress Naval Academy. Open to imperial students for study, research, and sharing of techniques of naval warfare, in Madruga. To be self funded. Proposed: [[Kahraman#Recent_Senate_Elections|Kahraman]]. Seconded: [[Tassato#Recent_Senate_Elections|Tassato]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome&#039;&#039;&#039;:  The opportunity is discussed in &#039;&#039;&#039;[[The_power_behind_our_moves#Calvos|The power behind our moves]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Construct Angelica Memorial House of Healing===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Self-funded to build a sinecure in Riposi known as the Angelica Vergo di Sarvos Memorial House of Healing, the custodian of which will be known as the Mistress of Medicine. Appointment as a tenured position (until retirement, revocation or death) by the generals of the League. This sinecure will produce herbs with the intent of producing cerulean mazzarine. The Angelica Vergo di Sarvos Memorial House of Healing will be tailored and peaceful gardens for the purpose of healing malign and mental maladies of war. The herbs produced are specifically for the use of the League national block. Proposed: [[Sarvos#Recent_Senate_Elections|Sarvos]]. Seconded: [[Skarsind#Recent_Senate_Elections|Skarsind]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome&#039;&#039;&#039;: Creates a sinecure in Sarvos appointed by the generals of the League. This motion is receiving additional scrutiny.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Construct and cede statue===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To build and cede a folly to Eleonaris in such a way that it reflects the glory of Eleonaris and the sacrifice of the many elfin knights that have died for the Empire&#039;s causes. To be constructed in Semmerholm facing the Golden Causeway to symbolist the glorious victories in Semmerholm and Ossium. This is funded. Proposed: [[Morrow#Recent_Senate_Elections|Morrow]]. Seconded: [[Redoubt#Recent_Senate_Elections|Redoubt]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The folly can be constructed and once completed will be ceded to Eleonaris.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Commissions (Other)==&lt;br /&gt;
===Crimson Drummers of Madruga===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; A sinecure to produce liao and synod votes. Title: Crimson Sutannir. Elected by Brass Coast National Assembly. Has tenure. To be built in the territory of Torres in Madruga. To be funded in full by Ahraz i Guerra of the Celesti.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; By Ahraz i Guerra [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates a new title of Crimson Sutannir. It&#039;s not clear what exactly is being commissioned to support this title.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The Crimson Sutannir &lt;br /&gt;
&lt;br /&gt;
On the Eastern side of The Jade Range there lies an area where the crystal clear waters flow down from the mountains to the warm and sandy soil of Torres. Here reside a group of Freeborn who cultivate Alkonet, it&#039;s thick, fleshy red-maroon roots used as a dyestuff soluble in alcohol, ether, and the oils, but is insoluble in water. It is used to give colour to wines and alcoholic tinctures, to vegetable oils, and to varnishes.&lt;br /&gt;
&lt;br /&gt;
Powdered and mixed with oil, the alkanet root is used as a wood stain. When mixed into an oily environment, it imparts a crimson colour to the oil, which when applied to a wood, moves the wood colour towards dark-red-brown rosewood, and accentuates the grain of the wood, the Freeborn use this oil to care for their wooden musical instruments, most notably their drums.  &lt;br /&gt;
&lt;br /&gt;
As is the way of the Freeborn,  they celebrate The Way, rather than preach it. Their celebrations involve feasting and dancing to the rhythms provided by the drummers - their hands stained bright Crimson by the oils they use.&lt;br /&gt;
&lt;br /&gt;
In 384 YE, Ahraz i Guerra commissioned an amphitheatre of white granite to be raised at the base of the mountain, to provide shelter during the performances and the enhance music of the Freeborn. Through a series of chambers and covered walkways, the low frequencies of the drums are enhanced before exiting through large, trumpet-shaped windows to carry the sounds of Freeborn celebrating their Faith far across the grasslands. The beats act as a call to all Freeborn in the area to come join the festivities and celebrate their faith&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Greenwood Manor===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct Greenwood Manor in Semmerholm and to renovate the Greenwood Market. A unique opportunity that creates two titles: Knight of the Greenwood - elected annually by Dawnish National Assembly. Reeve of the Greenwood Fair - elected annually by Dawnish National Assembly. Both subject to revocation by General and Dawnish National Assembly.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; By Bertrand [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates two new titles of Knight of the Greenwood and Reeve of the Greenwood Fair&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This announcement will be subject to further [[scrutiny]]&lt;br /&gt;
&lt;br /&gt;
===Highwatch Citadel===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To constrict the expansion to the Citadel of Highwatch to facilitate rooms for heralds of Zakalwe. Will be fully funded. Time limited opportunity that expired last season after Conclave thanked Zakalwe and voted to take up this opportunity we have been given a one season extension to begin construction. Will create the position Polemarch of Highwatch and will be elected annually by Urizen senators. Will provide vis and pearls to enchant an army attacking Druj.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; By Ka&#039;bal [[Legion Engineer]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates a new title of Polemarch of Highwatch&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Eleonaris Statue===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I, Sagua i&#039;Ezmara Master of the Koboldi, will be building a glorious statue celebrating the victories in Semmerholm, Ossium and the wider Empire achieved alongside the Knights of Glory and to honour our long standing relationship with Eleonaris. This has been explicitly requested by the Conclave as a matter of urgency. It will be placed at the Semmeholm end of the Golden Causeway, where those who cross it can be best appreciate it. It will then be the decision of the senate to cede the folly or retain ownership. As the master of the Koboldi will be busy installing the Runic Hearth of Adamant the responsibility for warm Dawnish hospitality of the koboldi will be assumed by Amica Peddler, proxy senator of Semmerholm.&lt;br /&gt;
* &#039;&#039;&#039;Announced:&#039;&#039;&#039; By Sagua i&#039;Ezmara [[Master of the Koboldi]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &amp;lt;!--Creates a new title of Master of the Koboldi--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!-- Operation Cheer Up Grumpy Cat&lt;br /&gt;
&lt;br /&gt;
As per the Conclave&#039;s instructions - a statue featuring Imperial heroes fighting alongside the Knights of Glory stating &amp;quot;with thanks in friendship and Pride&amp;quot; Still calling it &amp;quot;Alongside the Lion&#039;s Lance&amp;quot; though.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Research Reclamation of Seren===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I am submitting a historial research into the reclamation campaign of Seren from the Vallorn&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Nathair Autumngale, [[Advisor on the Vallorn]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Historical research]] will be undertaken and delivered to the Advisor on the Vallorn during the Autumn Equinox.&lt;br /&gt;
===Install Runic Hearth===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I Sagua i Ezmara, master of the koboldi, am hereby announcing the installation of the Runic Hearth of Adamant this season. This will ensure the safety of the citizens near to the sinkhole by protecting them from the trogoni. I hope that we will be able to reach the deepest installation site but my priority is their safety.&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Sagua i&#039;Ezmara, [[Master of the Koboldi]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The effect of installing the Runic Hearth of Adamant is detailed in the &#039;&#039;&#039;[[One side stone, one side fire]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Research Palace of Orieb===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To send a delegation of researchers to the Palace of Orieb&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Vaclav Mladenovich Kosti, [[Minister of Historical Research]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Historical research]] will be undertaken and delivered to the Minister of Historical Research during the Autumn Equinox.&lt;br /&gt;
===Research Old Morgan===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I, Jared of the Suns of Couros and Lepidean Librarian, instruct the Lepidean University to investigate the pre-Imperial but post march Marcher Old Morgan, Steward of Brock Heath. Possibly from the Upwold, who was the previous life of Asher Holt, also of the Marchers. This past life vision was experienced during the Winter Solstice 383YE. The aim is to prove the historical accuracy of the vision to the Axou guide priest who also experienced the vision.&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Jared, Suns of Couros [[Lepidean Librarian]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Historical research]] will be undertaken and delivered to the Lepidean Librarian during the Autumn Equinox.&lt;br /&gt;
===Imperial Guerdon and Emergency Resupply===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; The Imperial Guerdon will be applied to the Green Shields, Fire of the South, Hounds of Glory, and the Iron Helms. With emergency resupply being provided to the Strong Reeds&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Rhoswen [[Quartermaster General of the Imperial Armies]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Military_unit#Imperial_Guerdon|Imperial Guerdon]] will be applied to the armies.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Summer_Solstice_Senate_sessions&amp;diff=93938</id>
		<title>384YE Summer Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Summer_Solstice_Senate_sessions&amp;diff=93938"/>
		<updated>2022-07-28T15:40:07Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:384YE Summer]]&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 205 thrones and 6 crowns&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
{{stub}}&lt;br /&gt;
===Amend Churnspire Adjutor===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Churnspire Adjutor to be appointed by unanimous decision of the Senators of Urizen&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The work has been done to complete this commission. If the senate passes this motion the Churnspire Adjutor will be available to be elected at the upcoming summit, if they don&#039;t then the commission will be inactive.&lt;br /&gt;
&lt;br /&gt;
===Cede Spiral Spy Network===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To cede the Spiral spy network centred at Oblivion&#039;s Edge, to the eternal Sung as outlined in the &#039;&#039;&#039;[[The_Net_of_the_Realms#An_Aerie_for_the_Watchers|The Net of the Realms]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The work has been done to complete this commission. If the senate passes this motion the [[spy network]] will be available following the Summer Solstice, if they don&#039;t then the commission will be inactive.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Senate_sessions&amp;diff=93385</id>
		<title>384YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Senate_sessions&amp;diff=93385"/>
		<updated>2022-07-22T14:37:02Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Scrutiny}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sunday Senate.jpg|align=left|caption=The [[Imperial Senate]] is to govern the Empire.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet several times to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit the civil service enact those motions, and ensure a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarized including the wording; who proposed and seconded it; whether it passed or not; whether any funds were disbursed to support it; and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 2612 thrones and 2 crowns&lt;br /&gt;
* Donation to the Imperial treasury of 28 thrones by Magdalena Teyhard von Holberg&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
Two administrative motions raised by the Constitutional Court were presented during the Spring Equinox.&lt;br /&gt;
===Abrogate Grimnir of Wittal Grove===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To abrogate the title &amp;quot;Grimnir of Wittal Grove&amp;quot; as detailed on the motion to construct the [[Construct_Healing_House_of_Wittal_Grove#Constitution|Healing House of Wittal Grove]]. Raised by the [[Speaker for the Senate]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The Senate chose not to abrogate the title; as such the title has been amended to reflect that it &amp;quot;is intended specifically to be held by a grimnir&amp;quot;.&lt;br /&gt;
__TOC__&lt;br /&gt;
===Amend Talon of Kauppahall===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title &amp;quot;Talon of Kauppahall&amp;quot; to be appointed by the Tally of the Votes. Raised by the [[Speaker for the Senate]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Talon of Kauppahall]] title was duly amended to be appointed by [[Tally of the Votes]]&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Abrogate Moonwater Hall===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To abrogate the Moonwater Hall in Upwold. Proposed: [[Reikos#Recent_Senate_Elections|Reikos]], Seconded: [[Semmerholm#Recent_Senate_Elections|Semmerholm]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Abrogation|Abrogates]] the [[Faraden]] [[Construct trade hub in Upwold|trade hub]] in [[Upwold]]. &lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Abrogate Moonwater Hall|Here]].&lt;br /&gt;
===Acknowledge debt to Butchers Bank===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; The Senate acknowledges the debt to the Butchers Bank. Proposed: [[Holberg#Recent_Senate_Elections|Holberg]]. Seconded: [[Tassato#Recent_Senate_Elections|Tassato]].&lt;br /&gt;
* &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; While the motion was withdrawn, the [[Scrutiny#Constitutional_Court|Auditor of the Imperial Treasury]], wished to provide additional guidance. In the event that the motion had been raised and passed, the Senate would have needed to [[Motion_wording#Disbursement|disburse]] funds in the usual fashion as for any other motion. Acknowledging the debt in this case would not empower payment from the treasury; the Senator for Holberg would have been responsible for discharging the debt (just as with any other disbursement).&lt;br /&gt;
===Amend Imperial Magus===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I propose a motion to amend the powers of the Imperial Magus to allow for 1 declaration per meeting of the Conclave to supersede the usual running order of the conclave for the usual cost of 1 mana crystal to allow smoother discourse between Conclave and Senate. As supported by a declaration of Concord. Proposed: [[Morrow##Recent_Senate_Elections|Morrow]]. Seconded: [[Reikos#Recent_Senate_Elections|Reikos]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Imperial Magus]] was amended with a [[Imperial Magus#The Magus&#039; Precedence|new power]], but the motion was subject to additional [[scrutiny]].&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Amend Imperial Magus|Here]].&lt;br /&gt;
&lt;br /&gt;
===Amend Lepidean True Liao distribution===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend how True Liao which is produced by the Lepidean University. From a judgement of rewarding the General Assembly to assigned by Gatekeepers for distribution. Proposed: [[Conscience_of_the_Senate#Recent_Elections|Conscience of the Senate]]. Seconded: [[Hahnmark#Recent_Senate_Elections|Hahnmark]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
===Amend membership of virtue assemblies===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Every path to virtue should be supported, human and orc alike. Senate requests that membership of virtue assemblies should be assessed by civil service along votes and liao calculation, not dedication. Proposed: [[Therunin#Recent_Senate_Elections|Therunin]]. seconded: [[Skarsind#Recent_Senate_Elections|Skarsind]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion changes the way that membership of assemblies in the synod are determined as detailed in the  &#039;&#039;&#039;[[Making_your_mind_up#Making_the_Change|Making your mind up]]&#039;&#039;&#039; wind of fortune. Priests of all nations who [[Congregation#Downtime Options|preach]] a specific virtue, or the tenets of the Way, can change which [[Virtue assembly]] they belong to between summits.&lt;br /&gt;
&lt;br /&gt;
===Appraise Grendel prisoners===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To tell the civil service to conduct an appraisal of individual known to have been captured by the Grendel so that the Fleetmaster can request the return of those individuals in line with the Grendel Treaty. Proposed: [[Necropolis#Recent_Senate_Elections|Necropolis]]. Seconded: [[Temeschwar#Recent_Senate_Elections|Temeschwar]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Appraise slave uprising in Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission Graciana i Lopez i Guerra to appraise an opportunity for Imperial Citizens to use the spy network in Sarangrave to incite, coordinate &amp;amp; support slave uprising and raids in that territory, for the purpose of causing economic and military damage to the Druj. Proposed: [[Temeschwar#Recent_Senate_Elections|Temeschwar]]. Seconded: [[Redoubt#Recent_Senate_Elections|Redoubt]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of the [[appraisal]] can be found in the [[Make it happen]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Create Grandmaster of Apothecaries Guild===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; A motion to create a new Imperial sodality called the Apothecaries Guild. Purpose to act as an advisory body to the Senate and Conclave to be consulted regarding the legal and illegal use of herbs, potions and substances (not including liao and true liao) through the Empire. It shall be lead by the Grandmaster of the Apothecaries Guild. To be elected in Winter and held for 1 year. Revocable by the General Assembly and the Assembly of the Nine. Proposed: [[Karsk#Recent_Senate_Elections|Karsk]]. Seconded: [[Miekarova#Recent_Senate_Elections|Miekarova]].&lt;br /&gt;
* &#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Criminalize Hand of Dumon===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To make membership and aiding of the Hand of Dumon illegal, and to denounce this cabal of heretics. Proposed: [[Miaren#Recent_Senate_Elections|Miaren]]. Seconded: [[Hercynia#Recent_Senate_Elections|Hercynia]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Membership of, or support  for, the Hand of Dumon is now a [[List_of_Criminal_Offences#Crimes_of_Position|crime]] in the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Criminalize Hand of Dumon|Here]].&lt;br /&gt;
&lt;br /&gt;
===Disburse funds for resupply===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion for disbursement of funds to Orrick of Bregasland for military and magical resupply. Proposed: [[Bregasland#Recent_Senate_Elections|Bregasland]]. Seconded: [[Mournwold#Recent_Senate_Elections|Mournwold]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 400 thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 400 Thrones [[Motion_wording#Disbursement|disbursed]] to the Senator for Bregasland.&lt;br /&gt;
&lt;br /&gt;
===Disburse funds to Academy===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Disbursement of funds to the Academy, to be spent on training children of the Empire. Accounts to be provided by the Academy to Auditor for Senatorial Accountability on request. Proposed: [[Casinea#Recent_Senate_Elections|Casinea]]. Seconded: [[Holberg#Recent_Senate_Elections|Holberg]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 50 thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 50 Thrones [[Motion_wording#Disbursement|disbursed]] to the Senator for Casinea.&lt;br /&gt;
===Disburse funds to the Imperial Seer===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To disburse Senate funds intended for Jorma Steelhail, the Imperial Seer, for the purpose of scrying. Proposed: [[Kallavesa#Recent_Elections|Kallavesa]]. Seconded: [[Casinea#Recent_Elections|Casinea]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 80 thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 80 Thrones  [[Motion_wording#Disbursement|disbursed]] to Senator for Kallavesa.&lt;br /&gt;
===Disseminate Lowther&#039;s Gaze===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To disseminate the following schema to be made available to artisans across the Empire: Lowther&#039;s Gaze. Proposed by [[Mitwold#Recent_Senate_Elections|Mitwold]]. Seconded by [[Upwold#Recent_Senate_Elections|Upwold]].&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 thrones&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 10 Thrones paid by the Senate to disseminate knowledge of [[Lowther&#039;s Gaze]] to Imperial [[Crafting skills#Artisan|artisans]]. The [[Magic_items#Schema|schema]] was provided and used up in the process.&lt;br /&gt;
===Establish the Ketsov Mir Mozga===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To invite the people of Ketsov to establish a vale in Mir Mozga. Proposed: [[Karov#Recent_Senate_Elections|Karov]]. Seconded: [[Ossium#Recent_Senate_Elections|Ossium]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The Ketsov family of Ossium will establish the [[Karsk#Ketsov Mir Mozga|a vale]] in [[Karsk]] around the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] as outlined in the &#039;&#039;&#039;[[Blood_makes_noise#Ketsov_Mir_Mozga|Blood makes noise]]&#039;&#039;&#039; wind of fortune. The [[Burgher of Ketsov#The Ketsov Family|Ketsov]] have now settled in Karsk, and the [[Karsk#Ketsov_Mir_Mozga|Ketsov Mir Mozga]] established. The titles of [[Burgher of Ketsov]] and [[Custodian of Ivarsgard Docks]] now have the option to purchase [[dragonbone]] and other [[forest]] resources.&lt;br /&gt;
&lt;br /&gt;
===Improve Towerjacks===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To disburse funds to improve the Towerjacks providing the Engineer quality. Proposed: [[Astolat#Recent_Senate_Elections|Astolat]], Seconded: [[Conscience of the Senate#Recent_Elections|Conscience of the Senate]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 140 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 140 Thrones [[Motion_wording#Disbursement|disbursed]] to the Senator for Astolat.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Improve Towerjacks|here]].&lt;br /&gt;
===Propose treaty with Axos===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Motion to empower the Ambassador to Axos to offer the following treaty which will be executed immediately if accepted by Ilarch Maxatious. Proposed: [[Sarvos#Recent_Senate_Elections|Sarvos]]. Seconded: [[Madruga#Recent_Senate_Elections|Madruga]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; but see [[Propose treaty with Axos Spring 384YE#Constitution|Constitutional Concerns]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The Constitutional Court expressed reservations about this motion during [[scrutiny]].&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Propose treaty with Axos Spring 384YE|Here]]&lt;br /&gt;
===Raise the Burning Falcon===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the raise of a Freeborn army, the Burning Falcon. The General of the Burning Falcon shall hold the Flame Rampant banner as their regalia. We request a disbursement of funds from the Senate for this commission. Proposed: [[Madruga#Recent_Senate_Elections|Madruga]]. Seconded: [[Miaren#Recent_Senate_Elections|Miaren]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 250 thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; A new [[the Brass Coast|Brass Coast]] [[Imperial army|army]] will be raised.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Raise Burning Falcon|Here]]&lt;br /&gt;
===Share wealth of Lomaa===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To permanently give up the benefits of expanding the Crawling Depths, and instead share the wealth of the Lomaa to spread Prosperity across Ossium. Proposed: [[Miekarova#Recent_Senate_Elections|Miekarova]]. Seconded: [[Karsk#Recent_Senate_Elections|Karsk]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion removes the ability for the Senate to [[Crawling_Depths#Overhauling_the_Mine|improve]] the [[Crawling Depths]] [[mithril]] mine in favour of providing benefits to the citizens of [[Ossium]], as detailed in the &#039;&#039;&#039;[[Blood_makes_noise#Sharing_the_Wealth|Blood makes noise]]&#039;&#039;&#039; wind of fortune. This removes the [[Ossium#Underpopulated|Underpopulated]] quality from the [[Ossium#Drownbark_Forest|Drownbark Forest]].&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
The procedures followed for an [[appointment by the Senate]] mean that sometimes the motion to appoint a title will be raised at one summit, and voted on at the next. During the Spring Equinox, this was the case with both the [[#Ambassador to Otkodov|Ambassador to Otkodov]] and [[#Ambassador to the Commonwealth|Ambassador to the Commonwealth]].&lt;br /&gt;
===Ambassador to Otkodov===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To appoint an Ambassador to the Thule. Proposed: [[Morrow#Recent_Senate_Elections|Morrow]]. Seconded: [[Miekarova#Recent_Senate_Elections|Miekarova]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Yevgeni Katzev of [[Varushka]] was elected to the title [[Ambassador to Otkodov]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion was initially raised during the final Senate session of the Winter Solstice summit, and appointed as first order of business during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
===Ambassador to the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To appoint an Ambassador to the Commonwealth. Proposed: [[Therunin#Recent_Senate_Elections|Therunin]]. Seconded: [[Upwold#Recent_Senate_Elections|Upwold]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Lucia Sanguineo Rezia di Tassato of [[the League]] was elected [[Ambassador to the Commonwealth]].&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion was initially raised during the final Senate session of the Winter Solstice summit, and appointed as first order of business during the Spring Equinox.&lt;br /&gt;
===Ambassador to Faraden===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To appoint an Ambassador to Faraden. Proposed: [[Upwold#Recent_Senate_Elections|Upwold]]. Seconded: [[Mitwold#Recent_Senate_Elections|Mitwold]] &lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Erasmo di Tassato of [[the League]] was elected as [[Ambassador to Faraden]].&lt;br /&gt;
===Ambassador to Sumaah Republic===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Elect Ambassador to Sumaah Republic. Proposed: [[Segura#Recent_Senate_Elections|Segura]]. Seconded: [[Necropolis#Recent_Senate_Elections|Necropolis]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Accalon of Felix&#039;s Watch of [[Highguard]] was elected [[Ambassador to the Sumaah Republic]]&lt;br /&gt;
===Imperial Spymaster===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Appointment of the Imperial Spymaster. Proposed: [[hercynia#Recent_Senate_Elections|Hercynia]]. Seconded: [[Therunin#Recent_Senate_Elections|Therunin]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Bernard Dugdale of [[the Marches]] was elected as [[Imperial Spymaster]].&lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
The Senate can commission nine projects during the course of a single summit. Certain [[Imperial title|Imperial titles]] such as the [[Imperial Spymaster]], [[Imperial Master of Works]], and [[Arcane Architect]] have the ability to [[Senate announcement|announce]] commissions without a Senate vote.&lt;br /&gt;
===Expand College of Warcasting===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Preceptor of the Warcaster College of Skarsind to include a ministry and to change how it is appointed to the Bourse voting style of the Imperial Orcs. Proposed: [[Skarsind#Recent_Senate_Elections|Skarsind]]. Seconded: [[Weirwater#Recent_Senate_Elections|Weirwater]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Expands the [[Preceptor_of_the_Skarsind_College_of_Warcasting#Skarsind_College_of_Warcasting|Skarsind College of Warcasting]], and amends how the title is [[Preceptor_of_the_Skarsind_College_of_Warcasting#Appointment|appointed]]. This opportunity was laid out in the &#039;&#039;&#039;[[Tired_of_sleeping#The_College_of_Warcasting|Tired of sleeping]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Expand College of Warcasting|Here]]&lt;br /&gt;
===Construct Bounders Hall===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct a Bounders Hall in Sarcombe to be overseen by a Bailiff of the Downs. This will costs twelve wains of white granite to build. Proposed [[Mournwold#Recent_Senate_Elections|Mournwold]]. Seconded: [[Bregasland#Recent_Senate_Elections|Bregasland]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 13 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates a Bounders Hall in [[Mournwold#Sarcombe|Sarcome]], as proposed in the &#039;&#039;&#039;[[Tend_to_the_Flame#Meet_All_Their_Needs|Tend to the flame]]&#039;&#039;&#039; Wind of Fortune. Once work on the hall is completed the [[Imperial title|title]] of &#039;&#039;Bailiff of the Downs&#039;&#039; will be available to be appointed&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Bounders Hall|here]].&lt;br /&gt;
===Construct Churnspire===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I propose that a motion that a folly be built in Peregro and then ceded to Meraud. This tower will be taller than Pakaanan&#039;s Pass as per designed by Megaris of Glowspire. It will create the position of Churnspire Adjutor, an Urizeni national position elected by the mages of Urizen. The position would receive regalia from Meraud and a regular gift of mana. Proposed: [[Bastion#Recent_Senate_Elections|Bastion]]. Seconded: [[Morrow#Recent_Senate_Elections|Morrow]]&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 100 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a tower in [[Morrow#Peregro|Peregro]], in [[Morrow]], as proposed by the [[eternal]] [[Meraud]]. Details of the opportunity can be found in the  &#039;&#039;&#039;[[The_Net_of_the_Realms#A_Spire_for_Summer|The Net of the Realms]]&#039;&#039;&#039; wind of fortune. Once the tower is complete, the [[Imperial title|title]] of &#039;&#039;Churnspire Adjutor&#039;&#039; will be available to be appointed.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Churnspire|here]].&lt;br /&gt;
===Construct Great Harbour of Elos===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To disburse funds for and commission the restoration of the Great Harbour of Elos in Redoubt, a great work yielding prosperous returns to the territory and the tax budget. Overseen by the Elosian Architect, an Imperial title appointed by Imperial Bourse Auction, with the right to purchase foreign herbs. Proposed: [[Volodmartz#Recent_Senate_Elections|Volodmartz]]. Seconded: [[Sarvos#Recent_Senate_Elections|Sarvos]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 300 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a great harbour in the town of Elos, in the [[Redoubt#Naris|Naris]] region of [[Redoubt]], as proposed in the &#039;&#039;&#039;[[To_see_what_you_sell#Restoring_Elos|To see what you sell]]&#039;&#039;&#039; wind of fortune. Once complete, the great harbour will allow the [[Imperial title|title]] of &#039;&#039;Elosian Architect&#039;&#039; to be appointed.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Great Harbour of Elos|Here]].&lt;br /&gt;
===Construct Grendel Embassy===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the title of Imperial Fleetmaster by constructing an embassy to the Grendel in Cargo. It costs 25 weirwood and 25 white granite. Proposed: [[Redoubt#Recent_Senate_Elections|Redoubt]]. Seconded: [[Kahraman#Recent_Senate_Elections|Kahraman]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 0 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Once completed the [[Imperial Fleet Master]] will have access to the standard benefits of an [[embassy]].&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Grendel Embassy|Here]].&lt;br /&gt;
===Construct Hufi&#039;s Garden===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; (&#039;&#039;To construct Hufi&#039;s Garden, and create the title Woundbinder of the Mark.&#039;&#039; You can find the full text of this motion [[Construct Hufi&#039;s Garden|here]].) Proposed: [[Hahnmark#Recent_Senate_Elections|Hahnmark]]. Seconded: [[Kallavesa#Recent_Senate_Elections|Kallavesa]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 80 thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Once work on the hall is completed the title of &#039;&#039;Woundbinder of the Mark&#039;&#039; will be available to be appointed. This opportunity is detailed in the &#039;&#039;&#039;[[All_lift_together#Helping_Asny|All lift together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Hufi&#039;s Garden|Here]].&lt;br /&gt;
&lt;br /&gt;
===Construct Sanctuary for Justicars===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To build a sanctuary for justicars on the isle of Osseini. This will create the title &amp;quot;Justicar of Osseini&amp;quot; and be ministry for exorcism, cost 15 wains of white granite and 30 crowns. 30 crowns to be provided by High Exorcist. Proposed: [[Kahraman#Recent_Senate_Elections|Kahraman]]. Seconded [[Bastion#Recent_Senate_Elections|Bastion]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 70 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Creates a sanctuary for the [[Bones_in_the_ocean#Game_Information_:_Justicars|justicars]] on the [[Feroz#Isle_of_the_Osseini|Isle of the Osseini]] in [[Feroz]]. Details of this opportunity are provided in the &#039;&#039;&#039;[[Bones_in_the_ocean#The_Sanctuary_of_the_Justicars|Bones in the ocean]]&#039;&#039;&#039; wind of fortune. Once complete the sanctuary would allow the [[Imperial title|title]] &#039;&#039;Justicar of Osseini&#039;&#039; to be appointed.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Sanctuary for Justicars|Here]].&lt;br /&gt;
===Extend Iron Roads===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To expand the Iron Roads project into Ossium and to request the disbursement of funds for this project. Proposed: [[Ossium#Recent_Senate_Elections|Ossium]]. Seconded: [[Volodmartz#Recent_Senate_Elections|Volodmartz]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 128 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Due to the [[Ossium#Under-developed|under-developed]] quality of Ossium, the labour costs of the project are increased by two-fifths.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This project will expand the Iron Roads to [[Ossium]]. More details on the opportunity to expand the Iron Roads can be found in the &#039;&#039;&#039;[[Thousands_or_more#Roads_of_Iron|Thousands or more]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; This does not require one of the Senate&#039;s limited number of commission slots; it expands the time and resources required for an ongoing project. &lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Extend Iron Roads|Here]].&lt;br /&gt;
&lt;br /&gt;
===Expand Grandmaster Ministries===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; There there be a disbursal of funds to upgrade mana ministries in Tassato, Sarvos and Temeschwar, taking advantage of the opportunity to upgrade the grandmasters of the conclave orders respective ministry by so doing. Proposed: [[Tassato#Recent_Senate_Elections|Tassato]]. Seconded: [[Astolat#Recent_Senate_Elections|Astolat]].&lt;br /&gt;
* &#039;&#039;&#039;Passed&#039;&#039;&#039; at 200 Thrones&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This project expands the ability of the [[Imperial Conclave|Conclave]] [[grandmaster|grandmasters]] to purchase crystal mana. More details on the opportunity to upgrade of the mana ministries can be found in the &#039;&#039;&#039;[[Honey_and_vinegar#Old_Stones|Honey and Vinegar]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Expand Mana Ministries|Here]]&lt;br /&gt;
===Construct spy network in Spiral===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I hereby commission a spy network in Spiral, to be constructed at the Spire of Oblivion&#039;s Edge using ten mithril. This spy network will be ceded to the Night eternal Sung, and incurs no ongoing cost to the budget. Announced: [[Imperial Spymaster#Recent_Elections|Imperial Spymaster]].&lt;br /&gt;
* &#039;&#039;&#039;Announcement&#039;&#039;&#039; - the [[Imperial Spymaster]] can [[Imperial Spymaster#Construct Spy Networks|commission a single spy network]] each season.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Commissions a unique [[spy network]] in [[Spiral]] with the assistance of the [[eternal]] [[Sung]]. The opportunity to create this network is detailed in the &#039;&#039;&#039;[[The_Net_of_the_Realms#An_Aerie_for_the_Watchers|The Net of the Realms]]&#039;&#039;&#039; wind of fortune. During [[scrutiny]] the Constitutional Court spotted a potential problem with this commission, and have raised an [[384YE_Summer_Solstice_Senate_sessions#Administrative|administrative motion]] to be deliberated by the Senate during the Summer Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct spy network in Spiral|Here]].&lt;br /&gt;
&lt;br /&gt;
==Commissions (Other)==&lt;br /&gt;
In addition to the commissions available to the Imperial Senate, two further commissions can be made by a [[Bearer of an Imperial Wayleave]], one commission can be made by the [[Legion Engineer]], and one commission can be made by the [[Master of the Koboldi]]. In each case the commissions are [[Senate announcement|announced]] in the Senate before construction can begin.&lt;br /&gt;
===Construct Pelican Tower===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Self-funded to build a sinecure in Foracci known as the Pelican Tower, the custodian of which will be known as the Custodian of the Pelican Tower. Appointment as a tenure position (until death, resignation, or reallocation) by the Senators of the League&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Achille di Sarvos, [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Once completed, the [[Imperial title|title]] of &#039;&#039;Custodian of the Pelican Tower&#039;&#039; will be available to be appointed.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Pelican Tower|here]].&lt;br /&gt;
===Construct Twilight Demesne===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; Commissioning a mana sinecure to be overseen by the Curator of the Twilight Demesne in Skarsind&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Palerictus Ka&#039;bal, [[Legion Engineer]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Once work on the tower is completed the title of [[Curator of the Twilight Demesne]] will be available to be appointed&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Twilight Demesne|Here]].&lt;br /&gt;
===Expand Docks at Korotny===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To enlarge and expand the docks at Korotny and create the title of Harbourmaster of the Semmerlak&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Pavel Novak, [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a significant expansion to the Korotny docks in [[Karsk]]. More information on the opportunity to expand the docks at Korotny can be found in the &#039;&#039;&#039;[[Apples_from_a_tree#A_Ripple_On_the_Lake|Apples from a tree]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Expand the Docks at Korotny|Here]].&lt;br /&gt;
===Improve Court of the White Fountain===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I, Sagua i&#039;Ezmara, Master of the Koboldi, am announcing the plans to improve the Court of the White Fountain in Redoubt in order to make it unbreakable. Edmundo of Damakhan&#039;s Forge has agreed to supply the ilium required. Cato Auricspire of the Scarlet Guard is organising the casting of the ritual on its completion. As part of this improvement there will be a small office and suit of rooms provided for the Captain of the Fountain&#039;s Guard, a tenured national position chosen by the general(s) of Urizen. This title will be responsible for the fortress and the morale and training of the guards stationed there.&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Sagua i&#039;Ezmara, [[Master of the Koboldi]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; In conjunction with the [[eternal]] [[Adamant]], improves the [[Redoubt#Court of the White Fountain|Court of the White Fountain]] in [{Redoubt]]. This special [[opportunity]] is detailed in the &#039;&#039;&#039;[[Stone_and_stone#Girdle_the_Flame|Stone and stone]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Improve Court  of the White Fountain|Here]].&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===The Breadbasket===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; As the Citadel Guard does not need the Bread Basket this season, and no other army is eligible or requesting the help it would provide, in recognition of the sacrifices made by the Marchers as a whole, and by Bregasland farmers and citizens especially, I hereby allocate the Bread Basket and the prosperity it provides to the Marcher territory of Bregasland. May it help to alleviate its citizens&#039; suffering.&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Lily Guildenstern, [[Keeper of the Breadbasket]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The instructions have been received by the Civil Service.&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Assign Breadbasket Spring 383YE|Here]]&lt;br /&gt;
&lt;br /&gt;
===The Imperial Guerdon===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the Guerdon to the Green Shield, Wolves of War, the Citadel Guard, [[Struggle_with_the_sea#Evacuating_Feroz|the evacuation of Feroz]], surround Hotters Mire, and [[Blood_makes_noise#The_Isember_Problem|the assault on Isember]].&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Rhoswen, [[Quartermaster General of the Imperial Armies]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Military_unit#Imperial_Guerdon|imperial Guerdon]] was apportioned as indicated.&lt;br /&gt;
===Research Feverwater and the Docks===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I submit a historical research into the Feverwater and the dock of Terunael origin&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Nathair Autumngale, [[Advisor on the Vallorn]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Historical research]] will be undertaken and delivered to the Advisor on the Vallorn during the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Research General Cretatus===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; To conduct historical research into the actions of General Cretatus and their involvement with the &#039;Claw of the Dragon&#039; with specific reference to the history of the Sword Scholars&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Severin Teyhard von Holberg, [[Minister of Historical Research]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Historical research]] will be undertaken and delivered to the Minister of Historical Research during the Summer Solstice.&lt;br /&gt;
===Research Sister Ruth===&lt;br /&gt;
* &#039;&#039;&#039;Motion:&#039;&#039;&#039; I instruct the Heirs of Lepidus to research the life and example of Sister Ruth of the Seven Stars in order to determine her virtue.&lt;br /&gt;
* &#039;&#039;&#039;Announced&#039;&#039;&#039; by Jared, [[Lepidean Librarian]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Historical research]] will be undertaken and delivered to the Lepidean Librarian during the Summer Solstice.&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Senate Sessions]]&lt;br /&gt;
[[Category:384YE Spring]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Imperial_elections&amp;diff=92961</id>
		<title>384YE Spring Equinox Imperial elections</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Imperial_elections&amp;diff=92961"/>
		<updated>2022-07-12T12:39:03Z</updated>

		<summary type="html">&lt;p&gt;Graemej: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Auto-Generated Content==&lt;br /&gt;
&#039;&#039;&#039;Do not edit this content by hand. This page is generated by the database. Speak to a member of the wiki contributors team to get this page updated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page was last updated on Tue Jul 12 13:38:22 BST 2022 using Elections Event Results.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The titles below show elections that took place at the summit, with information on the winning votes and bids where that information is available. If two or more elections were held for a single post than the most recent is listed first. The [[current Imperial titles]] have been updated with these election results.&lt;br /&gt;
&lt;br /&gt;
==National Election==&lt;br /&gt;
* [[Holberg|Senator for Holberg]] - Flávio Capra Gláucio van Holberg&lt;br /&gt;
* [[Karsk|Senator for Karsk]] - Marya Zoranova Doubek&lt;br /&gt;
* [[Miekarova|Senator for Miekarova]] - Myshki Marishka Letuchaya&lt;br /&gt;
* [[Mournwold|Senator for Mournwold]] - Alan Sheppard&lt;br /&gt;
* [[Reikos|Senator for Reikos]] - Ianthe&lt;br /&gt;
* [[Segura|Senator for Segura]] - Avisena i Kharizmi i Guerra&lt;br /&gt;
&lt;br /&gt;
==Senate Appointment==&lt;br /&gt;
* [[Advisor on Orc Affairs]] - Bloodcrow Yargol&lt;br /&gt;
* [[Ambassador to Faraden]] - Erasmo di Tassato&lt;br /&gt;
* [[Ambassador to Otkodov]] - Yevgeni Katzev&lt;br /&gt;
* [[Ambassador to the Commonwealth]] - Lucia Sanguineo Rezia di Tassato&lt;br /&gt;
* [[Ambassador to the Sumaah Republic]] - Accalon&lt;br /&gt;
* [[Advisor on the Vallorn]] - Nathair Autumngale&lt;br /&gt;
* [[Imperial Spymaster]] - Bernard Dugdale&lt;br /&gt;
* [[Bloodcloaks|General of the Bloodcloaks]] - Lofyn Blood-cloak&lt;br /&gt;
* [[Eastern Sky|General of the Eastern Sky]] - Dame Aurum De Castellan&lt;br /&gt;
* [[Gryphon%27s Pride|General of the Gryphons Pride]] - Garravaine De Rondell&lt;br /&gt;
* [[Iron Helms|General of the Iron Helms]] - Alderei the Fair&lt;br /&gt;
* [[Strong Reeds|General of the Strong Reeds]] - Amberlain P. Black&lt;br /&gt;
* [[Tusks|General of the Tusks]] - Tomothy Crowle&lt;br /&gt;
* [[Valiant Pegasus|General of the Valiant Pegasus]] - Achseh&lt;br /&gt;
* [[Thousands_or_more#The_Palace_of_Orieb|Apothecary of Orieb]] - Nikolai Desovich Patazca&lt;br /&gt;
* [[Magic Butcher|Butcher of the Meat and Mana Market of Temeschwar]] - Valentino Fontana di Sarvos&lt;br /&gt;
* [[Thousands_or_more#Cabalist_of_the_Hollow_Stone|Cabalist of the Hollow Stone]] - Lutobor (Lut) Branislavovich Glinka&lt;br /&gt;
* [[Custodian of the Bloody Great Sausage]] - Professor Bartolomau Vinnemakker von Holberg&lt;br /&gt;
* [[Custodian of the Kennels]] - Hildegarde&lt;br /&gt;
* [[Granger of the Golden Orchard]] - Siân Eternal&lt;br /&gt;
* [[Thousands_or_more#Grieftender_of_the_Forgotten|Grieftender of the Forgotten]] - Vasili Zoryakovich Zverokaz&lt;br /&gt;
* [[Keeper of Aurelie&#039;s Garden]] - Aesha caim&lt;br /&gt;
* [[Thousands_or_more#Keeper_of_the_Bonehives|Keeper of the Bone Hives]] - Druhain&lt;br /&gt;
* [[Master of Sarcombe Metal Market]] - Millward Cowley&lt;br /&gt;
* [[Mayor of Caricomare]] - Grimandi Vascello di Sarvos&lt;br /&gt;
* [[Merchant_Prince_of_Misericorde_Market|Merchant Prince of Misericorde Market]] - Beatrix Amalia De Rondell zu Holberg&lt;br /&gt;
* [[Merchant to Skoura]] - Aspasia of Netherwatch Spire&lt;br /&gt;
* [[Thousands_or_more#Merchant-Boyar_of_the_Stinking_Market|Merchant-boyar of the Stinking Market]] - Konstantin Rabovich Bolotnikov&lt;br /&gt;
* [[Steward of the Sarvos Mana Exchange]] - Marsilio Cellini Crivelli di Sarvos&lt;br /&gt;
* [[Weigher of Worth]] - Frith&lt;br /&gt;
&lt;br /&gt;
==Synod Judgement==&lt;br /&gt;
* [[Lepidean Librarian|Lepidean Librarian]] - Jared (166 votes)&lt;br /&gt;
* [[Cardinal of Ambition]] - Viviane de Coeurdefer (118 votes)&lt;br /&gt;
* [[Cardinal of Vigilance]] - Gaelen Embercast (116 votes)&lt;br /&gt;
* [[Cardinal of Wisdom]] - Clytemnestra of the House of the Wanderer (288 votes)&lt;br /&gt;
* [[Virtue inquisitor|Inquisitor of Loyalty]] - Galeas Seeker (74 votes)&lt;br /&gt;
* [[Virtue inquisitor|Inquisitor of Pride]] - Genoveva Barossa di Tassato (242 votes)&lt;br /&gt;
* [[Auditor of Senatorial Accountability]] - Claude Cutter (4 votes)&lt;br /&gt;
* [[Guardian of Britta&#039;s Memorial]] - Sarah (54 votes)&lt;br /&gt;
* [[High Bard of the Empire]] - Eudoxia &amp;quot;Zero&amp;quot; of the Temple of the Wanderer (2 votes)&lt;br /&gt;
* [[Liaison to the Temple in Nemoria]] - Nemisio (Nemi) (54 votes)&lt;br /&gt;
* [[Voice of the Twin Roses]] - Estienne de Gauvain (58 votes)&lt;br /&gt;
* [[Watcher of Britta&#039;s Pool]] - Rafe (44 votes)&lt;br /&gt;
* [[Champion_of_Courage|Champion of Courage]] - El von Holberg of the Nine Fingers (94 votes)&lt;br /&gt;
* [[Champion of Pride]] - Kaywenn Du Launcet (106 votes)&lt;br /&gt;
* [[Champion of Vigilance]] - Ravadi Founders&#039; Dance (152 votes)&lt;br /&gt;
&lt;br /&gt;
==Cardinal Appointment==&lt;br /&gt;
* [[Gatekeeper|Gatekeeper of Ambition]] - Corey Wayfarer&lt;br /&gt;
* [[Gatekeeper|Gatekeeper of Vigilance]] - Irada Von Temeschwar&lt;br /&gt;
* [[Imperial Chaplain Consular]] - Lady Laudine of House duLac&lt;br /&gt;
&lt;br /&gt;
==Military Council Appointment==&lt;br /&gt;
* [[Imperial Fleet Master]] - Ezro i Alvera i Erigo&lt;br /&gt;
&lt;br /&gt;
==Conclave Order Vote==&lt;br /&gt;
* [[Golden Pyramid|Grandmaster of the Order of the Golden Pyramid]] - Arsenio Sanguineo Rezia di Tassato&lt;br /&gt;
* [[Sevenfold Path|Grandmaster of the Order of the Sevenfold Path]] - Rafael Barossa di Tassato&lt;br /&gt;
&lt;br /&gt;
==Declaration Of Candidacy==&lt;br /&gt;
* [[Imperial Magus]] - Laelius of the Waxing Sun&lt;br /&gt;
* [[Imperial Censor]] - Bacauda Nethewatch&lt;br /&gt;
* [[Keeper of the Cox]] - Eayn Solsviegdottir Stanislaus&lt;br /&gt;
* [[Penumbral Watcher]] - Lucius Ankarien Willstone&lt;br /&gt;
&lt;br /&gt;
==Bourse Auction==&lt;br /&gt;
* [[Master of the Imperial Mint]] - Gancio (86 thrones)&lt;br /&gt;
* [[Regario Dossier]] - Rodrigo Barossa de Tassato Regario (32 thrones)&lt;br /&gt;
* [[Syrene&#039;s Wisdom]] - Fennir of Brackenbeak Hall (96 thrones)&lt;br /&gt;
* [[Bearer of an Imperial Wayleave|First Imperial Wayleave]] - Pavel Novak (26 thrones)&lt;br /&gt;
* [[Kruidenkenner Trademaster]] - Aelthrik Dunning (9 thrones)&lt;br /&gt;
* [[Bearer of an Imperial Wayleave|Second Imperial Wayleave]] - Achille di Sarvos (22 thrones)&lt;br /&gt;
* [[Seer of the Spiral Sword]] - Gemma Brightsmith (17 thrones)&lt;br /&gt;
&lt;br /&gt;
==Bourse Vote==&lt;br /&gt;
* [[Gift of the Dwindling Star]] - Nadia Vasilisa Ezmenovina (156 votes)&lt;br /&gt;
* [[Steel Fist]] - Arora (202 votes)&lt;br /&gt;
* [[Bargainer of the Iron Tower]] - Vladimir Sasha Volkov (177 votes)&lt;br /&gt;
* [[Bonesetter of Torfast Trading Post]] - Ringforge Kerath (195 votes)&lt;br /&gt;
* [[Broker_of_the_Broken_Shore|Broker of the Broken Shore]] - Octavious&lt;br /&gt;
* [[Bursar of the House of Spirits]] - Rinnah (54 votes)&lt;br /&gt;
* [[Custodian of Ivarsgard Docks]] - Vladimir Vladirovich Reznikov (26 votes)&lt;br /&gt;
* [[Custodian of the Assayer&#039;s Guild]] - Ricardo Almieda Desmondo di Tasetto (86 votes)&lt;br /&gt;
* [[Foreman of the Mines of Gulhule]] - Irontide Flax (216 votes)&lt;br /&gt;
* [[Mistress_of_the_Dust_Parador|Mistress of the Dust Parador]] - Bakar i Riqueza (464 votes)&lt;br /&gt;
* [[Quaymaster of the Elosian Docks|Quaymaster of the Elosian Docks]] - Spyridonakes (226 votes)&lt;br /&gt;
* [[Talon of Kauppahall|Talon of Kauppahall]] - Vauraus Korppitkotka (195 votes)&lt;br /&gt;
* [[Vizier of the Incarnadine Satchel]] - Raquel (540 votes)&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
* [[Doyen of the Spires]] - Marcus&lt;br /&gt;
* [[Brock&#039;s Toll|Keeper of Brock&#039;s Toll]] - Alfred Houtman Fella&lt;br /&gt;
* [[Knight-protector|Knight-protector of Spring]] - Jasper Hunter scion De Beaumont&lt;br /&gt;
&lt;br /&gt;
[[Category:Elections]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[[Category:384YE]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Imperial_elections&amp;diff=92787</id>
		<title>384YE Spring Equinox Imperial elections</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Imperial_elections&amp;diff=92787"/>
		<updated>2022-07-09T16:22:52Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Bourse Auction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Auto-Generated Content==&lt;br /&gt;
&#039;&#039;&#039;Do not edit this content by hand. This page is generated by the database. Speak to a member of the wiki contributors team to get this page updated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page was last updated on Tue Jun 14 07:59:29 BST 2022 using Elections Event Results.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The titles below show elections that took place at the summit, with information on the winning votes and bids where that information is available. If two or more elections were held for a single post than the most recent is listed first. The [[current Imperial titles]] have been updated with these election results.&lt;br /&gt;
&lt;br /&gt;
==National Election==&lt;br /&gt;
* [[Holberg|Senator for Holberg]] - Flávio Capra Gláucio van Holberg&lt;br /&gt;
* [[Karsk|Senator for Karsk]] - Marya Zoranova Doubek&lt;br /&gt;
* [[Miekarova|Senator for Miekarova]] - Myshki Marishka Letuchaya&lt;br /&gt;
* [[Mournwold|Senator for Mournwold]] - Alan Sheppard&lt;br /&gt;
* [[Reikos|Senator for Reikos]] - Ianthe&lt;br /&gt;
* [[Segura|Senator for Segura]] - Avisena i Kharizmi i Guerra&lt;br /&gt;
&lt;br /&gt;
==Senate Appointment==&lt;br /&gt;
* [[Advisor on Orc Affairs]] - Bloodcrow Yargol&lt;br /&gt;
* [[Ambassador to Faraden]] - Erasmo di Tassato&lt;br /&gt;
* [[Ambassador to Otkodov]] - Yevgeni Katzev&lt;br /&gt;
* [[Ambassador to the Commonwealth]] - Lucia Sanguineo Rezia di Tassato&lt;br /&gt;
* [[Ambassador to the Sumaah Republic]] - Accalon&lt;br /&gt;
* [[Advisor on the Vallorn]] - Nathair Autumngale&lt;br /&gt;
* [[Imperial Spymaster]] - Bernard Dugdale&lt;br /&gt;
* [[Bloodcloaks|General of the Bloodcloaks]] - Lofyn Blood-cloak&lt;br /&gt;
* [[Eastern Sky|General of the Eastern Sky]] - Dame Aurum De Castellan&lt;br /&gt;
* [[Gryphon%27s Pride|General of the Gryphons Pride]] - Garravaine De Rondell&lt;br /&gt;
* [[Iron Helms|General of the Iron Helms]] - Alderei the Fair&lt;br /&gt;
* [[Strong Reeds|General of the Strong Reeds]] - Amberlain P. Black&lt;br /&gt;
* [[Tusks|General of the Tusks]] - Tomothy Crowle&lt;br /&gt;
* [[Valiant Pegasus|General of the Valiant Pegasus]] - Achseh&lt;br /&gt;
* [[Magic Butcher|Butcher of the Meat and Mana Market of Temeschwar]] - Valentino Fontana di Sarvos&lt;br /&gt;
* [[Thousands_or_more#Cabalist_of_the_Hollow_Stone|Cabalist of the Hollow Stone]] - Lutobor (Lut) Branislavovich Glinka&lt;br /&gt;
* [[Custodian of the Bloody Great Sausage]] - Professor Bartolomau Vinnemakker von Holberg&lt;br /&gt;
* [[Custodian of the Kennels]] - Hildegarde&lt;br /&gt;
* [[Granger of the Golden Orchard]] - Siân Eternal&lt;br /&gt;
* [[Thousands_or_more#Grieftender_of_the_Forgotten|Grieftender of the Forgotten]] - Vasili Zoryakovich Zverokaz&lt;br /&gt;
* [[Keeper of Aurelie&#039;s Garden]] - Aesha caim&lt;br /&gt;
* [[Thousands_or_more#Keeper_of_the_Bonehives|Keeper of the Bone Hives]] - Druhain&lt;br /&gt;
* [[Master of Sarcombe Metal Market]] - Millward Cowley&lt;br /&gt;
* [[Mayor of Caricomare]] - Grimandi Vascello di Sarvos&lt;br /&gt;
* [[Merchant_Prince_of_Misericorde_Market|Merchant Prince of Misericorde Market]] - Beatrix Amalia De Rondell zu Holberg&lt;br /&gt;
* [[Merchant to Skoura]] - Aspasia of Netherwatch Spire&lt;br /&gt;
* [[Thousands_or_more#Merchant-Boyar_of_the_Stinking_Market|Merchant-boyar of the Stinking Market]] - Konstantin Rabovich Bolotnikov&lt;br /&gt;
* [[Steward of the Sarvos Mana Exchange]] - Marsilio Cellini Crivelli di Sarvos&lt;br /&gt;
* [[Weigher of Worth]] - Frith&lt;br /&gt;
&lt;br /&gt;
==Synod Judgement==&lt;br /&gt;
* [[Lepidean Librarian|Lepidean Librarian]] - Jared (166 votes)&lt;br /&gt;
* [[Cardinal of Ambition]] - Viviane de Coeurdefer (118 votes)&lt;br /&gt;
* [[Cardinal of Vigilance]] - Gaelen Embercast (116 votes)&lt;br /&gt;
* [[Cardinal of Wisdom]] - Clytemnestra of the House of the Wanderer (288 votes)&lt;br /&gt;
* [[Virtue inquisitor|Inquisitor of Loyalty]] - Galeas Seeker (74 votes)&lt;br /&gt;
* [[Virtue inquisitor|Inquisitor of Pride]] - Genoveva Barossa di Tassato (242 votes)&lt;br /&gt;
* [[Auditor of Senatorial Accountability]] - Claude Cutter (4 votes)&lt;br /&gt;
* [[Guardian of Britta&#039;s Memorial]] - Sarah (54 votes)&lt;br /&gt;
* [[High Bard of the Empire]] - Eudoxia &amp;quot;Zero&amp;quot; of the Temple of the Wanderer (2 votes)&lt;br /&gt;
* [[Liaison to the Temple in Nemoria]] - Nemisio (Nemi) (54 votes)&lt;br /&gt;
* [[Voice of the Twin Roses]] - Estienne de Gauvain (58 votes)&lt;br /&gt;
* [[Watcher of Britta&#039;s Pool]] - Rafe (44 votes)&lt;br /&gt;
* [[Champion_of_Courage|Champion of Courage]] - El von Holberg of the Nine Fingers (94 votes)&lt;br /&gt;
* [[Champion of Pride]] - Kaywenn Du Launcet (106 votes)&lt;br /&gt;
* [[Champion of Vigilance]] - Ravadi Founders&#039; Dance (152 votes)&lt;br /&gt;
&lt;br /&gt;
==Cardinal Appointment==&lt;br /&gt;
* [[Gatekeeper|Gatekeeper of Ambition]] - Corey Wayfarer&lt;br /&gt;
* [[Gatekeeper|Gatekeeper of Vigilance]] - Irada Von Temeschwar (1 votes)&lt;br /&gt;
* [[Imperial Chaplain Consular]] - Lady Laudine of House duLac (1 votes)&lt;br /&gt;
&lt;br /&gt;
==Military Council Appointment==&lt;br /&gt;
* [[Imperial Fleet Master]] - Ezro i Alvera i Erigo&lt;br /&gt;
&lt;br /&gt;
==Conclave Order Vote==&lt;br /&gt;
* [[Golden Pyramid|Grandmaster of the Order of the Golden Pyramid]] - Arsenio Sanguineo Rezia di Tassato&lt;br /&gt;
* [[Sevenfold Path|Grandmaster of the Order of the Sevenfold Path]] - Rafael Barossa di Tassato&lt;br /&gt;
&lt;br /&gt;
==Declaration Of Candidacy==&lt;br /&gt;
* [[Imperial Magus]] - Laelius of the Waxing Sun&lt;br /&gt;
* [[Imperial Censor]] - Bacauda Nethewatch&lt;br /&gt;
* [[Keeper of the Cox]] - Eayn Solsviegdottir Stanislaus&lt;br /&gt;
* [[Penumbral Watcher]] - Lucius Ankarien Willstone&lt;br /&gt;
&lt;br /&gt;
==Bourse Auction==&lt;br /&gt;
* [[Master of the Imperial Mint]] - Gancio (86 thrones)&lt;br /&gt;
* [[Regario Dossier]] - Rodrigo Barossa de Tassato Regario (32 thrones)&lt;br /&gt;
* [[Syrene&#039;s Wisdom]] - Fennir of Brackenbeak Hall (96 thrones)&lt;br /&gt;
* [[Bearer of an Imperial Wayleave|First Imperial Wayleave]] - Pavel Novak (26 thrones)&lt;br /&gt;
* [[Kruidenkenner Trademaster]] - Aelthrik Dunning (9 thrones)&lt;br /&gt;
* [[Bearer of an Imperial Wayleave|Second Imperial Wayleave]] - Achille di Sarvos (22 thrones)&lt;br /&gt;
* [[Seer of the Spiral Sword]] - Gemma Brightsmith (17 thrones)&lt;br /&gt;
&lt;br /&gt;
==Bourse Vote==&lt;br /&gt;
* [[Gift of the Dwindling Star]] - Nadia Vasilisa Ezmenovina (156 votes)&lt;br /&gt;
* [[Steel Fist]] - Arora (202 votes)&lt;br /&gt;
* [[Bursar of the House of Spirits]] - Rinnah (54 votes)&lt;br /&gt;
* [[Bargainer of the Iron Tower]] - Vladimir Sasha Volkov (177 votes)&lt;br /&gt;
* [[Bonesetter of Torfast Trading Post]] - Ringforge Kerath (195 votes)&lt;br /&gt;
* [[Broker_of_the_Broken_Shore|Broker of the Broken Shore]] - Octavious&lt;br /&gt;
* [[Custodian of Ivarsgard Docks]] - Vladimir Vladirovich Reznikov (26 votes)&lt;br /&gt;
* [[Custodian of the Assayer&#039;s Guild]] - Ricardo Almieda Desmondo di Tasetto (86 votes)&lt;br /&gt;
* [[Foreman of the Mines of Gulhule]] - Irontide Flax (216 votes)&lt;br /&gt;
* [[Mistress_of_the_Dust_Parador|Mistress of the Dust Parador]] - Bakar i Riqueza (464 votes)&lt;br /&gt;
* [[Quaymaster of the Elosian Docks|Quaymaster of the Elosian Docks]] - Spyridonakes (226 votes)&lt;br /&gt;
* [[Talon of Kauppahall|Talon of Kauppahall]] - Vauraus Korppitkotka (195 votes)&lt;br /&gt;
* [[Vizier of the Incarnadine Satchel]] - Raquel (540 votes)&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
* [[Doyen of the Spires]] - Marcus&lt;br /&gt;
* [[Brock&#039;s Toll|Keeper of Brock&#039;s Toll]] - Alfred Houtman Fella&lt;br /&gt;
* [[Knight-protector|Knight-protector of Spring]] - Jasper Hunter scion De Beaumont&lt;br /&gt;
&lt;br /&gt;
[[Category:Elections]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[[Category:384YE]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Senate_sessions&amp;diff=91631</id>
		<title>384YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_Senate_sessions&amp;diff=91631"/>
		<updated>2022-06-10T18:44:47Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at 2612 thrones and 2 crowns&lt;br /&gt;
&lt;br /&gt;
==Administrative==&lt;br /&gt;
TBC administrative motions were raised by the civil service.&lt;br /&gt;
* To amend the title &amp;quot;Talon of Kauppahall&amp;quot; to be appointed by the Tally of the Votes&lt;br /&gt;
* To abrogate the title &amp;quot;Grimnir of Wittal Grove&amp;quot; as detailed on the motion to construct the [[Construct_Healing_House_of_Wittal_Grove#Constitution|Healing House of Wittal Grove]]&lt;br /&gt;
* [[Appoint Ambassador to Otkodov Spring 384YE|Appoint Ambassador to Otkodov]]&lt;br /&gt;
* [[Appoint Ambassador to the Commonwealth Spring 384YE|Appoint Ambassador to the Commonwealth]]&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Passed===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Failed===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Withdrawn===&lt;br /&gt;
TBC&lt;br /&gt;
==Commissions==&lt;br /&gt;
The Senate can commission nine projects during the coming season; two commissions that can be made by a [[Bearer of an Imperial Wayleave]], and one commission by the [[Legion Engineer]].&lt;br /&gt;
* TBC&lt;br /&gt;
===Other Commissions===&lt;br /&gt;
===Announcements===&lt;br /&gt;
TBC&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Senate Sessions]]&lt;br /&gt;
[[Category:384YE Spring]]&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_Conclave_sessions&amp;diff=89305</id>
		<title>383YE Winter Solstice Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_Conclave_sessions&amp;diff=89305"/>
		<updated>2022-05-02T16:48:55Z</updated>

		<summary type="html">&lt;p&gt;Graemej: /* Concord: Gift of Kaela */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
 DO NOT EDIT THE PARTICIPATION SECTION BY HAND THIS DATA IS AUTO_GENERATED BY THE DATABASE - SPEAK TO MATT TO GET THIS TABLE CORRECTED&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The basic font at this summit was 0 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The income from the Principle of Proportions was 367 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The remainder from previous seasons was 3 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 2 mana, which will be added to the font 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;96&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;87&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;77&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&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;62&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;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;51&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;42&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&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;41&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&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;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&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;
==Friday Declarations==&lt;br /&gt;
===Concord: Sand Fishers and Lore===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Skywise Gralka&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; An opportunity presents itself to teach Imperial Lore to the Sand Fishers, the Imperial Orc nation invite the Sand Fishers to come learn battle magic at the Skarsind school of Warcasting and prove your magical worth by using these skills learnt to aid the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Neutrality: Agramant===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Andronikos&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Neutrality for Adamant.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn by Adronikos&lt;br /&gt;
===Concord: Accept Dream of Famine===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Andronikos&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That we will see the Dream of Famine come to Sarangrave&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn by Adronikos&lt;br /&gt;
===Concord: Knowledge of the Commonwealth ===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Lucia Sanguineo di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave appreciates the Commonwealth kind offer of knowledge in return for what we have given them. The Conclave&#039;s preference is for training for architects for fortifications.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Sorcery: Green Fountain Spire===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Jonathan Thresher&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Declaration of Sorcery.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; A declaration of sorcery requires the names of the individuals to be declared sorcerous. This declaration does not do so and so will have no effect.&lt;br /&gt;
&lt;br /&gt;
===Sorcery: Cabal of the Green Mother===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Jonathan Thresher&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039;  Declaration of Sorcery.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; A declaration of sorcery requires the names of the individuals to be declared sorcerous. This declaration does not do so and so will have no effect.&lt;br /&gt;
&lt;br /&gt;
===Concord : Unfettered Mind Oversees Imperial Lore===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Palaphon Ankarien&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave believes that the Unfettered Mind should oversee the education of foriengers in Imperial Lore&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord : Aiding Grendel is Sorcery===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Palaphon Ankarien&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Passing magical secrets to the Grendel should be investigated as a potentially sorcerous act.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Candidacy : Master of the Koboldi===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Vitore van Temeschwar&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Master of the Koboldi===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Gawain de Rondell&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Master of the Koboldi===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Carlos i Navigator of virtue i Guerra&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Master of the Koboldi===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Sagua i Ezmara&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Candidacy : Master of the Koboldi===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Solomon&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Gloaming Sentinel===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Gregor Vardavich&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Candidacy : Gloaming Sentinel===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Bryn Chitin-crusher&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Gloaming Sentinel===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Izarra i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Gloaming Sentinel===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Virgil di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Archmage of Night===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Tyburn Weaver&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy : Archmage of Night===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; &amp;quot;Lucky&amp;quot; Luciano Vivaci Rezia di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
==Saturday Declarations==&lt;br /&gt;
===Interdiction: Shackle of the Unvirtuous===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Brother Martin&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The [[Shackle of the Unvirtuous]] will become [[interdiction|interdicted]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Concord: Investigate Agramant===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Trego Mills&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That the Conclave chooses to support my investigation into the cult of the Agramant called the Blood Pack and that Magister Abigail of Miriam&#039;s Fall backs down.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Enmity: Sadogua===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Asenath&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Enmity against [[Sadogua]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord : Necromancy for the Sand Fishers===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Lord Armand Remys&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; House Remys offers the Sand Fisher orcs instruction in Necromancy in order for them to recover their lost culture and heritage.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&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; Though the Celestial Library has drawn closer to Urizen, it should also consider the legacy of the whole, the Empire is defined by its nations. This is a motion to add the ritual text &amp;quot;Gift of Knowledge&amp;quot; to Imperial Lore&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed; [[Gift of Knowledge|ritual text]] and payment received&lt;br /&gt;
&lt;br /&gt;
===Imperial Lore : The Basalt Citadel===&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; To accept [[the Basalt Citadel]] into Imperial Lore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed; ritual text and payment received&lt;br /&gt;
&lt;br /&gt;
===Concord: Commonwealth Rituals===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Rafe Vicente Barossa&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave welcomes the generous offers of learning from the Commonwealth and is happy to accept knowledge of new rituals.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Concord: Synod and Eternals===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Morwenna Winter-Built&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; This Conclave believes that if the Synod wishes to deal with eternals they should seek the guidance of the Archmages and the Sevenfold Path.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Imperial Lore : Regrow the Land&#039;s Heart===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Tenaes&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To accept [[Regrow the Land&#039;s Heart]] into Imperial Lore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed; payment and ritual text received&lt;br /&gt;
&lt;br /&gt;
===Concord: Sharing Imperial Lore===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Kaspar Yanovitch von Holberg&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That Imperial Lore will be shared with the Sand Fisher orc tribe.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord: Declarations in the Hub===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Arsenio&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; This Conclave believes Declarations and behavior of Imperial citizens, passed by the Conclave, since the passing of Empress Britta and in future, should be published in the Imperial hub at each summit.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Concord: Gift of Kaela===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Kali Keen Eye&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; We the Conclave are unsure if the boon from Kaela that turns you to dust rather than face capture destroys your spirit so it will not travel through the Labyrinth consider this when accepting the boon.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
===Concord: Commonwealth Fortifications===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Aethelston Korping&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave welcomes the generous offer of learning from the Commonwealth and is happy to accept training architects in building new fortifications.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Reconciliation: Double-sided Blade===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Bacanda Netherwatch&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Imperial Conclave removes the interdiction of the [[Double-sided Blade]] potions&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Concord: Grandmaster Ministries===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Arsenio  &lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; This conclave requests that the senate put forward a motion and commission the upgrade of the Grandmaster ministries as proposed by the merchants of the league &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Candidacy: Archmage of Summer ===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Lord Alexander Tall Stag&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
===Candidacy: Archmage of Winter===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ematius of the Great Library of Ankarien&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
===Candidacy: Imperial Seer===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Jorma Steelhail&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
==Changes of Title==&lt;br /&gt;
* A new [[Gloaming Sentinel]], Gregor Vardavich, was appointed&lt;br /&gt;
* A new [[Master of the Koboldi]], Sagua i Ezmara, was appointed&lt;br /&gt;
* A new [[Archmage of Winter]], Ematius of the Great Library of Ankarien&lt;br /&gt;
* A new [[Imperial Seer]], Jorma Steelhail&lt;br /&gt;
The full list of Imperial Titles held in the Conclave at the end of the summit can be found [[383YE_Autumn_Equinox_Imperial_titles|here]].&lt;br /&gt;
&lt;br /&gt;
==Changes of Amity and Enmity==&lt;br /&gt;
There were no changes to amity or enmity during the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
The full list of eternals that are under amity and enmity can be found [[Amity_and_enmity|here]]&lt;br /&gt;
&lt;br /&gt;
==Principle of Proportions==&lt;br /&gt;
During the summit, 295 mana was collected in accordance with the Principle of Proportions.&lt;/div&gt;</summary>
		<author><name>Graemej</name></author>
	</entry>
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