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	<updated>2026-07-08T13:39:33Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:LeftBar&amp;diff=141426</id>
		<title>Imperial:LeftBar</title>
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		<updated>2026-07-08T12:11:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nav-list&amp;gt;&lt;br /&gt;
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&amp;lt;box&amp;gt;&#039;&#039;&#039;Rules Reminder&#039;&#039;&#039;&amp;lt;br&amp;gt;Roleplaying effects are spiritual in origin, they represent a supernatural influence affecting your character&#039;s soul. See the [[Roleplaying_effects|Roleplaying effects]] page for more information.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Rules reminder|Previous rules reminders]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141422</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141422"/>
		<updated>2026-07-08T09:42:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic. Similarly, while the effect of some [[:Category:Paraphernalia|paraphernalia]] can be created with ritual magic (such as [[Garden of Teth-Anon]]), others simply don&#039;t work as enchantments (notably the [[Web of Celestial Attunement]]).&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
==Learning Recipes==&lt;br /&gt;
Ritual magic can&#039;t be used to learn how [[magic items]], [[potion|potions]], consumables, trade goods, or similar things are made. Some rituals can divine information about items, such as [[Hand of the Maker]], but even if a divination provides a vision of how something was made, or determine the herbs that went into a potion (such as through [[Distillation of Diverse Parts]]) this will never translate into any ability to actually make an unfamiliar item, potion, or the like. Without access to a [[schema]], [[Potion#Herbal|herbal]], or specific [[opportunity]] there is no way to learn how to make something by examining that item or taking it apart.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141388</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141388"/>
		<updated>2026-07-07T09:49:39Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Sacrifices and Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
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It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141387</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141387"/>
		<updated>2026-07-07T09:49:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Magic Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic.&lt;br /&gt;
&lt;br /&gt;
==Sacrifices and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141385</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141385"/>
		<updated>2026-07-07T09:10:36Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you have a problem that needs resolving, then one of our volunteers will usually be able to help. If you need help getting something resolved then our volunteer team are there to help you. If you have unhappy and wish to make a complaint, then you need to speak to an appropriate member of the Profound Decisions management team. Any member of the crew who has a radio can also help direct you to a member of the management team. If you aren&#039;t sure who to speak to, then GOD will be able to help advise.&lt;br /&gt;
&lt;br /&gt;
The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=left|caption=Clave Evans}}&lt;br /&gt;
{{CaptionedImage|file=Graeme.jpg|align=right|caption=Graeme Jamieson}}&lt;br /&gt;
{{CaptionedImage|file=Steve.jpg|align=right|caption=Steve Kirkbride}}&lt;br /&gt;
{{CaptionedImage|file=Matt.jpg|align=left|caption=Matt Pennington}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
==Clare Evans==&lt;br /&gt;
Clare is responsible for the player experience of the game at Empire, including event administration. If you have any issues with your pack or booking or with any aspect of the game itself, then please ask to speak to Clare. Clare is a member of our [[conduct]] team and is responsible for crew. If you have any concerns about the behaviour of a member of crew then you should bring them Clare&#039;s attention.  If you&#039;re not at an event then you can email [mailto:clare@profounddecisions.co.uk clare@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Graeme Jamieson==&lt;br /&gt;
Graeme is responsible for bookings and payments. If you have any issues with your payment for your tickets, then please ask to speak to Graeme. If you&#039;re not at an event then you can email [mailto:accounts@profounddecisions.co.uk accounts@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Steve Kirkbride==&lt;br /&gt;
Steve is responsible for plot at Empire, including skirmishes and battles. If you have any issues with a plot, if something in-character appears to have gone wrong or not happened as PD said it would, then please ask to speak to Steve. If you&#039;re not at an event then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
Matt is the final point of contact if a problem cannot be resolved. If the member of the management team you are dealing with is not able to resolve your problem to your satisfaction, then please ask to speak to Matt. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141384</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141384"/>
		<updated>2026-07-07T09:08:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. Any member of the crew who has a radio can also help direct you to a member of the management team. If you aren&#039;t sure who to speak to, then GOD will be able to help advise.&lt;br /&gt;
&lt;br /&gt;
The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=left|caption=Clave Evans}}&lt;br /&gt;
{{CaptionedImage|file=Graeme.jpg|align=right|caption=Graeme Jamieson}}&lt;br /&gt;
{{CaptionedImage|file=Steve.jpg|align=right|caption=Steve Kirkbride}}&lt;br /&gt;
{{CaptionedImage|file=Matt.jpg|align=left|caption=Matt Pennington}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
==Clare Evans==&lt;br /&gt;
Clare is responsible for the player experience of the game at Empire, including event administration. If you have any issues with your pack or booking or with any aspect of the game itself, then please ask to speak to Clare. Clare is a member of our [[conduct]] team and is responsible for crew. If you have any concerns about the behaviour of a member of crew then you should bring them Clare&#039;s attention.  If you&#039;re not at an event then you can email [mailto:clare@profounddecisions.co.uk clare@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Graeme Jamieson==&lt;br /&gt;
Graeme is responsible for bookings and payments. If you have any issues with your payment for your tickets, then please ask to speak to Graeme. If you&#039;re not at an event then you can email [mailto:accounts@profounddecisions.co.uk accounts@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Steve Kirkbride==&lt;br /&gt;
Steve is responsible for plot at Empire, including skirmishes and battles. If you have any issues with a plot, if something in-character appears to have gone wrong or not happened as PD said it would, then please ask to speak to Steve. If you&#039;re not at an event then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
Matt is the final point of contact if a problem cannot be resolved. If the member of the management team you are dealing with is not able to resolve your problem to your satisfaction, then please ask to speak to Matt. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141383</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141383"/>
		<updated>2026-07-07T09:06:57Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. Any member of the crew who has a radio can also help direct you to a member of the management team. If you aren&#039;t sure who to speak to, then GOD will be able to help advise.&lt;br /&gt;
&lt;br /&gt;
The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=left|caption=Clave Evans}}&lt;br /&gt;
{{CaptionedImage|file=Graeme.jpg|align=right|caption=Graeme Jamieson}}&lt;br /&gt;
{{CaptionedImage|file=Steve.jpg|align=right|caption=Steve Kirkbride}}&lt;br /&gt;
{{CaptionedImage|file=Matt.jpg|align=left|caption=Matt Pennington}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
==Clare Evans==&lt;br /&gt;
Clare is responsible for the player experience of the game at Empire, including event administration. If you have any issues with your pack or booking or with any aspect of the game itself, then please ask to speak to Clare. Clare is a member of our [[conduct]] team and is responsible for crew. If you have any concerns about the behaviour of a member of crew then you should bring them Clare&#039;s attention.  If you&#039;re not at an event then you can email [mailto:clare@profounddecisions.co.uk clare@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Steve Kirkbride==&lt;br /&gt;
Steve is responsible for plot at Empire, including skirmishes and battles. If you have any issues with a plot, if something in-character appears to have gone wrong or not happened as PD said it would, then please ask to speak to Steve. If you&#039;re not at an event then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
Matt is the final point of contact if a problem cannot be resolved. If the member of the management team you are dealing with is not able to resolve your problem to your satisfaction, then please ask to speak to Matt. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141382</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141382"/>
		<updated>2026-07-07T09:06:44Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. Any member of the crew who has a radio can also help direct you to a member of the management team. If you aren&#039;t sure who to speak to, then GOD will be able to help advise.&lt;br /&gt;
&lt;br /&gt;
The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=left|caption=Clave Evans}}&lt;br /&gt;
{{CaptionedImage|file=Graemejpg|align=right|caption=Graeme Jamieson}}&lt;br /&gt;
{{CaptionedImage|file=Steve.jpg|align=right|caption=Steve Kirkbride}}&lt;br /&gt;
{{CaptionedImage|file=Matt.jpg|align=left|caption=Matt Pennington}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
==Clare Evans==&lt;br /&gt;
Clare is responsible for the player experience of the game at Empire, including event administration. If you have any issues with your pack or booking or with any aspect of the game itself, then please ask to speak to Clare. Clare is a member of our [[conduct]] team and is responsible for crew. If you have any concerns about the behaviour of a member of crew then you should bring them Clare&#039;s attention.  If you&#039;re not at an event then you can email [mailto:clare@profounddecisions.co.uk clare@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Steve Kirkbride==&lt;br /&gt;
Steve is responsible for plot at Empire, including skirmishes and battles. If you have any issues with a plot, if something in-character appears to have gone wrong or not happened as PD said it would, then please ask to speak to Steve. If you&#039;re not at an event then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
Matt is the final point of contact if a problem cannot be resolved. If the member of the management team you are dealing with is not able to resolve your problem to your satisfaction, then please ask to speak to Matt. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Graeme.jpg&amp;diff=141381</id>
		<title>File:Graeme.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Graeme.jpg&amp;diff=141381"/>
		<updated>2026-07-07T09:03:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Graeme.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141380</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141380"/>
		<updated>2026-07-07T09:02:44Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. Any member of the crew who has a radio can also help direct you to a member of the management team. If you aren&#039;t sure who to speak to, then GOD will be able to help advise.&lt;br /&gt;
&lt;br /&gt;
The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
==Clare Evans==&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=left|caption=Clave Evans}}&lt;br /&gt;
Clare is responsible for the player experience of the game at Empire, including event administration. If you have any issues with your pack or booking or with any aspect of the game itself, then please ask to speak to Clare. Clare is a member of our [[conduct]] team and is responsible for crew. If you have any concerns about the behaviour of a member of crew then you should bring them Clare&#039;s attention.  If you&#039;re not at an event then you can email [mailto:clare@profounddecisions.co.uk clare@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Steve Kirkbride==&lt;br /&gt;
{{CaptionedImage|file=Steve.jpg|align=right|caption=Steve Kirkbride}}&lt;br /&gt;
Steve is responsible for plot at Empire, including skirmishes and battles. If you have any issues with a plot, if something in-character appears to have gone wrong or not happened as PD said it would, then please ask to speak to Steve. If you&#039;re not at an event then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
{{CaptionedImage|file=Matt.jpg|align=left|caption=Matt Pennington}}&lt;br /&gt;
Matt is the final point of contact if a problem cannot be resolved. If the member of the management team you are dealing with is not able to resolve your problem to your satisfaction, then please ask to speak to Matt. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141379</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141379"/>
		<updated>2026-07-07T09:02:08Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. Any member of the crew who has a radio can also help direct you to a member of the management team. If you aren&#039;t sure who to speak to, then GOD will be able to help advise.&lt;br /&gt;
&lt;br /&gt;
The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
==Clare Evans==&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=right|caption=Clave Evans}}&lt;br /&gt;
Clare is responsible for the player experience of the game at Empire, including event administration. If you have any issues with your pack or booking or with any aspect of the game itself, then please ask to speak to Clare. Clare is a member of our [[conduct]] team and is responsible for crew. If you have any concerns about the behaviour of a member of crew then you should bring them Clare&#039;s attention.  If you&#039;re not at an event then you can email [mailto:clare@profounddecisions.co.uk clare@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Steve Kirkbride==&lt;br /&gt;
{{CaptionedImage|file=Clare.jpg|align=right|caption=Steve Kirkbridge}}&lt;br /&gt;
Steve is responsible for plot at Empire, including skirmishes and battles. If you have any issues with a plot, if something in-character appears to have gone wrong or not happened as PD said it would, then please ask to speak to Steve. If you&#039;re not at an event then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] at any time.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
{{CaptionedImage|file=Matt.jpg|align=right|caption=Matt Pennington}}&lt;br /&gt;
Matt is the final point of contact if a problem cannot be resolved. If the member of the management team you are dealing with is not able to resolve your problem to your satisfaction, then please ask to speak to Matt. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Steve.jpg&amp;diff=141377</id>
		<title>File:Steve.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Steve.jpg&amp;diff=141377"/>
		<updated>2026-07-07T08:41:21Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141376</id>
		<title>Profound Decisions management team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&amp;diff=141376"/>
		<updated>2026-07-07T08:32:58Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Alison Pennington */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Matt.jpg|align=right|caption=Matt Pennington}}{{CaptionedImage|file=Alison.jpg|align=right|caption=Alison Pennington}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.&lt;br /&gt;
&lt;br /&gt;
If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. If you aren&#039;t sure who to speak to, then please ask to speak to Matt Pennington. The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alison Pennington==&lt;br /&gt;
Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
Any member of the crew who has a radio can help direct you to Alison if you wish to speak to her.&lt;br /&gt;
&lt;br /&gt;
==Matt Pennington==&lt;br /&gt;
Matt is responsible for all elements of the game itself, including event administration. If you have any issues with your pack or booking or with any aspect of the game, then please ask to speak to Matt. Matt is also the person to speak to if you have a problem with a member of crew - unless you would prefer to speak to a woman, in which case please ask for Alison. Matt is also the other safeguarding officer for the event.&lt;br /&gt;
&lt;br /&gt;
Matt is usually found in a portakabin known as the &#039;Matt Cave&#039; which is located next to the monster tent. Any member of the crew who has a radio can get hold of Matt if you wish to speak with him. If you&#039;re not at an event then you can email [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] at any time.&lt;br /&gt;
{{Crewing Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Matt.jpg&amp;diff=141375</id>
		<title>File:Matt.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Matt.jpg&amp;diff=141375"/>
		<updated>2026-07-07T08:31:21Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Matt.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Photos:Unknown]] [[:Category:Photos:Unknown|Author Unknown]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Alison.jpg&amp;diff=141374</id>
		<title>File:Alison.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Alison.jpg&amp;diff=141374"/>
		<updated>2026-07-07T08:30:24Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Alison.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Photos:Unknown]] [[:Category:Photos:Unknown|Author Unknown]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Clare.jpg&amp;diff=141373</id>
		<title>File:Clare.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Clare.jpg&amp;diff=141373"/>
		<updated>2026-07-07T08:29:46Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141371</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=141371"/>
		<updated>2026-07-07T07:56:21Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Teleportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141316</id>
		<title>The Oran operation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141316"/>
		<updated>2026-07-05T21:35:10Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Taking a Toll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;ve heard some of your people complain about the Senate and, let me tell you, they do not know how good they have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla quirked an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They should try dealing with a Salt Lord.&amp;quot; Grayune shook her head. &amp;quot;If we were trying this back on the Shore... Every time we suggested building a bridge to help move armies, some Salt Lord would look at the weirwood we needed and suggest building another navy instead. So we end up with shitty bridges that keep falling down, and then everyone just falls back on ferries and boats and its the soldiers that get shafted because they have to pay the boat owners for the privilege of getting to where the war is. And of course if we don&#039;t pay, the Grendel blame the &#039;landbound&#039; and... Anyway it&#039;s a nightmare.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, aren&#039;t &#039;&#039;you&#039;&#039; Grendel Grayune?&amp;quot; Lutomsyla&#039;s tone was mild but she was very interested in the answer. The orc sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It depends who you ask,&amp;quot; she said bitterly. &amp;quot;We call ourselves Grendel - called ourselves Grendel I mean.&amp;quot; The engineer shot the prognosticator a quick look from under furrowed brows. &amp;quot;We&#039;re the Protectorate of Morajasse now, obviously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously,&amp;quot; nodded Lutomysla. The Protectorate was &#039;&#039;probably&#039;&#039; a political fiction but it was difficult to be &#039;&#039;entirely&#039;&#039; sure of that, which made exchanges like this fascinating to the Varushkan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We called ourselves Grendel but the Commander, he&#039;s a soldier. Not a sailor. There are people on the Shore who think that you&#039;re only a &#039;&#039;real&#039;&#039; Grendel if you own a boat, or sail on a boat, or build boats or... &#039;Soldiering&#039; is what the septs do. No true Grendel, and so on. You know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wasn&#039;t sure she &#039;&#039;did&#039;&#039; know but nodded sympathetically nonetheless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It must be quite frustrating,&amp;quot; she said encouragingly. It was rare for the normally taciturn Protectorate orcs to speak so candidly and she wanted to get the most out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that the Empire&#039;s much better,&amp;quot; Grayune added hastily. &amp;quot;So many people in the mix means everything takes forever. When a Salt Lord decides they want something, they just... do it. Not so much of this arguing, and voting, and all this thing with your priests. The septs are the same - as long as they come when the Salt Lords call, they&#039;re pretty much left alone to get on with it in their lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc stared off into the distance, clearly seeing something other than the marshy northern bank of the Scorrero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the army that wins the wars,&amp;quot; she said half to herself. &amp;quot;It&#039;s the soldiers that die in the mud, die with swords in their hands. The Moridun have it better, fair enough, but only because they fought tooth and nail for their recognition. And when you&#039;re locked down by a bunch of Urizen sentinels you can&#039;t just... sail away. It wasn&#039;t the damn sailors that died at Solen&#039;s Doubt, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grayune shook herself, and straightened up. She raised her spyglass, studying the shores of the Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyway, I&#039;m sure things aren&#039;t all coffee and cream in the Imperial armies, either. It&#039;s a soldier&#039;s lot to slog over hot sand and spill blood because some silk-wearing arsehole five hundred miles away tells them to. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
She barked a laugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;The soldier&#039;s lot is to fight and die, to fall on far sands and never know why&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wondered who she was quoting. The uncomfortable silence stretched, becoming more awkward. Grayune broke it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! See that? I mean obviously you can&#039;t see that because I have the spyglass, but trust me. The road there? It&#039;s a bit battered but I think it&#039;d be easier to bank and shore it than to try building a new one, most of the stone is still there it&#039;s just under the mud. Wide enough for two wagons I&#039;d judge, so if the bridge makes landfall &#039;&#039;there&#039;&#039; it&#039;ll link your trade routes quite nicely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla let the talk of salvage, stone, and swamps wash over here, making a mental note to send a note about this exchange to Gerard once they were back in Oran.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atchafalaya Basin.jpg|align=left|caption=The transformation of southern Madruga cut the connection between the wider Empire and Feroz, and restoring the link will be a major undertaking.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In Autumn 386YE, as part of the solution to the incursion of the &#039;&#039;dry patricians&#039;&#039;, the river Scorrero was infused along its length with Spring magic resulting in [[Where the river rises|violent flooding]]. The damage caused by the withering presence of the patricians was washed away, and when the waters subsided [[Madruga]] was transfigured. The gentle farmlands of the south and west were replaced with marsh and haunted grass - [[Madruga#Crucible|Crucible]], [[Madruga#Siroc Bayou|Siroc Bayou]], and [[Madruga#Quiet_Grasses|Quiet Grasses]]. In the process, the bridges crossing the river were swept away. Only the Sobral Bridge north of the eponymous town survived.&lt;br /&gt;
&lt;br /&gt;
Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the Protectorate of Morajasse to work with their military engineers. They would apply their expertise to the challenge of creating new bridges to reconnect the eastern Brass Coast, and restore easy movement between [[Feroz]] and Madruga. This project is also of interest to the [[Iron Confederacy]], whose merchants used to pass along the eastern coast road via [[Feroz#Fontargenta|Bramar]] to reach the wider Empire. &lt;br /&gt;
&lt;br /&gt;
[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]] was selected to lead the appraisal and liaise with the Protectorate. The project definitely does not play to her strengths as a magician who seeks magical solutions to problems, but her familiarity with the magical strangeness of the Siroc Bayou may be useful. Her main contribution, however, comes from her understanding of the Imperial civil service and bureaucracy, and smoothing interactions between the Protectorate engineers and the people of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Bridges==&lt;br /&gt;
* &#039;&#039;&#039;Bridging the Scorrero between Feroz and Madruga is challenging because the river has become so tumultuous&lt;br /&gt;
* &#039;&#039;&#039;Building in the Siroc Bayou or Crucible is difficult because of the marshy terrain&lt;br /&gt;
* &#039;&#039;&#039;Siroc Bayou and Crucible are not under Imperial control&lt;br /&gt;
The main challenge in bridging the Scorrero is that the wild river has become even more dangerous since the powerful ritual that caused it to flood the wasteland created by the dry patricians. Its waters are impregnated with [[ilium]] that flows down from the [[Kahraman]] peaks. Star metal in sufficient concentration is known to have unexpected effects on magical [[enchantment|enchantments]] or [[curse|curses]] often causing them to linger considerably longer than might be expected. The &#039;&#039;Bay of Oran&#039;&#039; - the wide waters between Feroz and Madruga into which the Scorrero empties - is nowhere near as wild but is by no means untouched by the strangeness of the west. There is talk of mats of swampweed entangled with bright yellow flowers that seem to move against the tides, their long fronds trailing deep into the waters like floral jellyfish; reports of peculiarly-coloured and inquisitive shoals fish; distressingly large crabs; and gulls who stare at sailors in a way that makes them uncomfortable. So far these phenomena haven&#039;t caused any problems, but the folk of northern Feroz have learned to be a little pessimistic about such things.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The other problem is that the northern banks of the Scorrero are now trackless marshland. The roads that used to run along the Scorrero, and cross the Sobral Bridge, were washed away by the magically spreading waters. Until this very season, the Bayou and Crucible were wild and untamed lands that were not even officially part of the Empire. The [[Red Wind Corsairs]] launch a [[Army_qualities#Daring|daring raid]] into the Bayou to bring it under Imperial control, but there is still much work to be done.&lt;br /&gt;
==Bridging Over Troubled Water==&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers have examined the situation and put together a proposal to build a bridge near Oran&lt;br /&gt;
The first step for the Protectorate is to make a proper assessment of the river - on both banks. Lutomysla secures Freeborn assistance, hiring a couple of boats for the use of the [[orc]] engineers. A [[388YE_Spring_Equinox_Synod_judgements#Judgement_133|recent statement]] in the Freeborn assembly by &#039;&#039;&#039;Malaki&#039;&#039;&#039; fell just short of the [[greater majority]] it needed to be widely distributed, but in the absence of any encouragement &#039;&#039;not&#039;&#039; to deal with the Protectorate the traditional Freeborn entrepreneurialism seems to be taking precedence. Especially given the Senate decision to accept Commander Gallum&#039;s [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|offer to restore]] the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] to Freeborn control.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a little excitement when the engineers run across patrols from the Red Wind Corsairs. Soldiers on both sides have grudges against their former enemies - but the experienced prognosticator is able to defuse the situation with some careful diplomacy and Varushkan honeywine. It takes a couple of weeks, but the assessment is completed and the true extent of the challenge is made clear. Bridging the wild Scorrero itself, with a magical marsh on the northern bank, is likely to prove infeasible. It would also need a new road to be built along the northern banks of the river, through the shifting marshes. &lt;br /&gt;
&lt;br /&gt;
Instead the engineers propose building a long road bridge across the western end of the bay, downstream from where the wild river empties into the sea. One end would be anchored near Oran, the other on the coast east of where the city of [[Madruga#Siroc_(Ruined)|Siroc]] once stood. The bridge would employ [[Grendel]] techniques for crossing deep water using [https://en.wikipedia.org/wiki/Caisson_(engineering) caissons]. A frame of [[weirwood]] reinforced with [[mithril]] is constructed, and pumps mounted on pontoons are used to remove the water from within the frame, which is then filled with a mixture of cement, aggregate, mithril and steel rods, and a [[white granite]] core. This creates a line of stable pylons across which a road can run. &lt;br /&gt;
===Mother of Invention===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz and Siroc Bayou, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 white granite, 15 mithril, 15 weirwood, 96 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows armies to pass between Madruga and Feroz&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Restores the benefits of the Sunset Roads to Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Salt Guard increasing labour costs by 80 crowns but reducing white granite required by 15&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Asavean Temple in Oran increasing labour costs by 40 crowns but reducing mithril and weirwood required by 5 each&lt;br /&gt;
* The labour costs may be voluntarily increased from 96 crowns to 288 crowns, ensuring everyone working on the project receives the standard wage for doing so&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A bridge across the Bay of Oran would be expensive&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers are adept at repurposing existing architecture to create new structures&lt;br /&gt;
* &#039;&#039;&#039;With Senate permission they can salvage the Salt Guard or the Temple of Balo and the Black Bull to reduce the costs of the bridge project&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=The disciplined &amp;quot;former&amp;quot; Grendel engineers are adept at scavenging and salvaging the materials they need to support their work.|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The project will require 50 wains of white granite, 15 wains of mithril, and 15 wains of weirwood. Normally the labour costs would be significant - especially given one end of the bridge [[Commission#Marshes|terminates in a marsh]], but there is no shortage of cheap labour in [[Region_qualities#Impoverished|impoverished]] Feroz. As such, the final cost of the project would be a mere 96 crowns even taking into account the difficulties of working with marshland. Work would take six months to complete. &lt;br /&gt;
&lt;br /&gt;
Once the bridge was completed, it would once again be possible to move armies directly from [[Madruga#Siroc Bayou|Siroc Bayou]] to [[Feroz#Oranseri|Oranseri]]. The position the Protectorate engineers have assessed incorporates the remnants of the white granite road that once ran along the northern banks of the Scorrero into Segura. This means the bridge also restores connections vital to overland trade between Feroz and Madruga and by extension between the Iron Confederacy and the Empire. This would be a major boon to the paradors and other businesses in the town of Oran, allowing them to reclaim at least a fragment of their former glory, removing the [[Region_qualities#Impoverished|impoverished]] quality from Oranseri. &lt;br /&gt;
&lt;br /&gt;
Another positive is that the roads of Feroz are still relatively intact. Even Rahab wasn&#039;t stupid and greedy enough to destroy the arteries that allowed his soldiers - and the wealth of the Brass Coast - to flow across the territory. Thanks to the road running between Oran and [[Segura#Cerevado|Cerevado]], once Imperial merchants were able to cross from Madruga to Feroz freely it would reconnect the [[Segura#Sunset_Roads|Sunset Roads]], restoring to Segura the prosperity that was lost when the Scorrero broke its banks. Unfortunately they won&#039;t help Feroz - at least not at the moment - given the impoverished and [[Region_qualities#Abandoned|abandoned]] state of the territory.&lt;br /&gt;
&lt;br /&gt;
Lutomysla also believes it could be a potent symbol of Feroz&#039;s reconnection to the wider Empire, literally and metaphorically building bridges between the south-western Empire and the heartlands. There is still some way to go before Feroz recovers anything like its former prosperity, but along with the recently completed [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]], it represents progress toward recovering from the ruin left by Governor Rahab.&lt;br /&gt;
&lt;br /&gt;
The sheer cost of the project appears daunting but the Protectorate engineers have a pragmatic proposal. As former Grendel soldiers, they are adept at scavenging and repurposing materials to meet their strategic goals. Lutomysla reports that there is a degree of bitterness from the orcs - although they try to hide it - when they speak of this need for salvage. Reading between the lines, and asking some carefully probing questions, it appears that units such as Commander Gallum&#039;s are constantly underfunded and undersupplied by the Salt Lords. Most of the [[army|armies]] of the Broken Shore are supported by their septs; those that are not have to skimp and save. It seems that there is significant rivalry between &amp;quot;professional&amp;quot; soldiers such as Gallum, and the naval officers who receive the lion&#039;s share of the support from the Salt Lords. Necessity being the mother of invention, it has given the engineers of the Protectorate a keen eye for opportunities to repurpose existing materials.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Salvage&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Under normal circumstances it is not possible to recover the materials used in a commission. Only an [[opportunity]] can allow such a thing. In this case, as part of the [[appraisal]] the expertise of the Protectorate engineers has identified just such an opportunity. If the Empire no longer has diplomatic ties with the Protectorate, the salvage opportunity is not available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any opportunity is unique and cannot be easily altered. This opportunity only applies to the construction of the bridge across the Bay of Oran - the wains represent materials scavenged specifically for that project. The Senate could &#039;&#039;not&#039;&#039; simply instruct that these buildings be salvaged to recover some of the wains spent to build them. This opportunity does not provide a way for the Empire to reclaim materials used on any other commission for any other reason outside of a plot opportunity that specifically offers that potential.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ruins and Salt===&lt;br /&gt;
* &#039;&#039;&#039;Protectorate engineers could salvage the flooded ruins of the Salt Guard to reduce the amount of white granite required&lt;br /&gt;
* &#039;&#039;&#039;It would increase labour costs by 80 crowns&lt;br /&gt;
* &#039;&#039;&#039;There is a risk of angry spirits&lt;br /&gt;
The ruins of Siroc are drowned in the mud of the marshes and the waters of the bayou. By employing divers and salvagers, some of the materials used to build the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] could be repurposed to help build the caissons. This would involve recruiting and organising teams to break the stone and transport it to where it could be added to the massive labour project. Again, the hunger for paying work of the people of Feroz would play into the Empire&#039;s hands here. Lutomysla looks at the engineers&#039; proposals and estimates that a further 80 crowns in labour costs would allow the ruined Salt Guard to be salvaged. This would effectively provide 15 wains of white granite toward the construction of the bridge. &lt;br /&gt;
&lt;br /&gt;
There are risks however; a lot of people died in the fall of the Salt Guard. Freeborn, [[Commonwealth]], Grendel, and [[Asavean Archipelago|Asavean]] remains still lie in the flooded ruins. As a Varushkan, Lutomysla knows better than most the dangers of disturbing a burial ground, and with the [[Feroz#Isle_of_the_Osseini_(Ruined)|Isle of the Osseini]] no longer attracting and containing the spirits of those lost at sea there is a chance that salvaging the Salt Guard in this fashion will incur the wrath of the dead. There are not believed to be any ghosts haunting the ruins of Siroc at the moment, but salvaging the Salt Guard might be one way to change that. &lt;br /&gt;
&lt;br /&gt;
Lutomysla has looked at the risk separately and believes that a drop of prevention will remove the need for an entire bucket-load of cure.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who fell in the battle of Siroc rest still beneath the waters of the Bay of Oran. There is a chance for the ruined fortress to once more protect the Freeborn people, but we must ensure no disrespect is offered to the dead. We send (named priest) with 75 doses of liao to ensure that the salvage of the Salt Guard does not dishonour those who sacrificed everything to defend the Brass Coast.|assembly=Freeborn National Assembly or Assembly of the Way}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, then the salvage of the Salt Guard will proceed without incident. It must be passed and enacted at the Summer Solstice, as with any mandate, but even if the commission of the Oran Bridge is delayed it will still have full effect. If the named priest is the [[High Exorcist]], the [[Custodian of the Imperial War Memorial]], the [[Master of the School of Exorcism]], or the former &#039;&#039;Justicar of Osseini&#039;&#039; &#039;&#039;&#039;Maria i Espiri i Guerra&#039;&#039;&#039;, the liao required for the mandate is reduced to 50. It is not common for a mandate to name someone who is not part of the assembly, but in each case the title in question is empowered to deal with restless spirits and able to bring additional resources to bear on this problem. If the mandate is not enacted, then salvaging the Salt Guard will result in some ghostly troubles in the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
The mandate can be raised in either the Freeborn National Assembly or the Assembly of the Way, and both could be upheld and enacted. In this case, it will mean a very large number of exorcists, ghost-whisperers, and occultists will descend on the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
===Foam and the Bull===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Black Bull.png|align=right|caption=Balo and the Black Bull are two of the Asavean &amp;quot;gods&amp;quot; patrons of sailors and guards respectively.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Balo and the Black Bull has been abandoned&lt;br /&gt;
* &#039;&#039;&#039; Protectorate engineers could be permitted to salvage the temple to reduce the amount of weirwood and mithril required&lt;br /&gt;
* &#039;&#039;&#039;Doing so raises the labour costs by a further 45 crowns&lt;br /&gt;
Since the liberation of Oran, and the [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|surrender]] of the priests serving at the [[Feroz#Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]], the structure has stood empty. [[Construct_Asavean_Temple|Constructed]] by the [[Asavean Archipelago|Asaveans]] nearly a decade ago, the place has always been controversial. During the occupation of the Grendel, though, it served as something of a place of sanctuary for Freeborn friendly to the priests and operated a covert way for those fleeing the grasp of Governor Rahab to reach safety in Madruga. The Governor could not afford to risk angering the Asavean priests and they used that protection to help many Freeborn evade the cruel tyrants grasp. &lt;br /&gt;
&lt;br /&gt;
Since the repatriation of the priests, the temple has stood empty. The proposal from the engineers is that unless the Empire is planning to convert it to some other use, it could be torn down to support the bridge building effort. There&#039;s some white granite available - although nowhere near as much as there is in the drowned [[fortification]] - but more importantly the gardens that once surrounded the temple incorporated wains of weirwood, and the roof is partially supported by mithril bars. A second team could rip the building apart to get at some of the materials inside, and contribute them to the building effort. It would increase the labour cost of the project by a further 45 crowns, but provide 5 wains each of weirwood and mithril for the production.&lt;br /&gt;
&lt;br /&gt;
Tearing down the Temple is somewhat controversial. In theory the building is the legal property of the Asaveans, but since the Empire is currently at war with them, there are no legal obstacles to the action. And most Freeborn who remember the sack of Siroc by the Asavean forces see the destruction of this heretical and blasphemous Temple as right and proper. However [[Wild_blue_yonder#Balo&#039;s_Guests|the Kanza family, who only evaded capture due to the Temple of Balo and the Black Bull]] protest that this is a poor way for the Freeborn to repay the priests for the risks they took to shelter the helpless from the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Fair Prices===&lt;br /&gt;
* &#039;&#039;&#039;The labour costs for the bridge are very low thanks to the impoverished quality of Feroz&lt;br /&gt;
* &#039;&#039;&#039;The commission may instruct the civil service to pay higher wages to the labourers recruited&lt;br /&gt;
At the moment, the impoverished nature of Feroz means that any commission built in, or partly in, the territory benefits from significantly reduced labour costs. People in Feroz are poor and desperate enough to work for a fraction of what citizens elsewhere might demand for their labour. There are some who question the [[Prosperity]] of the situation however. Constructing caissons is dangerous, back-breaking work, after all. Is it right for the wealthy citizens of Anvil to take advantage of the people of Feroz by paying less than the work is normally worth?&lt;br /&gt;
&lt;br /&gt;
There is nothing to stop whoever commissions the bridge from stipulating that everyone employed receive the standard payment for working on the bridge. If this were done, the labour costs for the bridge would be increased from 96 crowns to 288 crowns. This increase would not have any game effect, but it would at least send a clear message to the Freeborn, and to [[Prosperity|prosperous]] folk across the Empire, that the construction was not taking advantage of the reduced circumstances of those living in Feroz.&lt;br /&gt;
&lt;br /&gt;
==Taking a Toll==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Tollkeeper&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 1 Throne each season &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain and defend the Oran Bridge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* If the impoverished quality is removed from Morajasse and Fontargenta income increases by 4 crowns each&lt;br /&gt;
* Removes the symbolic benefits of the bridge as a reconnection of Feroz and Madruga&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate has included plans for a tollhouse at either end of the bridge&lt;br /&gt;
* &#039;&#039;&#039;It is up to the commissioner whether to include this title&lt;br /&gt;
The final element the Protectorate includes in its proposal is included as a matter of course - provision for the tollkeepers to live near and control access to the bridge. The engineers are actually surprised when Lutomysla points out that this is not standard practice for Imperial commissions; apparently almost nothing big gets built on the Broken Shore unless someone, somewhere sees an opportunity to increase their wealth, prestige, or influence. The engineers just assumed the Empire would appoint someone to maintain the bridge - and gouge a healthy income from those who need to pay to use it. After all, anyone who doesn&#039;t want to pay to use the only bridge connecting Feroz and Madruga could still take the long-way-round to Segura or hire a boat to ferry them across.&lt;br /&gt;
&lt;br /&gt;
This in itself, however, presents a reason &#039;&#039;not&#039;&#039; to incorporate the toll gates. The bridge has a greater symbolic meaning, building it would restore the direct connection between Feroz and the rest of the Brass Coast - it would make the nation whole again. Local merchants and travellers won&#039;t balk at paying to use the bridge, more than any other nation, the Freeborn are [[The_Brass_Coast_culture_and_customs#Hospitality|accustomed to paying for things]]. However, a toll will inevitably mean less traffic on the bridge. Charging Freeborn citizens to move from Feroz to Madruga means that the two territories will remain seperated by the river and the tolls that are needed to pay to cross it. It won&#039;t have a measurable effect; but it will mean that the gap between Feroz and Madruga becomes a permanent divide.&lt;br /&gt;
&lt;br /&gt;
After careful consideration Lutomysla leaves it in place. She points to the inspiration of the [[Spider&#039;s Tollkeep]] as one way an expensive bridge might be made a more appealing prospect. Whoever commissions the bridge may choose to stipulate that it will be a toll bridge, and create the title of &#039;&#039;Oran Tollkeep&#039;&#039;. This would be a [[sinecure]] that receives a portion of the tolls collected from merchants passing over the bridge, and in return would be responsible for ensuring the bridge is maintained and protected when necessary. Lutomysla calculates that it would provide an initial income of 1 throne each season, but if the &#039;&#039;impoverished&#039;&#039; qualities were removed from Morajasse and Fontargenta, then each region would increase the income by another 4 crowns a season. &lt;br /&gt;
&lt;br /&gt;
The commission could chose to have the title appointed by the Brass Coast senators, with or without tenure. Alternatively the commission could specify that the position be appointed by [[Tally of the Votes]]. In either case, it would need to be a Freeborn national position.&lt;br /&gt;
&lt;br /&gt;
==The Adamant Connection==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Lutomysla proposes speaking to Adamant about making the bridge particularly sturdy&lt;br /&gt;
Lutomysla doesn&#039;t have a great deal of work to do with the bridges. She is at her best when dealing with magical matters, and the Protectorate engineers use only mundane methods in their proposal. However, after some discussion with the Freeborn magicians at the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], and following her own work with bridges in Madruga, the prognosticator does have a proposal of her own.&lt;br /&gt;
&lt;br /&gt;
The design of the bridge is sturdy enough to weather storms or endure all but the most concerted attempt to damage it from hostile forces. With the aid of the eternal [[Adamant|King Under the Mountain]] however, it would be possible to ensure the bridge stands despite anything wreckers might throw at it. The &#039;&#039;koboldi&#039;&#039; of the &#039;&#039;Stone Dragon&#039;&#039; could add their own expertise, and infuse portions of the structure with adamant. The eternal would need to be petitioned for their help &#039;&#039;before&#039;&#039; construction began, and doing so would fall to the [[Archmage of Summer]], but Lutomysla has no doubt that &#039;&#039;Shiraz on the Granite Throne&#039;&#039; would be amenable to assisting if requested as part of a formal [[Archmage#Plenipotentiary|plenipotentiary]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Inkworks and Fields==&lt;br /&gt;
* &#039;&#039;&#039;The Inkworks of Joharra opportunity is available until the end of the Autumn Equinox 388YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity to expand the fields of Bramar has been refreshed and is now available until the end of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Lutomysla&#039;s colleage, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] has already reviewed the proposed [[The_circle_game#Inkworks_at_Joharra|Inkworks at Joharra]] in her [[The circle game|recent assessment]] of Imperial ministries. Lutomysla notes that if the Oran Bridge were built, and removed the impoverished quality from Oranseri, then there would still be value in building the Inkworks - instead of removing impoverished in conjunction with the bridge it would remove the &#039;&#039;abandoned&#039;&#039; quality from the region, bringing in a new wave of settlers. The same would be true if the commissions were completed in the other order - between them they would remove both qualities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Golden Fields of Bramar&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Fontargenta, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Requires the aid of the Breadbasket for two seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes the impoverished quality from Fontargenta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The parallel opportunity presented a few years ago to [[Send_for_me#Fields_of_Bramar|expand the fields]] around [[Feroz#Fortargenta|Bramar]] has since lapsed. After speaking to some of the folk of Feroz however, Lutomysla indicates there is still enthusiasm for the project. Partly, this keen has been inspired by the restoration of the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]], which has become a symbol of hope for many of the landsfolk of the impoverished territory. The project still relies on the support of the [[Keeper_of_the_Breadbasket#Distribution_of_Imperial_Bounty|Imperial Breadbasket]], however, and Lutomysla notes that interest will wane naturally over time.&lt;br /&gt;
&lt;br /&gt;
The land around the port of Bramar was once renowned for its fertile farms; its bountiful cornfields competed with Marcher grain across the southern Empire, and the vineyards were justly famous as one of the cornerstones of the Imperial wine trade. These lands were abandoned when people fled the territory to escape from Rahab and the rule of the Grendel. What crops that were left were torn up under the destructive direction of &#039;&#039;Quartermaster Maeve&#039;&#039;; a wealthy Grendel who purchased the land from Rahab for a song. Rather than try to plant a new harvest, Maeve took whatever she could harvest and left the rest to rot. Vines were ripped out by the roots, fields were left untilled and have grown thick with weeds. The golden fields of Bramar have been ruined. In the years since the liberation there have been efforts to replenish the once-bountiful farming here, but it has suffered from the various challenges of rebuilding Feroz.&lt;br /&gt;
&lt;br /&gt;
A drive to reinvigorate Fontargenta could still be centred on the fields around Bramar using the Imperial Breadbasket. All it would require is a suitable announcement by the Keeper. Shipments of seeds and grains would be needed to replant fields and vineyards while food supplies would be essential to feed farm workers until new crops could be established. It wouldn&#039;t cost anything, not directly anyway, but it would need the Breadbasket to support the region for two seasons. Once that was done, the fields would be re-established and Fontargenta would cease to be abandoned and impoverished. &lt;br /&gt;
&lt;br /&gt;
This opportunity is now available again until the end of the Spring Equinox 389YE.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Protectorate of Morajasse]]&lt;br /&gt;
&lt;br /&gt;
* [[An arrow nocked and in flight]] - 388YE Spring wind of fortune regarding Protectorate diplomacy&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about restoring Feroz&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=141274</id>
		<title>On the road ahead</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=141274"/>
		<updated>2026-07-04T20:34:23Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* City of Wonders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stanzas of a common drinking song sung by Freeborn explorers of Old Anduz, each participant improvises a verse in turn&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;No ghosts for us to fear&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;At least no ghosts of freeborn haunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though others may be near&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m with my friend, a brave kohan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Plus Dust and Flame and Glass&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If I misstep, start to fall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I trust they&#039;ll save my ass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A fortune waits us there&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Of peoples long forgotten now&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gone longer than my hair!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;ll tell the local Hakima&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I paid all care and due&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though if I&#039;m really honest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I haven&#039;t got a clue!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;We&#039;re down here on a lark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m trying to impress a girl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ignite some kind of spark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;She&#039;s daughter of an old Corsair&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Who has no sense of humour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I heard she knows a special trick&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you believe the rumour&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=FreebornShelter.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For the first time in many seasons, the lands of the Freeborn are not immediately threatened. The forces of the Jotun continue to press into [[the Marches]], while the [[Grendel]] attempt to [[Deep_blue_sea#As_The_Gull_Flies|catch the Red Wind Corsairs]] has been countered by Freeborn cunning. The [[Children of Wrecks]] have taken loss after catastrophic loss and are now under attack by the [[Iron Confederacy]]. The appearance of the Suranni is worrying; they&#039;ve laid claim to the [[Feroz#Cazar_Straits|Cazar Straits in Feroz]], but they show no sign of attacking the mainland.&lt;br /&gt;
&lt;br /&gt;
With a chance to draw breath, the inhabitants of the ancient town of [[Segura#Anduz|Anduz]] are looking for new opportunities for their home. The land has been transformed in recent years, the influx of the Zemress Islanders and the re-establishment of the Towers of Anduz have brought [[Prosperity]] to the grasses of Segura. But the potential of Anduz remains untapped.&lt;br /&gt;
&lt;br /&gt;
The place is steeped in history; it was a city here long before the Empire was created, before even the [[The_Brass_Coast_history#Three_Sisters_of_Highguard|Three Sisters]] ever came to [[the Brass Coast]]. That city was destroyed long ago, but in Anduz, the ruins of the past are the foundations of the future. As the Freeborn settled the ruins, they created new homes from the stone of the abandoned buildings. &lt;br /&gt;
&lt;br /&gt;
The place was sacked by the Lasambrians in 363YE and two decades later, the shattered ruins of Anduz have become difficult to distinguish from the ruins of Old Anduz from which they were originally built. In Anduz it has always been so, take from the past the things the dead no longer need and refashion them as a gift for the living. The ruins are like [[The_Brass_Coast_hearth_magic#Clothing|old clothing]], handed down from one generation to the next. The fabric cut and resown to make a new garment each time.&lt;br /&gt;
&lt;br /&gt;
Inspired by the burgeoning spirit of the new age, folk are searching for inspiration. From the ruins of old Anduz, what new future might yet arise?&lt;br /&gt;
&lt;br /&gt;
==City of Adventure==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a gateway to adventure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to blazing new trails&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Adventure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Brazen Propylaeum&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 25 [[white granite]], 5 [[mithril]], 90 crowns, and three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become a city of adventure&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Anduz has always been a gateway to adventure. When the Freeborn first came to Segura, they discovered the remains of an abandoned city. The ruins squatted on the roads leading south, past the Lasambrians to the lands of the Suranni and West towards the Faraden. Trade flowed into the Brass Coast, despite the predations of bandits - while adventure often began here, precisely because of them. Some came to Anduz seeking to explore the ruins themselves. Many simply used the settlement as a stopping-off point, a place to begin their journey as they blazed a trail into the unknown.&lt;br /&gt;
&lt;br /&gt;
Some Anduzers claim the city&#039;s history represents the epitome of what it really means to be Freeborn - a commitment to throw yourself into every endeavour no matter how long the odds, no matter the risks. &#039;&#039;“Life is short — let it never be dull!”&#039;&#039; is the nation&#039;s defining motto, and those early trailblazers certainly embodied that. Seeking out adventure wherever it is found, never allowing themselves to stop and worry what might go wrong. People committed to excitement and adventure whenever it presented the opportunity. &lt;br /&gt;
&lt;br /&gt;
On the South side of the city lie the ruins of an ancient propylaeum, a huge stone gateway that once arched over the road south. Built not to protect Anduz but to inspire Ambition and make the souls of those arriving or leaving soar. Torn down centuries ago by raiders, some dhomiro are hoping to persuade the city&#039;s backers to restore the epic gateway so that it can once again serve as an inspiration to visitors.&lt;br /&gt;
&lt;br /&gt;
The work is not cheap; the Propylaeum would require 25 wains of white granite, 5 wains of mithril and 90 crowns. The idea is to alloy the mithril with brass to give the structure a beautiful brazen sheen when the sun illuminates it. But if the Freeborn National Assembly backed the creation of the Brazen Propylaeum, it would help to inspire adventurers and thrillseekers across the nation. The rash, the bold, and the brazen would draw inspiration from the epic structure. It would encourage trailblazers, people unafraid to challenge convention and to eager to commit to any endeavour no matter how difficult or dangerous it might be.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Life is short, let it never be dull! We send (named individual) with 50 doses of liao to encourage the Freeborn to blaze new trails. Aim high and pursue your dreams, no matter the dangers.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Brazen Propylaeum is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the trailblazers amongst them - they will applaud those Freeborn who are committed to overcoming challenges, regardless of the costs and heedless of the risks. The Freeborn have always craved adventure and excitement; these trailblazers would epitomise that willingness to throw themselves into any endeavour, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the trailblazer archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Brazen Propylaeum would cement the nature of Anduz as a city of adventure at the dawn of a new age. [[Wintermark_hearth_magic#Names|Names]], as any wise magician can tell you, have &#039;&#039;power&#039;&#039;. One of the most subtle hearth magics, the name of a thing can influence its nature and change its fate. If Anduz becomes the City of Adventure, then any future [[opportunity|opportunities]] involving the city and the surrounding territory are more likely to reflect its commitment to adventure.&lt;br /&gt;
&lt;br /&gt;
==City of Deals==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a mercantile hub&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to cutting a deal and turning a profit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Deals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Market of a Thousand Sails&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 [[white granite]] and 15 [[weirwood]], 90 crowns, and three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Deals&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There was a time when Anduz was one of the richest cities on the Brass Coast. When the Towers of Anduz were first completed, the city became a marketplace for every imaginable trade, drawing merchants from foreign lands to hawk their wares at the legendary Market of a Thousand Sails. This vast outdoor market housed a thousand stalls, each one covered with a colourful tarpaulin fashioned from sailcloth. At the height of its power, Anduz was not just rich but important. The presence of so many wealthy dhomiro merchants in the city bred influence and power. Anduz was a place where the Prosperous truly understood that &#039;&#039;&amp;quot;all things can have a price.&amp;quot;&#039;&lt;br /&gt;
&lt;br /&gt;
At the height of its power, the merchants who worked the marketplace were called hawkers. Prosperous to a fault, they would ply their trade, hawking their goods to any who would listen. Always eager to cut a deal and make a profit, the most successful amongst them grew fabulously wealthy, but they kept the name to let others know that they were open to any proposition. Entrepreneurs, they understood that anything that could be bought and sold, could yield a profit. The hawkers would compete with each other on price, but they were united in fierce defence of their right to trade freely with each other. The Freeborn have always outlawed slavery, but it was said that anything else for sale in the world could be bought in the Market of a Thousand Sails. &lt;br /&gt;
&lt;br /&gt;
There are still plenty of hawkers in the nation; some are aspiring business owners, looking to make their first throne by hawking their wares. Some are wealthy merchants committed to increasing their power by cutting deals. But the market of a thousand sails is gone, long since destroyed by the Lasambrians who burned the stalls and stole the bright sailcloth. With it, the focus of Anduz was lost and the prominence of its wealthy merchants declined.&lt;br /&gt;
&lt;br /&gt;
Is it time to arrest that decline? The remains of the Market are still there - some of the stone could be reused. New stalls could be erected, new sails could be woven. The Market of a Thousand Sails could be relaunched and with it the hopes and aspirations of the city of Anduz. It would not be cheap; a massive marketplace on this scale is an ambitious endeavour that would require 15 white granite, 15 weirwood and 90 crowns. But if it were endorsed by the Freeborn National Assembly, then it would help to inspire not just wealthy Freeborn but those who were hungry to join their ranks. It would remind everyone of the Freeborn belief that the fairest way to reckon the worth of something is to put a price on it. Enterprising merchants with money would be reminded that it is &#039;&#039;Prosperous&#039;&#039; to spend that wealth to wield power and influence. It would encourage Freeborn to seize the mantle of the hawkers, and embrace every opportunity to cut a deal.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=All things can have a price. We send (named individual) with 50 doses of liao to encourage the Freeborn to hawk their wares to all and sundry. Strive, toil, and claim the just rewards of your labours!|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Market of a Thousand Sails is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the hawkers amongst them. They will applaud those Freeborn who are committed to taking every opportunity to turn a profit, ignoring those who called for propriety or charity. The Hawkers were always committed to the idea that the items one traded should be too the conscience of the trader, and were staunch activists against the interdictions of the conclave, the proscriptions of the synod and the prohibitions of the senate. The Freeborn have always been comfortable peddling influence as easily as other nations sell wares, these hawkers would epitomise that willingness to cut a deal, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the hawker archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Market would cement the nature of Anduz as a city of deals at this moment when the stars have aligned. An epithet for a city is no small thing - if Anduz becomes the City of Deals, then any future opportunities involving the city and the surrounding territory are more likely to reflect its commitment to pursue wealth and the influence it brings.&lt;br /&gt;
&lt;br /&gt;
==City of Passions==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to commemorate the city&#039;s history as the birthplace of the firebrands&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to championing social causes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Passions&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Burning Agora&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 [[weirwood]], 10 [[white granite]], 90 crowns, and three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Passions&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anduz has always been a cosmopolitan city, a place where people thrived and ideas with them. Arguments were commonplace, often heated and passionate, but rarely would they come to blows. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves. They left Highguard looking for a chance to make a new future for themselves, not to impose one on others. The city was known for its passions, the high-minded ideals of its priests and sutannir and the dedication of its inhabitants to fight for the things they believed in. &lt;br /&gt;
&lt;br /&gt;
Maria i Contero i Guerra, the wife of [[Emperor Ahraz]], was born here, and many of the Firebrands, the followers of the young Emperor, owned resources in the city at that time. The city has a storied reputation as a place where people pursue Virtue, the way a corsair pursues a prize ship. A place where a passionate commitment to an ideal is regarded as more important to the Way than doctrine or dogma. Emperor Ahraz is long dead, but many in Anduz carry a torch for their adopted son. Those embers have been fanned into a raging fire by the recent publication of the [[The Courage of Ahraz|dramatic events of the doomed Emperor&#039;s life and death]]. &lt;br /&gt;
&lt;br /&gt;
More controversially, there are some (especially the Riquezans) with growing concerns about the exact nature and intention of the [[Blood_will_thicken#A_Question_of_Scale|Grand Inspiration of the Way]]. The goal to spread the Way of Virtue to the whole world is a laudable goal, yet, what version of the Way? There is a fear that the Highborn may seek to use the Grand Inspiration to try to push a rigidly orthodox interpretation of doctrine and, in doing so, stifle a commitment to a Virtuous life.&lt;br /&gt;
&lt;br /&gt;
As a counterweight to this &amp;quot;Grand&amp;quot; Inspiration, these concerned citizens propose the construction of an open space in the centre of Anduz, a torchlit [https://en.wikipedia.org/wiki/Agora agora] where people can exchange ideas in passionate debate. Segura is almost as far as you can get from [[Bastion]] and still be in the Empire; what better place for a safe haven for those who would seek to ask the right question and courageously face any unwelcome truths that might be found? Not a place for heretics or idolators, but for those who want to pursue a Virtuous way to live their lives without being tied down by dogma.&lt;br /&gt;
&lt;br /&gt;
The Burning Agora would cost 20 wains of weirwood, 10 wains of white granite and 90 crowns. It would need to be a substantial affair, lit with torches rather than lightstones, so that [[The_Brass_Coast_religious_beliefs#Dust,_Flame,_and_Glass|the Freeborn love of flame]] could inspire speakers and listeners alike. If it were commissioned, the Freeborn National Assembly could use a mandate to endorse its construction and the legacy of Ahraz and those who followed him. If that happened, it would inspire orators and idealists across the Coast to pursue their beliefs. The impassioned, the driven, those who believed in a cause would draw inspiration from the grand structure. It would encourage firebrands, people unafraid to challenge the powerful and to prepared to commit to their cause no matter the cost.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=We prize freedom and disdain arrogance. We send (named individual) with 50 doses of liao to encourage the citizens of Segura to create a place to discuss doctrine and encourage free thinkers. Every being deserves to live the life they want in the manner they wish.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Burning Agora is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the legacy of the firebrands - the historical example set by the followers of Emperor Ahraz as well as those living exemplars who share their forebear&#039;s commitment to Virtue without doubt or fear, regardless of the disapproval of others. The Freeborn have always prized freedom and responsibility and disdained arrogance; these firebrands would epitomise that willingness to challenge authority as they sought ways to make the Empire live up to its ideals, no matter how much opprobrium they faced. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the firebrand archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Crucially, the Burning Agora would dedicate the soul of Anduz to the passionate pursuit of ideals, during a time of revelation. If Anduz becomes the City of Passions, then any future opportunities involving the city and the surrounding territory are more likely to reflect its commitment to idealism.&lt;br /&gt;
&lt;br /&gt;
==City of Wonders==&lt;br /&gt;
* &#039;&#039;&#039;A single commission could attempt to build all three edifices to transform the city&#039;s future&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create three new Brass Coast archetypes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require a piece of art to inspire the project provided by the Cat&#039;s Graces or similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anduzers will provide a purse of 20 crowns to reward the winning artist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Wonders&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Dust, Glass and Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 [[white granite]], 35 [[weirwood]], 5 [[mithril]], 30 [[ilium]], 270 crowns, and six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires a foundational piece of art depicting the new city to inspire architects &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Enchants the Fountain of Wonders at the centre of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Wonders&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course nobody can agree on what &#039;&#039;should&#039;&#039; be built, so inevitably someone asks why can&#039;t they build them all? That turns out to have two major problems. The first is that each of the commissions draws on the powerful hearth magic of names to influence the nature of the city. Anduz &#039;&#039;can&#039;t&#039;&#039; be the City of Deals, Passions and Adventure - magic doesn&#039;t work like that. But if magic is a problem, then why not use magic to solve it?&lt;br /&gt;
&lt;br /&gt;
Instead of building one of the commissions, the Brass Coast could attempt a single &#039;&#039;grand&#039;&#039; project, that one romantic fool calls &amp;quot;Dust, Glass and Flame&amp;quot;. The actual idea is to build all three edifices, but to include a grand fountain at the centre of the city, one permanently enchanted with ilium by the hakima to invoke wonder. It would require a lot of ilium - 30 rings in total, but that would be sufficient to balance the influence of the three individual structures and bind them all together to serve the city harmoniously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;OOC Note&#039;&#039;&#039;&amp;lt;br&amp;gt;Empire includes a large element of hard skills - the success and triumphs that your character has on the field are often down to your abilities as a player, whether that&#039;s fighting in battle, trading in the Bourse or giving a speech in the Senate. For that reason we would politely ask participants to only submit original compositions created by participants in the game. This competition is a chance for the many fantastic artists in the Empire community to achieve glory. It&#039;s fine for a player-character to hire another player-character if they pay them with in-character funds, but generative AI can&#039;t be used in Empire and submitting a piece of art that was purchased out-of-character, or created by someone who isn&#039;t an active participant in Empire is outside of the spirit of this contest.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least it would if the designs were coherent. And therein lies the second problem. The plans for each of the three edifices have been created independently - at the moment the styles and arrangements don&#039;t quite gel. If it were just a matter of artistic choices that wouldn&#039;t be vital, but when trying to take advantage of hearth magic in this way it is &#039;&#039;vital&#039;&#039; that everything gels together.&lt;br /&gt;
&lt;br /&gt;
To solve &#039;&#039;that&#039;&#039; problem, the hakima suggest that asking the &#039;&#039;Cat&#039;s Graces&#039;&#039; to hold a contest to create a foundational piece of art, once it is confirmed as a [[Imperial sodality|sodality]] by the Imperial Senate. What is needed is an artist&#039;s impression of New Anduz to set the tone for the redevelopment of the whole city. The designs for the Agora, the Propylaeum and the Market could be updated to reflect the art produced. (The National Assembly would have to take up the challenge of organising an appropriate contest if the sodality fails to pass the Senate). The contest needs to challenge artists to create a beautiful piece of art depicting the new city, something to capture the imagination and inspire those who see it. Then the sodality need to pick the best one. Once a copy of the winning artwork is provided to the [[Civil Service|civil service]], inhabitants of the city will provide the artist who created it with a purse of 20 crowns in reward for their efforts.&lt;br /&gt;
&lt;br /&gt;
That leaves one final issue that is not so easily overcome. The cost. Creating all three edifices - and a huge magical fountain to tie them all together is exciting, it&#039;s romantic, it fires the imagination. It&#039;s also very expensive. Can the Brass Coast really afford it? Each of three individual edifices is a tall order, they&#039;re large impressive structures that would need a lot of investment. Any one of them could change the fate of Anduz and help bolster the fortunes of the nation. Just completing one would be a challenge and require everyone to pull together. It&#039;s a great accomplishment to achieve any one of these.&lt;br /&gt;
&lt;br /&gt;
It might appeal to the heart to try and do it all, but it&#039;s not the most efficient way to restore the fate of Anduz and even suggesting it, risks embracing the idea in a fit of enthusiasm and then discovering a year or more down the line that they can&#039;t raise the funds. The fate of Anduz is to continue its slow decline if nothing is done - the worst thing that could happen is to choose the most expensive option and then for it to languish for years unfunded.&lt;br /&gt;
&lt;br /&gt;
The nation would be ill-advised to attempt the most dramatic development of Anduz, unless there is genuine support to ensure that the resources are there to ensure it can be built.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if it could be done, it would transform the fate of Anduz, making it the City of Wonders. The place would rival the great cities of the Empire, and any future opportunities involving the city and the surrounding territory would be more likely to reflect its nature as a city of wealth and adventure that embraced novelty and new ideas.&lt;br /&gt;
&lt;br /&gt;
==City of Stones==&lt;br /&gt;
* &#039;&#039;&#039;If nothing is commissioned, or no work begins within a year then Anduz will gain the ruins quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Stones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If nothing is done, if this opportunity to determine the fate of Anduz passes unmarked, then the city will continue much as it always has. Anduzjasse would gain the &#039;&#039;&#039;ruins&#039;&#039;&#039; quality, as the focus of people who living there turns to survival among the remnants of a previous age. That will happen if nothing is commissioned, or if one of the edifices is commissioned but a year passes with no progress on the building. If that happens, the city would gain the moniker the City of Stones and future [[opportunity|opportunities]] would reflect the focus on survival over success.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The three mandates are not competing, the Freeborn National Assembly can pass any or all of them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates are only available at this summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates have no effect unless the commission associated with them is built&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the three mandates is only available at the forthcoming summit. They are &#039;&#039;not&#039;&#039; competing mandates, the Freeborn National Assembly could pass some or all of them, but they must be enacted in the coming season, otherwise the opportunity to benefit is lost.&lt;br /&gt;
&lt;br /&gt;
None of the mandates will have any effect until the commission it is associated with is built, either the single edifice linked to that mandate, or the grand edifice, Dust, Glass, and Flame, that is linked to all three mandates.&lt;br /&gt;
&lt;br /&gt;
The Freeborn Assembly does not have to pass all the mandates. The Empire can build one of the three edifices, or the grand commission that combines them all, but the Assembly can pick and choose which mandates they wish to enact. They could skip one or more of the mandates for any reason.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Segura]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dance_of_Blood_and_Jotun_consequences&amp;diff=141269</id>
		<title>Dance of Blood and Jotun consequences</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dance_of_Blood_and_Jotun_consequences&amp;diff=141269"/>
		<updated>2026-07-04T18:20:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Funerals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]][[Category:Navarr]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Watt of Lambrook.jpg|align=left|caption=Watt of Lambrook, Minister of Historical Research.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Introduction===&lt;br /&gt;
In Winter 387YE Watt of Lambrook, [[Minister of Historical Research]] commissioned the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] to investigate the Dance of Blood. The Dance was a [[Navarr]] [[army]] who disbanded in 245YE, fighting the [[Jotun]] during the reign of [[Emperor Guntherm]]. The Dance are historically somewhat controversial, given their embrace of [[Army_qualities#Cruel|cruel and merciless tactics]].&lt;br /&gt;
&lt;br /&gt;
==Welcoming==&lt;br /&gt;
The Dance of Blood were raised in 239YE, one of the first acts approved by the newly ascended Emperor Guntherm. The Navarr [[Senator]] for [[Hercynia]], &#039;&#039;Rhun Night-River&#039;&#039;, led the contingent of the Senate that had chafed under the rule of [[Empress Mariika]] and her resolute opposition to enlarging the Imperial military. Four times they had passed a [[Senate motion|motion]] to muster a new Navarr army, and each time Mariika had [[The Throne#Power of Veto|vetoed]] the motion. Rhun was known to desire [[the Throne]] and was widely expected to make a bid for it, but instead he and his fellow Navarr senators crossed the floor to support Guntherm. A new Navarr army was approved at the very next session, raised by Hercynia and seconded by [[Hahnmark]].&lt;br /&gt;
&lt;br /&gt;
With popular support, it took less than a year to fund the army, but it soon encountered controversy. Rhun was a fierce advocate of the Navarr maxim that &amp;quot;You cannot betray your enemies&amp;quot; and openly advocated for Imperial armies to adopt a more &#039;&#039;pragmatic&#039;&#039; approach to war against the barbarians. When the Navarr Assembly passed a [[statement of principle]] reminding the nation that the Navarr cannot betray their enemies, it led to a [[mandate]] allowing the nation to embrace cruelty as the most effective way to defeat the barbarians.&lt;br /&gt;
&lt;br /&gt;
The judgement was contentious, splitting the nations of the Empire on the issue in a manner that might be familiar to citizens who remember the arguments around the [[Iron Helms]]. Since the matter was for the Navarr Assembly only, however, there was little that other Imperial priests could do about the mandate. The [[Cardinal]] of [[Wisdom]], a [[mystic]] called &#039;&#039;Astor Far-Eyes&#039;&#039;, publicly spoke against the Navarr embrace of cruel tactics, arguing that it was ill-omened and would end in disaster, but his attempts to delay the vote achieved nothing and the required [[greater majority]] was narrowly achieved. Rhun made it clear that he would use his authority as the raising senator to uphold the will of the Assembly.&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&amp;lt;quote by=&amp;quot;General Gobaith, General of the Dance of Blood&amp;quot;&amp;gt;Thorns, our people have slumbered while our steadings are threated by the Thule. Now is the hour of our awakening. We will reclaim what they have taken. We will drown our spears in Thule blood. We will slaughter every orc that marches beneath a blue banner. We will lead our enemies in the Great Dance to the doors of the Labyrinth. We will teach the Dragons to fear us.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dancing==&lt;br /&gt;
Once the army was ready, the Navarr senators appointed &#039;&#039;Gobaith of Summer&#039;s Grove&#039;&#039; to be general. A popular, charismatic [[brand]], adored by many [[thorn|thorns]], she was notorious for her dark humour. Described as intimidating, always dressed for battle, face painted for war at any moment, she was known as someone to be reckoned with within and without the Empire.&lt;br /&gt;
&lt;br /&gt;
From the outset, the tactics employed by the Dance of Blood were uncompromising and brutal. The Navarr have often sought to ambush their enemies, preferring to use the element of surprise to defeat them. That season, the Dance of Blood went much further, poisoning wells and razing [[Thule]] settlements that would not surrender. In battle, they would wound the enemy but not execute them, then lie in wait to slaughter those who came to heal them. [[Thule_lore#Warlocks|Warlocks]] in particular were singled out on the battlefield, with Gobaith looking to break the enemy&#039;s chain of command.&lt;br /&gt;
&lt;br /&gt;
Gobaith&#039;s strategy made many people queasy, but it worked. The first season of campaigning, the forces of [[Otkodov]] were brutally driven back with many hundreds of [[orc|orcs]] slain. Over the next two years the Dance of Blood fought mercilessly against the Thule, with only a single season to rest, they were active all the across the north of the Empire. Wherever the Thule banners marched, the Dance of Blood would lie in wait for them. Traps were set, food and water was deliberately spoiled. In one gruesome incident Navarr scouts planted infected meat in a river, upstream of the Thule camp. Scores died in agony of vomited blood. It was routine for the Navarr to pick off Thule pickets and drag them into the woods, where they would be tortured to death within earshot of their fellows, The disembowelled corpses would be left for the army to find at sunrise. The reports from the front made brutal reading, but victory had a way of quelling all the arguments.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|caption=While the Dance of Blood is remembered for its final battle against the Jotun, the Thule have very good reasons to remember it.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
By the end of 243YE, the Dance was triumphant; the Empire surrounded three Thule armies in Hercynia, completely cutting them off. There was an option to allow the Thule to withdraw but Gobaith seized the opportunity to trap them and began starving them out. By the time Gobaith&#039;s forces finally attacked, it was said that some of the Thule were too weak to hold a spear. The &#039;&#039;Earthquake Drummers&#039;&#039; managed to escape but the &#039;&#039;Path of the Gyre&#039;&#039; and the &#039;&#039;Teeth of the Blizzard&#039;&#039; did not. Both armies were broken by Gobaith&#039;s cruel tactics, their warriors slaughtered and their leaders executed.&lt;br /&gt;
&lt;br /&gt;
Guntherm&#039;s support of the Navarr army is one of the reasons he gained the nickname &amp;quot;the Bloodthirsty&amp;quot;, although he remained broadly popular. After years of struggle against the barbarians, citizens were eager for news of victories and the Dance of Blood certainly delivered that news.&lt;br /&gt;
&lt;br /&gt;
==Unburdening==&lt;br /&gt;
Had the situation remained that way, history might have been very different. But in 242YE, the Jotun launched an assault across the frozen Lake Nutjuitoq in the [[Sermersuaq#Suaq Fount|Suaq Fount]]. They were led by &#039;&#039;Kjorvak&#039;&#039;, Jarl of [[Skallahn#Kierheim|Kierheim]], whose willingness to risk the untested ice allowed him to take the Wintermark defenders by surprise. Emperor Guntherm led the [[Green Shield]] on campaign against them, but both armies were attacked by a large Thule force. In the resulting panic, Guntherm and Kjorvak ended up fighting together against the Thule, [[Campaigns_of_Emperor_Guntherm#The_Jarl_of_Kierheim|forging a battlefield alliance]] with the Jotun and together they drove the Thule off. Out of respect for Guntherm, the Jarl withdraw his forces, but a strange friendship blossomed from the battle. Although the Jotun and the Empire were still at war, the two continued to exchange winged messages in the seasons that followed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreenShields_Colour.png|align=right|caption=Guntherm&#039;s love for the Green Shield was well known throughout the Empire.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Rather than attack Wintermark, the Jotun invaded [[Liathaven]] in 243YE. The [[territory]] had been relatively peaceful, at least as peaceful as a land cursed by the [[vallorn]] can be. The Jotun quickly captured [[Liathaven#West Ranging|West Ranging]] and threatened [[Liathaven#Liath&#039;s Ring|Liath&#039;s Ring]]. The attacks shook the Navarr, and caused widespread outrage after hundreds of Navarr were forced to accept life as a thrall by the invading Jotun. Gobaith swore to take her army south and unleash the same terror against the Jotun that had proved so effective against the Thule.  &lt;br /&gt;
&lt;br /&gt;
Gobaith&#039;s counter-attack clearly took the Jotun by surprise, and her forces were able to take thirty Jotun prisoner. After the [[Civil Service|civil service]] assessed the options, the prognosticators laid out two clear choices. The Navarr general could let the Jotun go, which would create an [[opportunity]] to make peace with the Jotun, or they could be executed to spread fear through the enemies of the Empire in the west.&lt;br /&gt;
&lt;br /&gt;
It was explicit that the more fearsome the deaths, the bigger the impact would be on Jotun morale. Gobaith led a contingent of her supporters through the [[Sentinel Gate]] to deal with the prisoners, and returned having drowned them. According to the exaggerated and embroidered stories that spread in the wake of the incident, they were drowned in vats of blood. This tale was widely believed, despite the unusual public notice issued by the civil service indicating that the Jotun had in fact been drowned in water.&lt;br /&gt;
&lt;br /&gt;
Of all the ways the prisoners might have been dealt with, this was far and away one of the worst from the Jotun point of view. The western orcs have an abject fear of the sea, apparently in the belief that those who drown can never pass over the [[Howling Abyss]] and are thus condemned to oblivion. The fear is so endemic in their culture that most Jotun refuse to even contemplate setting foot on the water, and the few ships they own are invariably operated by thralls. The cruelty of the Dance of Blood shook the Jotun to the core, weakening every single one of their armies and making it easier for the Empire to claim territory from them all along the western front for the next year.&lt;br /&gt;
&lt;br /&gt;
Even so, the actions were &#039;&#039;hugely&#039;&#039; divisive. The Assembly of Nine called Gobaith to [[inquisition]], claiming her actions were fundamentally unvirtuous. As the denouement of the inquisition, they called for the Tribune and [[revocation|revoked]] the general with primacy in front of a huge crowd. Unfortunately, word of the Nine&#039;s plans had leaked, and Rhun and his fellow senators were waiting in the audience. They quickly stepped forward and reappointed her on the spot, in defiance of the Assembly&#039;s will.&lt;br /&gt;
&lt;br /&gt;
Outside [[Anvil]], the executions outraged the Jotun. The Dance were already notorious, but the actions led to a blood-feud between the Jotun and the Navarr. Casualty rates on campaign shot up, as both sides refused to offer quarter to the other. In particular, there were several incidents where the actions of the Dance of Blood led directly to the death of numbers of Jotun thralls, driving the western orcs to the verge of frenzy. Their religion outlaws the killing of thralls under any circumstances, and so it is no surprise that the Jotun quickly began referring to the Navarr as the &amp;quot;Imperial Druj&amp;quot;. To the Jotun, this was the gravest insult they could throw, but Gobaith and her army wore the epithet as a badge of Pride.&lt;br /&gt;
&lt;br /&gt;
==Binding==&lt;br /&gt;
With the enemy on the backfoot, the Empire continued to push the Jotun back throughout 244YE. Rather than back away from her cruel tactics, Gobaith doubled down, arguing that they were working and that for the first time in &#039;&#039;years&#039;&#039; the Empire was winning. Supporters of the army, and there were many, pointed to the key successes they were having. Thanks to the Dance of Blood, the Empire were pushing the Jotun back in Wintermark, and elsewhere. The recent war with the [[Druj]] had been marked by a number of appalling massacres which had horrified citizens across the Empire, including one notorious incident where a score of brave citizens venturing through the Sentinel Gate were all captured and executed by the Druj. When the heroes rallied out to battle the next day they were forced to encounter the bodies of their fallen comrades impaled on spears. Such atrocities were commonplace and frankly surpassed anything that Gobaith and her supporters had enacted, but there were many who said that adopting the strategy of the Druj was the only way to win. The Empire had to meet fire with fire, they argued.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Agramant.jpg|caption=Agramant encourages atrocious acts in the name of survival, but publicly denied any responsibility for the atrocious acts being taken by the Dance of Blood.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Critics, and there were many, claimed that the Dance of Blood didn&#039;t just embrace cruelty, they revelled in it. There were frequent accusations of &#039;&#039;[[Agramant|Agramantism]]&#039;&#039; (wilfully entreating with the eternal Agramant), so much so that they were actually refuted by the [[eternal]] themselves, who took the unprecedented step of issuing a public statement to the [[Conclave]] on a bloody scrap of flayed skin. The statement claimed that &#039;&#039;Blood-on-the-Snow&#039;&#039; had &amp;lt;u&amp;gt;absolutely nothing&amp;lt;/u&amp;gt; to do with the horrors committed by the Dance of Blood (which some people believed) and that &#039;&#039;Howler&#039;&#039; was shocked by what was happening (which no one believed). That said, and in a manner typical of the &#039;&#039;Wastewalker&#039;&#039;, the statement ended with an offer to create an [[opportunity]] for &#039;&#039;every&#039;&#039; Imperial army to become cruel, if the Conclave would only accept his boon. The resulting vote was rejected, but the level of support for Agramant&#039;s offer surprised and alarmed many.&lt;br /&gt;
&lt;br /&gt;
The Emperor tried desperately to rein Gobaith in, largely without success. Gobaith&#039;s tactics had upset many Winterfolk with [[scop|scops]] and [[stormcrow|stormcrows]] claiming they were [[heroism|unheroic]] and the mystics forecasting doom from the twisted skeins of those involved. Politically, Guntherm was clearly compromised by the nature of the attacks, which resulted in outraged communications from the Jotun who felt the Empire&#039;s actions betrayed the burgeoning friendship between the Emperor and the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
Ignoring the Emperor&#039;s protests, Gobaith continued to perpetrate the war with a ferocious intensity with the Dance of Blood brutally slaughtering any Jotun they could find. In response, the Jotun became increasingly desperate. Enraged by the actions of the army, they lost much of their typical iron discipline and began to lash out wildly. The Dance became a red rag to the Jotun bull, driving their warriors into a violent fury in any campaign where the Navarr army took part. By the end of the year the Empire had inflicted three decisive defeats on Jotun forces, however.&lt;br /&gt;
&lt;br /&gt;
The Empire were winning the war against the Jotun and while the strategy continued to cause concern for some, and personal problems for the Throne, criticism of the army was muted by their successes. But in 245YE, the situation changed dramatically when [[Holberg]] and [[Therunin]] were invaded by a huge force of Druj.&lt;br /&gt;
&lt;br /&gt;
==Vows==&lt;br /&gt;
The invasion split the Empire. The West was secure with more territory in Imperial hands than at any point in the Empire&#039;s history. But the East was collapsing with region after region falling to the Druj. Armies marched east, but Gobiath refused to stop attacking, arguing that the Empire should crush the Jotun while they had the chance and &#039;&#039;then&#039;&#039; turn their attention to the Druj. Crucially she argued it was impossible to stop now and if the Empire pulled back then all the territory they had gained would be reclaimed by the Jotun.&lt;br /&gt;
&lt;br /&gt;
In Senate, Emperor Guntherm publicly vowed to make peace with the Jotun, so that the East might be saved, but the Jotun refused all attempts to negotiate. Driven wild by the deaths of their thralls at the hands of the Dance of Blood, their contemptuous replies claimed they would never stop fighting until every Imperial Druj was dead. &lt;br /&gt;
&lt;br /&gt;
There were rumbles that Gobaith would be [[Writ of Excommunication|excommunicated]], but it was clear to many that the Synod simply didn&#039;t have the numbers. The general was a hero to many Navarr, but they were also popular with enough [[Varushka|Varuskhan]] and [[the League|League]] priests that action was impossible. There was discussion of revoking Rhun but the assumption was that she would simply be reappointed just as she had last time. Guntherm&#039;s habit of assuming [[The_Throne#Defender of the Empire|personal control]] of the Green Shields made it impossible for him to take over the Dance of Blood, even if he had been inclined to risk the outspoken opposition of the Navarr nation by doing so.&lt;br /&gt;
&lt;br /&gt;
The situation continued to deteriorate, not in the West, where the Empire were clearly winning, but in the East, where the Druj were advancing on Holberg itself. It was clear the Empire needed to do something, but nobody could agree what. Guntherm and his supporters were demanding that Gobaith cease their attacks on the Jotun so that the Empire could try to make peace - but senators from Navarr and [[Dawn]] openly called for the Dance go further, to force the Jotun to surrender.&lt;br /&gt;
&lt;br /&gt;
The Dance continued to exact a merciless assault every season, but it was increasingly unsuccessful; it was clear by now that the Jotun were ready for their strategy and beginning to adapt to it. More than that, they were actively seeking to engage with the Dance any chance they could get. Stripped of the opportunity to catch the Jotun off guard, the Dance took (and inflicted) heavy casualties as the enemy risked everything to destroy their hated enemy.&lt;br /&gt;
&lt;br /&gt;
The general&#039;s orders caused a slow erosion of their support in the [[Military Council]], as it became increasingly apparent that their strategy was making any détente with the Jotun impossible. Gobaith was utterly unrepentant however. She boasted that the Dance of Blood was the only Imperial army to claim victory in every campaign it had fought in. She verbally sparred with Guntherm in Council, at one point going so far as to imply that his loyalties were to the Jotun and not to the Empire. She vowed that she would not stop her war until every Jotun was dead. In response he called her &amp;quot;the real enemy&amp;quot;, saying her brutal war against the Jotun was to sate her lust for blood and going to destroy the Empire.&lt;br /&gt;
&lt;br /&gt;
==Funerals==&lt;br /&gt;
The fall of the Dance of Blood came after the Summer Solstice in 245YE. The military situation had continued to deteriorate and there was talk in some quarters of revoking Guntherm himself. He was blamed for losing control of the Military Council - with the Empire now furiously engaged on three fronts, it was becoming clear that they could not win, but nobody could agree which territories should be abandoned. Even if Gobaith had wanted a way out, she was trapped by her vows, forced to stay engaged, locked in ever more bloody war against the Jotun.&lt;br /&gt;
&lt;br /&gt;
The summer [[muster]] was brutal with screaming and shouting and grew worse from there. The first battle through the gate was a sortie against the Jotun to secure a crucial position in Bregasland. The battle was a unparalleled disaster, with nearly a hundred Imperials executed by the Jotun, most of them Marchers or Freeborn. When previous battles had gone badly, much of the blame landed at Guntherm&#039;s door, but this time the furore was directed at the Navarr. The Marchers were adamant that the Jotun had changed their tactics, executing everyone they could, driven by their cold hate for the Dance of Blood.&lt;br /&gt;
&lt;br /&gt;
By the end of the summit, few of the generals were on speaking terms and the atmosphere in the Council was funereal. Gobaith outlined a plan to entrap the advancing Jotun in [[Bregasland]], with the support of the [[the Marches|Marcher]] and Wintermark armies. Amid an air of sullen silence, the other generals reluctantly agreed to back the plan.&lt;br /&gt;
&lt;br /&gt;
The ambush went devastatingly wrong. It soon became clear that the Jotun had been warned of the impending arrival of the Dance of Blood and were waiting for them, in force. Worse, no other Imperial army moved into Bregasland to support them. Only the [[Strong Reeds]] were present, but with their general giving orders to defend the territory, the Dance of Blood&#039;s attack was utterly exposed. Outnumbered more than five to one the Dance might still have survived, were it not for the presence of a [[Rivers Run Red|terrible Spring curse]] laid over the territory that poisoned the water and turned every wound lethal. The Dance were overwhelmed and utterly slaughtered. Gobaith was never seen again, widely assumed to have lost her life on the battlefield fighting alongside her beloved thorns. The Jotun were brutal and efficient, with squads of [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] patrolling the field slaughtering every single Navarr they could catch. Those too wounded to fight were gathered together, whereupon the Jotun built a huge pyre, and burned them alive.&lt;br /&gt;
&lt;br /&gt;
==Tattoos==&lt;br /&gt;
There was widespread shock at the Autumn Equinox, following the destruction of the Dance of Blood. The Navarr grieved for so many of their thorns lost. In other nations the mood was sombre. Rhun was incandescent and publicly confronted Guntherm during the first Senate session while he was actually sat on the throne. He shouted that he had betrayed the Dance of Blood, to which Guntherm coldly responded &amp;quot;You cannot betray your enemies&amp;quot;. The room exploded into violence, blades were drawn, and open fighting erupted in the Senate chamber itself. Rhun and his supporters were cut down, and the consequences of this spread through the whole of Anvil like a wave of blood.&lt;br /&gt;
&lt;br /&gt;
It seemed obvious to everyone that the Military Council had sold the Dance of Blood down the river. To the fury of the Navarr, the [[Officers_of_the_Law#Magistrates|magistrates]] confirmed that nothing illegal had happened - no [[general]] was under any obligation to submit the orders they had agreed to, therefore no crime had been committed. However the magistrates confirmed that whoever had cursed Bregasland with [[Rivers Run Red]] most likely broke the law in the process, and so the search was on for the traitors.&lt;br /&gt;
&lt;br /&gt;
The [[Grandmaster]] of the [[Shuttered Lantern]] took three magicians of her order through the Sentinel Gate to investigate a powerful Spring [[regio]] on the banks of the Gullet called the &#039;&#039;Fetid Gyre&#039;&#039;, believed to be the source of the magic. They performed numerous [[divination|divinations]] including [[Shadowed Glass of Sung]] and concluded that no Imperial citizens were involved and that the magic had been enacted by the Jotun - a terrible bargain between five jarls and an unknown eternal of the [[Realms#Spring|Spring realm]] associated with the sea. According to the Grandmaster, the jarls threw themselves into the water to be devoured by sharks and in return the eternal poisoned the waters of Bregasland.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Siakha001.webp|caption=Today we might assume that the eternal referenced by the Shuttered Lantern was [[Siakha]], but it is doubtful anyone will ever know for sure.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
This story was widely believed to be untrue. A mysterious Spring eternal whose existence was hitherto unknown, and strange [[Elite_Jotun_characters#Ghodi|ghodi]] dealing with eternals for their boons when Jotun were widely known to dislike magic and loathe curses? Everyone assumed that the grandmaster&#039;s account was a fabrication made up to conceal the identities of the real traitors. But every member of the order stuck to the story and insisted it was true.&lt;br /&gt;
&lt;br /&gt;
The death of the Dance of Blood was a catastrophe and relations between the Emperor and the Navarr never recovered. But the terrible loss proved to be a turning point for the Empire. Emperor Guntherm signed a peace treaty with the Jotun that very summit, and Imperial armies along the front were finally able to relieve the desperate forces fighting a rear-guard action against the Druj. With the threat of the Jotun lifted, Guntherm was able to drive the Druj back, delivering a series of crushing attacks from which they would take decades to recover. The peace with the Jotun was short-lived, but it was enough to turn the tide of fortunes in the Empire&#039;s favour. Thereafter Emperor Guntherm became known as &#039;&#039;the Bold&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The Navarr themselves were split. Some of the [[striding|stridings]] and [[steading|steadings]] from Therunin and [[Miaren]] believed that the Dance of Blood had made their own bed, but most kept that to themselves. The majority felt that the Empire had betrayed them, that Guntherm had sold out the Dance to the Jotun in return for peace. Unfortunately that accusation did not resonate outside the Navarr. When they appealed to others for support, the response was bitter and sullen but clear - the Dance of Blood&#039;s war with the Jotun had threatened the survival of the whole Empire. &amp;quot;Actions have consequences&amp;quot; the Navarr were repeatedly told.&lt;br /&gt;
&lt;br /&gt;
Relations between the Jotun and the Navarr likewise never improved. The cruel strategies employed by the Dance left a lasting mark on the Jotun. They point-blank refused to ever speak of the campaign in Bregasland, but they never again wavered in their hatred of the Navarr. When steadings were overrun the occupants were swiftly executed, treated by the Jotun not as people, not even as enemies, but as wild dogs to be put down.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Guntherm]]&lt;br /&gt;
* [[Campaigns of Emperor Guntherm]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141189</id>
		<title>Trade envoy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141189"/>
		<updated>2026-07-03T22:08:09Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Appointment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|Following a [[Rules_update_2026#Trade_Envoys|rules update]], these titles no longer exist in the game. The page has been left as it was for records.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Trade Envoy was an [[Imperial title]] with &#039;&#039;responsibility&#039;&#039; for pursuing trade in mithril, weirwood, white granite, and [[ilium]] with specific foreign nations. The first trade envoys were [[Create_title_of_trade_envoy|created]] by the [[Senate]] during the Spring Equinox 377YE. The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
Each trade envoy is responsible for pursuing opportunities with a specific foreign nation to gain mithril, weirwood, white granite, or ilium for the Empire. While the [[ambassador|ambassadors]] are [[Ambassador#Responsibilities|responsible]] for representing the Empire to foreign nations, the trade envoys are expected to proactively seek opportunities for trade in valuable Bourse materials. It is likely that a trade envoy will need to work closely with an ambassador in service to this goal.&lt;br /&gt;
==Powers==&lt;br /&gt;
The trade envoys have no legal powers. The significance with which the title is treated is likely to vary, depending on the culture and politics of the foreign nation with which they communicate.&lt;br /&gt;
==Appointment==&lt;br /&gt;
Each trade envoy is an Imperial position [[Appointments_by_the_Senate#Imperial_Position|appointed by the Senate]]. The title can be held by any Imperial citizen. A trade envoy has [[Imperial_title#Term_of_office|tenure]], and serves until they die or step down. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
When they were created, the trade envoys were ceremonial titles appointed by the Imperial Senate. This decision was challenged by the [[Master of the Imperial Mint]] Guillamo de Tassato who was successful in arguing that the titles should be auctioned through the [[Bourse]]. At the point where it was clarified that the titles were Imperial titles, then it was clear that this shift was unconstitutional. Appointment by the Senate was restored after the Autumn Equinox 381YE.&lt;br /&gt;
&lt;br /&gt;
The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE and can no longer appointed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141188</id>
		<title>Trade envoy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141188"/>
		<updated>2026-07-03T22:07:54Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Existing Trade Envoys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|Following a [[Rules_update_2026#Trade_Envoys|rules update]], these titles no longer exist in the game. The page has been left as it was for records.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Trade Envoy was an [[Imperial title]] with &#039;&#039;responsibility&#039;&#039; for pursuing trade in mithril, weirwood, white granite, and [[ilium]] with specific foreign nations. The first trade envoys were [[Create_title_of_trade_envoy|created]] by the [[Senate]] during the Spring Equinox 377YE. The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
Each trade envoy is responsible for pursuing opportunities with a specific foreign nation to gain mithril, weirwood, white granite, or ilium for the Empire. While the [[ambassador|ambassadors]] are [[Ambassador#Responsibilities|responsible]] for representing the Empire to foreign nations, the trade envoys are expected to proactively seek opportunities for trade in valuable Bourse materials. It is likely that a trade envoy will need to work closely with an ambassador in service to this goal.&lt;br /&gt;
==Powers==&lt;br /&gt;
The trade envoys have no legal powers. The significance with which the title is treated is likely to vary, depending on the culture and politics of the foreign nation with which they communicate.&lt;br /&gt;
==Appointment==&lt;br /&gt;
The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE and can no longer appointed.&lt;br /&gt;
&lt;br /&gt;
Each trade envoy is an Imperial position [[Appointments_by_the_Senate#Imperial_Position|appointed by the Senate]]. The title can be held by any Imperial citizen. A trade envoy has [[Imperial_title#Term_of_office|tenure]], and serves until they die or step down. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
When they were created, the trade envoys were ceremonial titles appointed by the Imperial Senate. This decision was challenged by the [[Master of the Imperial Mint]] Guillamo de Tassato who was successful in arguing that the titles should be auctioned through the [[Bourse]]. At the point where it was clarified that the titles were Imperial titles, then it was clear that this shift was unconstitutional. Appointment by the Senate was restored after the Autumn Equinox 381YE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141187</id>
		<title>Trade envoy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141187"/>
		<updated>2026-07-03T22:07:45Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|Following a [[Rules_update_2026#Trade_Envoys|rules update]], these titles no longer exist in the game. The page has been left as it was for records.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Trade Envoy was an [[Imperial title]] with &#039;&#039;responsibility&#039;&#039; for pursuing trade in mithril, weirwood, white granite, and [[ilium]] with specific foreign nations. The first trade envoys were [[Create_title_of_trade_envoy|created]] by the [[Senate]] during the Spring Equinox 377YE. The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
Each trade envoy is responsible for pursuing opportunities with a specific foreign nation to gain mithril, weirwood, white granite, or ilium for the Empire. While the [[ambassador|ambassadors]] are [[Ambassador#Responsibilities|responsible]] for representing the Empire to foreign nations, the trade envoys are expected to proactively seek opportunities for trade in valuable Bourse materials. It is likely that a trade envoy will need to work closely with an ambassador in service to this goal.&lt;br /&gt;
==Powers==&lt;br /&gt;
The trade envoys have no legal powers. The significance with which the title is treated is likely to vary, depending on the culture and politics of the foreign nation with which they communicate.&lt;br /&gt;
==Appointment==&lt;br /&gt;
The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE and can no longer appointed.&lt;br /&gt;
&lt;br /&gt;
Each trade envoy is an Imperial position [[Appointments_by_the_Senate#Imperial_Position|appointed by the Senate]]. The title can be held by any Imperial citizen. A trade envoy has [[Imperial_title#Term_of_office|tenure]], and serves until they die or step down. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
When they were created, the trade envoys were ceremonial titles appointed by the Imperial Senate. This decision was challenged by the [[Master of the Imperial Mint]] Guillamo de Tassato who was successful in arguing that the titles should be auctioned through the [[Bourse]]. At the point where it was clarified that the titles were Imperial titles, then it was clear that this shift was unconstitutional. Appointment by the Senate was restored after the Autumn Equinox 381YE.&lt;br /&gt;
&lt;br /&gt;
==Existing Trade Envoys==&lt;br /&gt;
Trade envoys were initially created to  the [[Principalities of Jarm]], the [[Asavean Archipelago]], [[Faraden]], the [[Commonwealth]] and the [[Sumaah Republic]]. A sixth trade envoy, to the [[Sarcophan Delves]], was [[Create_title_of_Trade_Envoy_to_the_Sarcophan_Delves|created]] in Winter 379YE.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; In the interests of ensuring our records are correct, anyone who currently holds a trade envoy position should e-mail plot@profounddecisions.co.uk with their details.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141186</id>
		<title>Trade envoy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=141186"/>
		<updated>2026-07-03T22:07:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|Following a [[Rules_update_2026#Trade_Envoys|rules update]], these titles no longer exist in the game. The page has been left as it was for records.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Trade Envoy was an [[Imperial title]] with &#039;&#039;responsibility&#039;&#039; for pursuing trade in mithril, weirwood, white granite, and [[ilium]] with specific foreign nations. The first trade envoys were [[Create_title_of_trade_envoy|created]] by the [[Senate]] during the Spring Equinox 377YE. The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
Each trade envoy is responsible for pursuing opportunities with a specific foreign nation to gain mithril, weirwood, white granite, or ilium for the Empire. While the [[ambassador|ambassadors]] are [[Ambassador#Responsibilities|responsible]] for representing the Empire to foreign nations, the trade envoys are expected to proactively seek opportunities for trade in valuable Bourse materials. It is likely that a trade envoy will need to work closely with an ambassador in service to this goal.&lt;br /&gt;
==Powers==&lt;br /&gt;
The trade envoys have no legal powers. The significance with which the title is treated is likely to vary, depending on the culture and politics of the foreign nation with which they communicate.&lt;br /&gt;
==Appointment==&lt;br /&gt;
The title was [[Rules_update_2026#Trade_Envoys|ruled unconstitutional]] by the Constitutional Court in 388YE and can no longer appointed.&lt;br /&gt;
&lt;br /&gt;
Each trade envoy is an Imperial position [[Appointments_by_the_Senate#Imperial_Position|appointed by the Senate]]. The title can be held by any Imperial citizen. A trade envoy has [[Imperial_title#Term_of_office|tenure]], and serves until they die or step down. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
When they were created, the trade envoys were ceremonial titles appointed by the Imperial Senate. This decision was challenged by the [[Master of the Imperial Mint]] Guillamo de Tassato who was successful in arguing that the titles should be auctioned through the [[Bourse]]. At the point where it was clarified that the titles were Imperial titles, then it was clear that this shift was unconstitutional. Appointment by the Senate was restored after the Autumn Equinox 381YE.&lt;br /&gt;
&lt;br /&gt;
==Existing Trade Envoys==&lt;br /&gt;
Trade envoys were initially created to  the [[Principalities of Jarm]], the [[Asavean Archipelago]], [[Faraden]], the [[Commonwealth]] and the [[Sumaah Republic]]. A sixth trade envoy, to the [[Sarcophan Delves]], was [[Create_title_of_Trade_Envoy_to_the_Sarcophan_Delves|created]] in Winter 379YE.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; In the interests of ensuring our records are correct, anyone who currently holds a trade envoy position should e-mail plot@profounddecisions.co.uk with their details.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=141181</id>
		<title>Rules update 2026</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=141181"/>
		<updated>2026-07-03T21:49:25Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. This process of continuous review allows us to keep the game fresh and ensures we remain happy that we&#039;re running the very best game we can. We don&#039;t have many updates this year, but the ones we do have are important for the players who are affected. This page summarises and explains the changes so that players can identify and understand the changes easily. &lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it&#039;s not an actual plot development.&lt;br /&gt;
&lt;br /&gt;
==Trade Envoys==&lt;br /&gt;
We&#039;ve removed the six [[trade envoy]] titles from the game.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
These titles have not been appointed in many years. They represent an insurmountable challenge for us since it requires a huge amount of work to create the plot for the foreign nations each event. We will never have the resources we would need to provide the level of response that would be needed if there were twice as many official Imperial titles whose responsibility it was to converse with all the foreign nations each event. We simply cannot support these titles and the ambassadors at the same time in Empire, without unfairly neglecting other parts of the game. If we allowed players to appoint these titles, it would be to the detriment of the rest of Empire. As such we&#039;ve taken the decision to remove them from the game.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
During the appraisal of the Court of the Far Horizons, the Constitutional Court have assessed these titles to see if there is any way they could be appointed by the new sodality. As part of that review they have identified that there are significant constitutional problems with these titles due to the overlap between these titles and the ambassadors. As they are irreparably unconstitutional, they have been struck from the rolls.&lt;br /&gt;
&lt;br /&gt;
==Imperial Sodalities==&lt;br /&gt;
We have updated the wiki page for sodalities, moving the content to a set of pages that splits the information up. The single page has been replaced by a set of four pages, which present updated information in a more consistent format.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Affected Title&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Sodality&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blackroot Broker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Exarch of Virtue&#039;s Rest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Greenwatcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Last Battle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knight of the Greenwood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vallornguard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Apothecary of the Story Garden]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|Apothecaries Guild]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master Apothecary]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|Apothecaries Guild]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|Apothecaries Guild]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Vizier of the Incarnadine Satchel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|Apothecaries Guild]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wise Arborist]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Imperial Apothecaries Guild|Apothecaries Guild]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Imperial sodality]]&lt;br /&gt;
** [[Powers of a sodality]]&lt;br /&gt;
** [[Appointment by sodality]] &lt;br /&gt;
** [[Member of a sodality]]&lt;br /&gt;
&lt;br /&gt;
We have made some small but very significant tweaks to the rules on how a sodality can employ any legal powers that are granted to them by the Imperial Senate. The key change is that legal powers, like building a [[commission]] or similar, are followed by a [[Senate announcement]] by the Speaker of the sodality or their proxy. As a Senate announcement, they can be vetoed by the Throne or General Assembly. We have updated the pages for existing sodalities to make clear which powers are affected by the new rules.&lt;br /&gt;
&lt;br /&gt;
In addition, there is a set of Imperial titles that &#039;&#039;ought&#039;&#039; by rights to be appointed by the most appropriate sodality. The Constitutional Court don&#039;t intend to reverse their previous ruling that these titles do not have to be changed, but they have made a public note that it would not be possible to make any legal changes to one of these titles (as the result of an [[opportunity]] or otherwise) without either addressing the issue of who appoints that title at the same time, or amending the responsibilities of the position so that it was clearly outside the remit of the sodality.&lt;br /&gt;
&lt;br /&gt;
Finally, the Constitutional Court have noted that they failed to identify that the [[Imperial_Apothecaries_Guild#Guild_Leader|speaker for the Imperial Apothecaries Guild]] cannot have the title of &#039;&#039;Guild Leader&#039;&#039;. A speaker is responsible for promoting the sodality&#039;s interests - to represent the sodality to the wider Empire - but constitutionally they cannot be its leader. The Court will not enforce any changes at this time, but as with the other titles identified, it will not be possible to make any legal changes to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]] without also changing the name of the title to put it on a sound constitutional footing.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The new rule requiring a sodality to announce any legal powers in the Senate formalises the ways that could be stopped, imposing the same checks and balances on the sodality that exist for a Senate motion. We believe that it is appropriate for the game - it is good to have many different ways in which the different parts of the Empire can interact, but we hope that their presence will make players feel more confident to grant legal powers to sodalities, as that will help enhance the game. While it is a little more onerous for the sodality, we hope it will help to reify the importance of the &amp;quot;Speaker&amp;quot; for the sodality. &lt;br /&gt;
&lt;br /&gt;
There are several titles that should be appointed by the Vallornguard and the Apothecaries Guild, respectively. Part of our job as game runners is to reinforce the natural boundaries of the game - the Vallornguard should be in charge of appointing titles that are to do with fighting the vallorn. The Apothecaries Guild should be in charge of titles that are about creating potions and spreading information about them. We have no interest in forcing players to change these titles at this late stage; that ship has sailed, but we want to make it clear that they should not be used as a model for future titles and made it clear that any legal changes to the title would &amp;quot;require the constitutional changes to be settled first&amp;quot;. We&#039;ve used similar approaches in the past where we&#039;ve identified that a title is not actually constitutional, but it&#039;s better for the game that it gets cleared up at a point that feels natural in-character rather than being forced through by Profound Decisions (acting as the Constitutional Court).&lt;br /&gt;
&lt;br /&gt;
===IC Justification===&lt;br /&gt;
As part of the [[Arranging grace|appraisal of the Cat&#039;s Graces]] [[387YE_Winter_Solstice_Senate_sessions#Appraise_the_Cat&#039;s_Graces|requested by the Throne]], two members of the [[Scrutiny#Constitutional_Court|Constitutional Court]], &#039;&#039;Magistrate Abraham&#039;&#039; and the Imperial Archivist, &#039;&#039;Leontes the Scribe&#039;&#039;, have been assessing the constitutional impact of that sodality. In doing so, by necessity, they needed to also consider the constitutional issues surrounding the other extant Imperial sodalities, the [[Vallornguard]], the [[Magpies]], the [[Sun Chamber]] and the [[Imperial Apothecaries Guild]].&lt;br /&gt;
&lt;br /&gt;
In light of this, they have updated the [[Imperial sodality|guidance issued by the civil service]], notably, the use of resolutions to enact any [[powers of a sodality|legal powers granted to a sodality]], and the limitations on that. They have also reviewed the rulings provided for previous sodalities to identify any mistakes that the Court has made previously.&lt;br /&gt;
&lt;br /&gt;
==Vallorn Miasma==&lt;br /&gt;
We&#039;ve created a new page for [[Vallorn miasma]] and updated the original information from the [[vallorn]] page with additional information on how the vallorn affects armies on campaign.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Over the winter, we&#039;ve moved to nail down everything we could about the dangers of fighting the vallorn, with a [[#Vallorn|lengthy update]] on the reasons for that. Unfortunately, we missed the effect that the vallorn miasma had on armies that are on campaign. So, following feedback, we have finalised and published the definitive rules for how the miasma affects armies and garrisons.&lt;br /&gt;
&lt;br /&gt;
===IC Justification===&lt;br /&gt;
The [[Pilgrim&#039;s Defiance]] attack into [[Therunin#East Ashes|East Ashes]] saw the army fight against vallorn for the first time. This, along with the continued sterling efforts of the scholars studying at the Great Library of Hacynian, has allowed the civil service to quantify the dangers faced when a force of vallorn is attempting to attack into a region, and when an army is attacking into a vallorn-controlled region.&lt;br /&gt;
&lt;br /&gt;
==Opportunities==&lt;br /&gt;
We have updated the rules for [[opportunity|opportunities]] to make clear that the benefits they offer are not available for ever. We will usually state how long the opportunity is available for - if we don&#039;t provide that information then you can email {{plot}} to check, but the default amount of time is a year from the event where it first becomes available. That means that if you don&#039;t take up the opportunity before the same event comes round next year, then it will no longer be available.&lt;br /&gt;
&lt;br /&gt;
In all cases, the availability exists while nothing substantial changes. If the situation changes and other developments overtake it, then an opportunity may cease to be available earlier than promised. For example, if there is an opportunity to build a sinecure with the help of a sept of orcs - but the Empire declares them to be barbarians and attacks them - then the opportunity will no longer be available. It is always possible to email plot@profounddecisions.co.uk to check if an outstanding opportunity is available, but it is only necessary to do so if something significant has changed regarding the particulars.&lt;br /&gt;
&lt;br /&gt;
Where possible, we will work through the wiki to update old opportunities to indicate where they are no longer available.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
As the game continues to develop an ever longer history with opportunities going back years, it becomes harder for us to maintain the game consistently. We regularly update parts of the game to keep improving Empire every year, and that can cause problems with old opportunities that no longer make sense under the new rules. Crucially, as events change it often makes no sense for an opportunity to still be available. The Empire can&#039;t benefit from a deal offered by a Jotun jarl, if the character is long since dead. A player can&#039;t tell that from reading the wiki, but it&#039;s a vast amount of work to go back and update every old opportunity each time anything happens in the game.&lt;br /&gt;
&lt;br /&gt;
The new system means that most opportunities will be available for a year by default. In the past we&#039;ve often provided less time than this. Some opportunities may still do that - but the majority will now be available for one year unless events change. That will give players more time to try and take advantage of an opportunity and a clearer sense of how long something will be around for. Of course events can move fast in the Empire, setting, there is never a guarantee that an opportunity won&#039;t be invalidated in under a year if the events supporting it have changed, but we hope that will be clearer when dealing with current events. &lt;br /&gt;
&lt;br /&gt;
===IC Justification===&lt;br /&gt;
The Imperial civil service are working to provide updated guidance on opportunities that were available in the past, reassessing them and letting citizens know when something is no longer possible.&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
We&#039;ve finished our review on fortifications. Specifically on the status of existing fortifications that have been damaged, the Legion Engineer, and two region qualities that affect citadels summoned in Proceris, Crucible, and Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
===Garrisons and Bastions===&lt;br /&gt;
There are four fortifications relevant to the campaign that are not at full strength. In each case, we have applied the damage sustained by the fortification to the garrison and reduced the integrity of the bastion by a further fifth of those casualties.&lt;br /&gt;
&lt;br /&gt;
* [[Mournwold#Farstrider&#039;s_Watch|Farstrider&#039;s Watch]] in Greensward, Mournwold, had suffered 2319 casualties. The garrison is at 681 strength, and the bastion&#039;s integrity is 2536.&lt;br /&gt;
* [[Feroz#Mora&#039;s_Rock|Mora&#039;s Rock]] in Morajasse, Feroz, had suffered 635 casualties. The garrison is now at 5365 strength, and the bastion&#039;s integrity is 5873.&lt;br /&gt;
* [[Sarangrave#Tower_of_the_Skink|Tower of the Skink]] in Thornfen, Sarangrave, had suffered 464 casualties. The garrison is now at 11536 strength, and the bastion&#039;s integrity is 11908.&lt;br /&gt;
* [[Skallahn#Walls_of_Kierheim|Walls of Kierheim]] in Bjarkey, Skallahn, had suffered 3233 casualties. The garrison is now at 2767 strength, and the bastion&#039;s integrity is 5353.&lt;br /&gt;
&lt;br /&gt;
Two other fortifications that were previously damaged were resupplied to full strength at the end of the season, before the rules changes were applied:&lt;br /&gt;
&lt;br /&gt;
* [[Sarvos#The_Great_Chain|The Great Chain]] in Cigno, Sarvos&lt;br /&gt;
* [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacons of Iskrid]] in Leen Iskrid, Salt Flats of Sanath&lt;br /&gt;
&lt;br /&gt;
===Legion Engineer===&lt;br /&gt;
The [[Legion Engineer]] has gained the power to instruct the [[Tamazi]] to support when they announce the construction of a new fortification. Both options increase the cost of a fortification by 20 wains of mithril and 60 crowns each.&lt;br /&gt;
&lt;br /&gt;
They can instruct the Tamazi to implement designs from Axos, with walls thick enough to conceal passages and hidden chambers within them. Some of these passages would conceal traps, others would protect hidden sally ports used to bedevil any enemy foolish enough to attempt a siege. All casualties inflicted by the garrison during an attack on the region containing the bastion would be increased by a fifth.&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can instruct the Tamazi to work mithril runes into the walls. The bastion would be protected from certain kinds of malign magic. The bastion would take half the normal damage from magical attacks such as [[Thunderous Tread of the Trees]].&lt;br /&gt;
&lt;br /&gt;
===Nightwoven and Enigmatic===&lt;br /&gt;
The effects of the [[Region_qualities#Nightwoven|Nightwoven]] and [[Madruga#Enigmatic|Enigmatic]] qualities have been changed in line with the changes to magically summoned &amp;quot;citadels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* When [[Dripping Echoes of the Fen]] is cast on a Nightwoven or Enigmatic region, it increases the victory points necessary to claim the region by an additional fifteen, up from ten.&lt;br /&gt;
* When [[Forge the Wooden Fastness]] is cast on an Enigmatic region, it increases the strength of the wards by one thousand, up to five thousand.&lt;br /&gt;
* When [[The Basalt Citadel]] is cast on an Enigmatic region, it increases the strength of the battalion by one thousand, up to four thousand.&lt;br /&gt;
{{CaptionedImage|file=Bishop Oberon.jpg|caption=The Imperial Synod is a place of politics, as well as a bastion of faith.|align=left|width=450}}&lt;br /&gt;
==Synod Update==&lt;br /&gt;
We&#039;re in the process of reviewing the Synod game, with a view to reducing the time spent queueing and voting on things that individual priests are not invested in, or are not contentious. Rather than implement a single major overhaul in one go, we&#039;re looking to implement some smaller changes over time, so that we can see what impact a change has. &lt;br /&gt;
&lt;br /&gt;
The first set of changes is around the Synod judgement of [[inquisition]]. We&#039;ve changed this judgement so that it can only be submitted in a nation or Virtue assembly - it cannot be submitted to the General Assembly. As before, if the judgement is escalated to a [[sanction]], then the new judgement must also be in the same assembly.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the title pages for [[Imperial Inquisitor]], [[Arcane Inquisitor]], [[Basilisk of the Bourse]], [[Auditor of Senatorial Accountability]] and the [[Chaplain Consular]] to make clear that their &amp;quot;free&amp;quot; inquisition is escalated to the Assembly of Nine. This change enables the Assembly of Nine to hold an inquisitorial court if they wish to do so - if the Assembly of Nine wish to hold court at a given time, these titles could present their findings, request a judgement of [[sanction]] from the Assembly of Nine and have them vote on it there and then, if they have quorum and the Tribune is present. The escalation of the &amp;quot;free&amp;quot; inquisition for [[Virtue inquisitor|Virtue inquisitors]] will sit with their respective Virtue Assembly.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also amended [[statement of principle]] so that under normal circumstances it cannot be submitted to the General Assembly. We&#039;ve given each [[cardinal]] the power to elevate a single statement to the General Assembly at the point where it is submitted. We have changed the rules so that if no statement in the General Assembly achieves a greater majority, than the single statement that passes that has the highest margin in favour will take effect. Statements will only create an effect in the world if we&#039;re able to think of one to create.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also updated the guidance for statements of principle to make clear that it cannot be used to issue warnings to people outside Anvil. &lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
A judgement of inquisition is rarely contentious - they often pass with no votes against. In many cases they are most relevant to a specific Assembly. Confining them to a virtue or national assembly means less judgements in the General Assembly for all priests to view and vote on. If a priest is convinced something needs to be brought before the General Assembly, they can still do that, but someone will need to use a judgement to submit that sanction. That means that it can still be done, if players think it is worth the cost, but we expect that most sanctions will be dealt with by the other assemblies.&lt;br /&gt;
&lt;br /&gt;
Any member of the Synod can use their own judgement to submit a sanction, so in cases where a [[sanction]] is genuinely contentious, then a different member of the Synod can use their own judgement to submit a competing sanction if they disagree with a verdict. &lt;br /&gt;
&lt;br /&gt;
There are often a lot of statements of principle submitted every event, many of which have almost no chance of achieving a greater majority. Getting a greater majority is, by design, very difficult. This is important, because it is required for very powerful effects, like [[excommunication]], [[veto]], and [[change of doctrine]]. However the current design is stymying the Synod by making it unnecessarily hard for them to achieve any effect. It also leads players to perceive the system (the difficulty of getting a greater majority) as their barrier to success rather than convincing enough fellow players to support them.&lt;br /&gt;
&lt;br /&gt;
The new system ensures that the General Assembly of the Synod will almost always have some impact on the game. However it deliberately pits all the statements of principle each season against each other, making them inherently competitive - as the one that passes with the highest margin is the one guaranteed to have an effect. Our goal is to reduce the number of statements of principle that priests need to vote on, and to ensure that their votes, for or against a statement, are vital.&lt;br /&gt;
&lt;br /&gt;
It is much easier for players to get statements of principle passed in a national or virtue Assembly with a greater majority. Most of these do not have a game effect, due to the sheer number of them. It&#039;s not possible to have unlimited numbers of statements of principle have a game effect, we can&#039;t respond to that number of judgements. We may respond to a statement of principle if it looks like the potential consequences could be controversial - we&#039;ve updated the OOC guidance to try and make things as clear as we can, as we know that players are often disappointed when a statement that gets a greater majority doesn&#039;t create a response from the plot team.&lt;br /&gt;
&lt;br /&gt;
We updated the guidance for statements of principle to make clear that any warning won&#039;t arrive in time. There have been more and more warnings published though the Synod using this method in recent times and initially we took account of them in the flavour text of winds of war (although they didn&#039;t have an appreciable game effect), but on later reflection, we realised this was a mistake. These judgements simply add to the record number of judgements for priests to vote on without directly adding to the game. We&#039;ve made clear that they won&#039;t work, to discourage them, so that the focus remains on statements of principle that could be important in the game.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The changes are part of a set of administrative changes being implemented by the Tribune at the request of the Constitutional Court following the changes to the way Imperial law is implemented with regards to religious crimes.&lt;br /&gt;
&lt;br /&gt;
===Transition===&lt;br /&gt;
There are a handful of judgements of inquisition that were submitted last event. If the priest wishes to escalate one of these judgements, they should be escalated to the same assembly the original inquisition was submitted to.&lt;br /&gt;
&lt;br /&gt;
==New Army Qualities==&lt;br /&gt;
When a new [[army]] is raised, we give the [[senator]] who raised the motion a set of [[army qualities|qualities]] to choose from for the new force. These qualities are chosen by us, based on the nation&#039;s cultural themes and any relevant plot around the new army. Up to now, we have often created brand new qualities to offer - many of which are better than the standard qualities that many armies started the campaign with.&lt;br /&gt;
&lt;br /&gt;
From this point on, the choices we offer will be drawn from the standard starting qualities listed on the wiki. It is still possible for an army to acquire a new quality - but more esoteric qualities and more powerful qualities will only be available as a result of an opportunity or in response to an appropriate [[appraisal]] or similar power. Whenever a better option is offered, it will always require a significant amount of mithril to pay for the benefit.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
As the number of Imperial armies in the game increases, it is increasingly difficult to create dozens of new qualities to offer. Worse, existing qualities have become irrelevant because so many armies have gained better qualities over time. Understandably, any time the Empire is offered a choice of a starting quality or something more powerful, they almost invariably choose the better option. Perfectly good qualities like [[Army_qualities#Physick|physick]] or similar are falling out of use, simply due to inflation in the power of the Empire&#039;s armies. The new rule will ensure that existing qualities are still relevant to the game as new armies will need to adopt one.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
As the Imperial military expands, the supply of skilled veteran soldiers has diminished. There are still many potential young recruits looking to join, but it is now harder to recruit experienced veterans into a new army. Henceforth new armies will need to gain years of experience on campaign before they the opportunity presents itself to solidify their experience to provide better strategic choices.&lt;br /&gt;
&lt;br /&gt;
==Gift of the Wily Broker==&lt;br /&gt;
We&#039;ve adjusted the production of a [[business]] [[enchantment|enchanted]] with the [[Gift of the Wily Broker]]. Instead of producing one ingot of each [[Materials#Metals|metal]], and one measure of each [[Materials#Natural_Materials|natural resource]], the ritual now provides eight ingots or measures of random metals and natural resources.&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The ritual as it previously worked was placing a fair amount of additional pressure on our volunteer packing crew. Collecting one of each ingot and measure of each resource increases the amount of time taken to put individual packs together by a surprisingly significant amount. As such, we&#039;ve kept the amount of resources the same, just changed how they are calculated.&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Market forces have meant that the deals being offered at businesses enchanted with this magic have changed.&lt;br /&gt;
&lt;br /&gt;
==Tribute to the Thrice-Cursed Court==&lt;br /&gt;
We have reduced the amount of [[Vis#Heart&#039;s Blood|Heart&#039;s Blood]] returned by this ritual. The ritual will now return the total cost of the item divided by 12 (multiplied by the remaining seasons minus one), instead of dividing by 8.&lt;br /&gt;
&lt;br /&gt;
Any character who created [[magic items]] this downtime purely for the intention of sending them to the Court, who no longer wishes to do so, can email {{plot}} and change their chosen option to a different item or to no items at all if they prefer.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The returns on this ritual were too high. They were based on a very early model for the value of [[vis]]. That model was changed a very long time ago when we changed a similar ritual, [[Before the Throne of Estavus]].&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Recently, the Empire has experienced far-reaching magical effects that appear to be caused by movements in the heavens (some astronomancers claim that the movement of the stars is cause by the tides of magic, not the other way round). As ever magic remains unpredictable - in this case the ritual appears to have fallen victim to a conjunction of [[the Three Sisters]] and [[the Mountain]].&lt;br /&gt;
==Resources==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Common Resource&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fleet]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military unit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Congregation]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military unit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Navarr]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Herb garden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Business]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Farm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mana site]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mine]] or [[Forest]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military unit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
We have updated the rules so that a character who is [[Resource#Changing_Resources|changing resources]] can avoid the two crown charge if they take the most common [[Resource#Personal_Resource|resource]] for their nation and the new resource is in the same [[territory]].&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Each nation has a single type of resource that advantages players in that nation by giving them enhanced political power - for example [[farm|farms]] in [[the Marches]]. The game encourages players to take that resource unless they have a good reason to choose something different - we want players to maximise their character&#039;s political power and influence. Charging players two crowns to swap to the resource we want to encourage them to take is contrary to that element of the game design.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The consecration of the Capodomus Cathedral saw Ambition spread across the Empire as citizens [[Golden_light#Every_Forest_Falls|were encouraged]] to acquire new resources that granted political power through [[Tally of the Votes]]. This widespread acceptance, accompanied by improvements in Imperial civil service record keeping means that it is now cheaper for citizens to take a new resource in the same territory, if they take the resource which is most common for their nation.&lt;br /&gt;
&lt;br /&gt;
==War==&lt;br /&gt;
We have updated the rules for war to remove the bonus to attacking armies that allowed them to gain territory 50% faster than normal when there are no defenders present (the &amp;quot;Attacking Unopposed&amp;quot; bonus). All armies will claim territory at the normal rate, even if there are no armies or fortifications present to resist their advance.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The bonus was implemented early on to compensate for some edge effects at the start of the campaign. In practice it has almost never benefitted the Empire, only cost them in rare circumstances where the barbarians are attacking an undefended territory. The bonus had a strongly distorting effect, making it possible for the barbarians to &amp;quot;rush&amp;quot; a territory if the Empire were taken by surprise, which was undesirable. It also made rituals that conjured a fortress over-powered if they were able to remove this bonus.&lt;br /&gt;
&lt;br /&gt;
We have removed the bonus as part of the review of the war rules during this winter&#039;s update to fortifications to make the rules simpler and more even in nature.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
Improved Imperial and barbarian logistics now mean that local forces are able to impede the advance of enemy armies, even without the support of an army or fortification in the territory.&lt;br /&gt;
&lt;br /&gt;
==Senate Appointments==&lt;br /&gt;
We have updated the official civil service procedures for titles [[Appointment_by_the_Senate|appointed by the Senate]] which have regular scheduled elections each year. From this event onwards, at the event where the title becomes due for reelection, the incumbent will remain in position until a new appointment is made or the end of the summit, whichever comes sooner.&lt;br /&gt;
&lt;br /&gt;
This change brings Senate appointments of [[general|generals]] into line with the same approach used for [[ambassador|ambassadors]]. &lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Allowing the general to be reappointed at any time during the event allows much more time for electioneering. It was clear that players felt that they had to have their general in place for the start of the muster, so that every general could take part fully in the meeting. That meant there was precious little time for candidates to make their case to senators from the start of the event to the start of the muster.&lt;br /&gt;
&lt;br /&gt;
Changing the appointment of generals to match the same approach as ambassadors - namely the incumbent remains in post until a new general is appointed or the end of the event whichever comes sooner - should give players the option to use the entire event to choose who will occupy these important positions if they choose. It means that a single senator can hold up a general appointment for the whole event if they choose, without damaging their nation&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
While generals are the main titles affected that people will be care about, we&#039;ve applied this rule to all national positions appointed by the Senate to keep things as consistent as possible.&lt;br /&gt;
&lt;br /&gt;
===IC Explanation===&lt;br /&gt;
The civil service have updated their official election guidelines to make things easier for citizens to determine who should hold these titles.&lt;br /&gt;
&lt;br /&gt;
==Vallorn==&lt;br /&gt;
We have overhauled the page on the [[vallorn]] to provide much more information about the vallorn and the threat posed by it.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
Up to now, we&#039;ve been treating each incident involving the vallorn as a separate unique piece of plot. When the vallorn has threatened adjacent regions, or when it has been vulnerable for any reason, we have written specific rules for that plot [[opportunity]]. These rules have been different each time - based on how we&#039;ve set up each piece of plot. This is the normal way that we write plot for Empire involving novel threats that aren&#039;t part of the ongoing military campaign. In most cases, this approach doesn&#039;t cause problems because each plot involves different protagonists each time, so the circumstances are unique.&lt;br /&gt;
&lt;br /&gt;
This approach has caused significant problems with the vallorn. Because it is a recurring problem for the Empire, players have been trying to identify the underlying mechanisms that determine how it operates, how it attacks and how it can be repulsed and beaten. Because we&#039;ve treated each incident involving the vallorn as a unique plot, it&#039;s been impossible to identify consistent rules for how to beat the vallorn. It&#039;s also become harder for the plot team to keep the writing consistent when each incident is treated separately rather than as a mechanical threat following codified rules - the way the [[Druj]] and other barbarians operate. &lt;br /&gt;
&lt;br /&gt;
To fix this problem, we&#039;ve brought together all the existing content for the vallorn, codified it into a single coherent set of rules and published it on the vallorn page. We&#039;ve tried to ensure that everything that is predictable about the vallorn is on that page, but if we later identify anything that we&#039;ve missed, then we&#039;ll add it to that page. We&#039;ve aimed to make this thematically consistent with everything that has gone to date, but where there are differences in how the vallorn has acted previously, those should be regarded as anomalies unique to the previous situation.&lt;br /&gt;
&lt;br /&gt;
The new rules should allow players to be confident they know about how the vallorn will fight in the Empire&#039;s ongoing military campaigns. It doesn&#039;t mean the vallorn is completely predictable - we will continue to run plot with it, just as we do now with the barbarian threats. However any deviation from the published rules will always be outlined in the winds on the run up to an event. This will make it easier for us to create plot involving the vallorn and make winds of fortune more concise and easier to write because we won&#039;t need to lay out the situation each time - we only need to describe anything that is unique to a given plot.&lt;br /&gt;
&lt;br /&gt;
We apologise to everyone who was caught out by this - particularly those Navarr players who have been unable to provide the kind of accurate information on the vallorn that their characters should have had access to. We want Navarr characters and others who have studied the vallorn to be able to speak authoritatively about this particular nemesis. The new page is intended to make it dramatically easier for that to happen.&lt;br /&gt;
&lt;br /&gt;
===IC Justification===&lt;br /&gt;
The updated knowledge represents continuing discoveries made by the scholars studying the Great Library of Hacynian, coupled with insights and experience from relevant characters in the field like the [[Advisor on the Vallorn]]. Now that the knowledge has been tested and confirmed by the Empire&#039;s best prognosticators, it has been more widely disseminated by the civil service.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=ThatWay.jpg|caption=Sturdy castles and vigilant soldiers protect the Imperial heartlands.|align=left|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Citadels==&lt;br /&gt;
We&#039;ve changed the rules for fortifications so that a single [[fortification]] now has a bastion which makes the region it is in harder to take, and a garrison of troops who will protect the territory. The new rules replace the old rules for fortifications, and the previous rules for citadels have been completely dropped - they no longer apply at all, as they are completely superseded by the new rules.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The simplicity of the original rules published for fortifications contained a number of problems. It was hard to create convincing narratives around the idea that a large fortification on one side of a territory would somehow protect the entire territory. Not least because it would do that without inflicting any damage on invading armies (unless they attacked the fort directly). Fortifications tended to fall down almost immediately if they were attacked, encouraging players to try and build them as far from the front lines as possible, neither of which is what we want from a game design point of view.&lt;br /&gt;
&lt;br /&gt;
Last year, we attempted to resolve those difficulties by creating citadels, originally intending them to replace fortifications. However, because it made no sense to put a citadel in the location where the forts were, that proved impossible. Having realised that error late, we opted for a partial implementation and ran the new rules alongside the old rules. That didn&#039;t work either, because citadels were simply not as good as fortifications.&lt;br /&gt;
&lt;br /&gt;
So this winter, we&#039;ve gone back and started again with a fresh set of rules for fortifications. The new rules mean that the fortification helps to make a region more difficult to take - which is one of the things we wanted forts to achieve. They are also much more resilient, meaning they are more likely to change hands and be captured rather than simply fall down when an army attacks them. Finally, having each fortification include a distinct garrison means that we can be clear in the narrative of a campaign about what is happening (the garrison is sallying forth to attack invaders) while also having the garrison take and inflict damage, reifying the fact that the garrison is fighting the invaders.&lt;br /&gt;
&lt;br /&gt;
Explicitly separating the bastion (the castle that makes the region harder to take) and the garrison (the soldiers who staff the fortification and defend the territory) allows us to reference them directly in the game, both in the narrative and with plot [[opportunity|opportunities]].&lt;br /&gt;
&lt;br /&gt;
The Imperial budgets will be adjusted so that the change in total upkeep of all the Empire&#039;s existing fortifications does not affect the money available to players at events. These rules will only affect new fortifications that are built.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* &#039;&#039;&#039;Several recent winds of fortune have been updated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many rituals dealing with fortifications have been updated&#039;&#039;&#039;&lt;br /&gt;
Several recent winds of fortune have been updated to bring them into line with the new rules:&lt;br /&gt;
&lt;br /&gt;
* [[Outside_the_wall#Walls_Against_Wickedness|Outside the wall]] and [[Ward Little Boyar&#039;s Welcome|the accompanying Senate motion]] - is now an opportunity to ward the walls of the fortification in Delev.&lt;br /&gt;
* [[Golden_magicians_fayre#Frozen_Strength|Golden magicians fayre]] - the Rimebound quality would now affect any mortal fortification in the region, making rituals cast on it more effective.&lt;br /&gt;
* [[Our_eyes_in_Spiral#Oblivion&#039;s_Edge|Our eyes in Spiral]] - is now an opportunity to build a fortification in Screed to protect and contain the {{Black Plateau}}.&lt;br /&gt;
* [[Eight_for_a_wish#Stone_Endures|Eight for a wish]] - has been updated to be an opportunity for the sodality to build fortifications.&lt;br /&gt;
* [[The war of thorns and flowers]] - the section introducing citadels has been removed. Attacking vallorn forces will usually target a fortification if the bastion is adjacent to a vallorn heart.&lt;br /&gt;
* [[For_those_in_peril_on_the_sea#A_Vigilant_Light|For those in peril on the sea]] - now an opportunity to build a powerful fortification in Oranseri.&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - now an opportunity to build a powerful fortification in Calvos.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also made changes to many of the rituals that deal with fortifications, either by enchanting them, cursing them, or creating temporary defences. They include:&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] affect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
Some of the rituals have also had their magnitude adjusted.&lt;br /&gt;
&lt;br /&gt;
===Arcane Projections===&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections that affect fortifications are likely to be impacted by these changes&#039;&#039;&#039;&lt;br /&gt;
If you have an [[arcane projection]] that targets a fortification, its likely its effects have been impacted by these changes. An email sent to [mailto:rules@profounddecisions.co.uk rules@profounddecisions.co.uk] along with the name of the arcane projection will allow us to update the effects if necessary, and provide you with a replacement physrep at your next event. &lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Matt&amp;diff=140990</id>
		<title>User:Matt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Matt&amp;diff=140990"/>
		<updated>2026-06-30T13:04:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr; align-items: center;&amp;quot; class=&amp;quot;imagegrid&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderRodAndShield.jpg}}&lt;br /&gt;
{{CaptionedImage|file=Chalice.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Matt==&lt;br /&gt;
===Level 3===&lt;br /&gt;
====Level 4====&lt;br /&gt;
&lt;br /&gt;
* Introduction --&amp;gt; Introduction landing page&lt;br /&gt;
* Events --&amp;gt; Events landing page&lt;br /&gt;
* Accessibility&lt;br /&gt;
* Conduct&lt;br /&gt;
* costume(?)&lt;br /&gt;
* Crewing&lt;br /&gt;
&lt;br /&gt;
==Events landing page==&lt;br /&gt;
* Events crap&lt;br /&gt;
* Photography&lt;br /&gt;
* Children&lt;br /&gt;
* Camping(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Intro landing page==&lt;br /&gt;
* &amp;lt;s&amp;gt;Live-roleplaying&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Game Style&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Setting&amp;lt;/s&amp;gt;&lt;br /&gt;
* The Empire&lt;br /&gt;
* The Wiki&lt;br /&gt;
* The Events(?)&lt;br /&gt;
* &amp;lt;s&amp;gt; Costume&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Old Intro landing page==&lt;br /&gt;
* &amp;lt;s&amp;gt;Live-roleplaying&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Game&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Setting&amp;lt;/s&amp;gt;&lt;br /&gt;
* The Wiki&lt;br /&gt;
*Characters&lt;br /&gt;
*Combat??&lt;br /&gt;
*Costume&lt;br /&gt;
*Children&lt;br /&gt;
*Events&lt;br /&gt;
*Online Community&lt;br /&gt;
*Profound Decisions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Look and feel==&lt;br /&gt;
The inspiration for the setting is drawn from the late Byzantine period to the early Renaissance era. In creating the visual styles for the nations we have been inspired by some of the images from the Lord of the Rings movies, the Assassin&#039;s Creed and Dragon Age computer games, HBO Borgias and the Game of Thrones television series, the Starz Camelot series and even the BBC Merlin series.&lt;br /&gt;
&lt;br /&gt;
The setting and the style of the game has also been influenced by modern fantasy literature, especially the highly political worlds of Jim Butcher&#039;s Codex Alera and Joe Abercrombie&#039;s The First Law. &lt;br /&gt;
&lt;br /&gt;
The game is not a historical setting; history is just one of the starting points that has been used to create the distinctive looks and the culture of each nation. We want players to create characters and wear costume that fits the setting and their part within it. To help with this the wiki includes extensive information about each nation, the costumes that are appropriate and advice on how to create the right look.  The goal is for everyone involved to be ambitious and work together to create a game that looks stunning and sets new standards for immersion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wiki Extensions==&lt;br /&gt;
* Tilde is the name of the unix editor that doesn&#039;t hate humanity - although it does hate humanity&#039;s eyes. But this is unix so you can&#039;t have it all.&lt;br /&gt;
* Wikimedia tag extensions are located in the ImperialExtensions.php file which is here: /srv/www/htdocs/mediawiki-public/extensions&lt;br /&gt;
* Css extensions are located in the site.css file which is here: /srv/www/htdocs/mediawiki-public/skins/ImperialWizard&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Matt&amp;diff=140989</id>
		<title>User:Matt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Matt&amp;diff=140989"/>
		<updated>2026-06-30T13:04:16Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr;&amp;quot; class=&amp;quot;imagegrid&amp;quot; style=&amp;quot;align-items:center;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderRodAndShield.jpg}}&lt;br /&gt;
{{CaptionedImage|file=Chalice.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Matt==&lt;br /&gt;
===Level 3===&lt;br /&gt;
====Level 4====&lt;br /&gt;
&lt;br /&gt;
* Introduction --&amp;gt; Introduction landing page&lt;br /&gt;
* Events --&amp;gt; Events landing page&lt;br /&gt;
* Accessibility&lt;br /&gt;
* Conduct&lt;br /&gt;
* costume(?)&lt;br /&gt;
* Crewing&lt;br /&gt;
&lt;br /&gt;
==Events landing page==&lt;br /&gt;
* Events crap&lt;br /&gt;
* Photography&lt;br /&gt;
* Children&lt;br /&gt;
* Camping(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Intro landing page==&lt;br /&gt;
* &amp;lt;s&amp;gt;Live-roleplaying&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Game Style&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Setting&amp;lt;/s&amp;gt;&lt;br /&gt;
* The Empire&lt;br /&gt;
* The Wiki&lt;br /&gt;
* The Events(?)&lt;br /&gt;
* &amp;lt;s&amp;gt; Costume&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Old Intro landing page==&lt;br /&gt;
* &amp;lt;s&amp;gt;Live-roleplaying&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Game&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Setting&amp;lt;/s&amp;gt;&lt;br /&gt;
* The Wiki&lt;br /&gt;
*Characters&lt;br /&gt;
*Combat??&lt;br /&gt;
*Costume&lt;br /&gt;
*Children&lt;br /&gt;
*Events&lt;br /&gt;
*Online Community&lt;br /&gt;
*Profound Decisions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Look and feel==&lt;br /&gt;
The inspiration for the setting is drawn from the late Byzantine period to the early Renaissance era. In creating the visual styles for the nations we have been inspired by some of the images from the Lord of the Rings movies, the Assassin&#039;s Creed and Dragon Age computer games, HBO Borgias and the Game of Thrones television series, the Starz Camelot series and even the BBC Merlin series.&lt;br /&gt;
&lt;br /&gt;
The setting and the style of the game has also been influenced by modern fantasy literature, especially the highly political worlds of Jim Butcher&#039;s Codex Alera and Joe Abercrombie&#039;s The First Law. &lt;br /&gt;
&lt;br /&gt;
The game is not a historical setting; history is just one of the starting points that has been used to create the distinctive looks and the culture of each nation. We want players to create characters and wear costume that fits the setting and their part within it. To help with this the wiki includes extensive information about each nation, the costumes that are appropriate and advice on how to create the right look.  The goal is for everyone involved to be ambitious and work together to create a game that looks stunning and sets new standards for immersion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wiki Extensions==&lt;br /&gt;
* Tilde is the name of the unix editor that doesn&#039;t hate humanity - although it does hate humanity&#039;s eyes. But this is unix so you can&#039;t have it all.&lt;br /&gt;
* Wikimedia tag extensions are located in the ImperialExtensions.php file which is here: /srv/www/htdocs/mediawiki-public/extensions&lt;br /&gt;
* Css extensions are located in the site.css file which is here: /srv/www/htdocs/mediawiki-public/skins/ImperialWizard&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Matt&amp;diff=140987</id>
		<title>User:Matt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Matt&amp;diff=140987"/>
		<updated>2026-06-30T13:03:27Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr;&amp;quot; class=&amp;quot;imagegrid&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderRodAndShield.jpg}}&lt;br /&gt;
{{CaptionedImage|file=Chalice.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg}}&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Matt==&lt;br /&gt;
===Level 3===&lt;br /&gt;
====Level 4====&lt;br /&gt;
&lt;br /&gt;
* Introduction --&amp;gt; Introduction landing page&lt;br /&gt;
* Events --&amp;gt; Events landing page&lt;br /&gt;
* Accessibility&lt;br /&gt;
* Conduct&lt;br /&gt;
* costume(?)&lt;br /&gt;
* Crewing&lt;br /&gt;
&lt;br /&gt;
==Events landing page==&lt;br /&gt;
* Events crap&lt;br /&gt;
* Photography&lt;br /&gt;
* Children&lt;br /&gt;
* Camping(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Intro landing page==&lt;br /&gt;
* &amp;lt;s&amp;gt;Live-roleplaying&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Game Style&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Setting&amp;lt;/s&amp;gt;&lt;br /&gt;
* The Empire&lt;br /&gt;
* The Wiki&lt;br /&gt;
* The Events(?)&lt;br /&gt;
* &amp;lt;s&amp;gt; Costume&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Old Intro landing page==&lt;br /&gt;
* &amp;lt;s&amp;gt;Live-roleplaying&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Game&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;The Setting&amp;lt;/s&amp;gt;&lt;br /&gt;
* The Wiki&lt;br /&gt;
*Characters&lt;br /&gt;
*Combat??&lt;br /&gt;
*Costume&lt;br /&gt;
*Children&lt;br /&gt;
*Events&lt;br /&gt;
*Online Community&lt;br /&gt;
*Profound Decisions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Look and feel==&lt;br /&gt;
The inspiration for the setting is drawn from the late Byzantine period to the early Renaissance era. In creating the visual styles for the nations we have been inspired by some of the images from the Lord of the Rings movies, the Assassin&#039;s Creed and Dragon Age computer games, HBO Borgias and the Game of Thrones television series, the Starz Camelot series and even the BBC Merlin series.&lt;br /&gt;
&lt;br /&gt;
The setting and the style of the game has also been influenced by modern fantasy literature, especially the highly political worlds of Jim Butcher&#039;s Codex Alera and Joe Abercrombie&#039;s The First Law. &lt;br /&gt;
&lt;br /&gt;
The game is not a historical setting; history is just one of the starting points that has been used to create the distinctive looks and the culture of each nation. We want players to create characters and wear costume that fits the setting and their part within it. To help with this the wiki includes extensive information about each nation, the costumes that are appropriate and advice on how to create the right look.  The goal is for everyone involved to be ambitious and work together to create a game that looks stunning and sets new standards for immersion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wiki Extensions==&lt;br /&gt;
* Tilde is the name of the unix editor that doesn&#039;t hate humanity - although it does hate humanity&#039;s eyes. But this is unix so you can&#039;t have it all.&lt;br /&gt;
* Wikimedia tag extensions are located in the ImperialExtensions.php file which is here: /srv/www/htdocs/mediawiki-public/extensions&lt;br /&gt;
* Css extensions are located in the site.css file which is here: /srv/www/htdocs/mediawiki-public/skins/ImperialWizard&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=140986</id>
		<title>Scrutiny</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=140986"/>
		<updated>2026-06-30T11:49:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;John of Meade, Speaker for the Senate, Winter 383YE&amp;quot;&amp;gt;There is a mark of ink on the treaty. If it is a comma, the treaty is constitutional. If it is a full stop, it is unconstitutional and the whole treaty will fail.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
All Senate motions are subject to the scrutiny of the Constitutional Court to ensure that they are compatible with the [[Imperial Constitution]]. The Constitutional Court performs a dual IC and OOC function:&lt;br /&gt;
&lt;br /&gt;
* IC They are responsible for ensuring that the founding principles of the constitution are protected.&lt;br /&gt;
* OOC They will not ratify a change to the constitution which Profound Decisions believe will adversely affect the enjoyment of the game. As the constitution is already written with this in mind, we are normally able to provide an in-character reasoning for any rejection of a constitutional change.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court will not accept a motion that violates the Constitution, but the Court will attempt to work with a senator to amend an unconstitutional motion that has passed the Senate to make it compatible with the Constitution where possible.&lt;br /&gt;
&lt;br /&gt;
Where possible, members of the Constitutional Court will attempt to provide advice to any [[senator]] or their [[proxy]] who requests it, to give senators the best chance of ensuring their motion is legitimate.  However, advice given by any individual member is not considered binding by the Court, and all Senate motions are subject to further scrutiny once they have been passed on the floor of the Senate.  Constitutional issues which are identified during the motion&#039;s implementation, after it has passed, will still cause it to be rejected or amended.&lt;br /&gt;
&lt;br /&gt;
Ultimately, scrutiny is the keystone of the fundamental [[senate design|game design of the Senate]] to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed on the roleplaying that happens in the field as much as humanly possible, scrutiny exists for out-of-character reasons to ensure Empire remains fun to play.&lt;br /&gt;
&lt;br /&gt;
==Constitutional Court==&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Scrutiny.jpg |caption=Gerard La Salle, Auditor of the Imperial Treasury.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham - Matt Pennington&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Archivist Leontes the Scribe - Andy Rafferty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Auditor of the Imperial Treasury Gerard La Salle - Graeme Jamieson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Stanislav Karkovich - Jon Creek&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Cosme i Zuhri i Guerra - Nat Saunders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court is composed of a number of magistrates and civil servants whose job is to ensure that the motions passed by the Senate can be implemented in accordance with the Imperial Constitution. The members of the Court discuss the precise [[motion wording|wording of a motion]] once it has passed the floor of the Senate to discuss how it will be implemented and whether that implementation is compatible with the Constitution. They will seek advice from the senator who submitted the motion to complete any [[motion_wording#Necessary_Details|necessary details]] that are missing and add the completed motion to the [[recent history]] in the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Members of the Court have different areas of expertise. The Auditor is concerned with what is physically possible for the Empire to achieve, what things cost, how long things take to construct. The Chief Magistrates are primarily concerned with maintaining the integrity of [[Imperial law]] and ensuring that the constitutional &#039;&#039;processes&#039;&#039; are followed. Magistrate Abraham and the Imperial Archivist examine motions to ensure that they are compatible with the spirit of the Constitution and will ensure the &amp;quot;dignity, freedom, and prosperity&amp;quot; of Imperial citizens. The Court usually strives for unanimous consensus decisions, but in extremis, they will vote; Abraham has the casting vote in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that the roles played by the members of the court are designed to accord with their OOC responsibilities in upholding Empire&#039;s [[Senate_design|game design]]. Jon Creek and Nat Saunders run the magistrate team that enforce Imperial law, Graeme is the head of rules for Empire, while Andy and Matt oversee the game itself. They have characters so that players can interact with them, seek them out in-character for advice, put in-character arguments to them, and discuss their pronouncements with other characters. These five members of the Empire team ultimately determine when and how a Senate motion is implemented, therefore they play the NPC characters who form the body that makes that determination in-character.&lt;br /&gt;
&lt;br /&gt;
==Advice==&lt;br /&gt;
* &#039;&#039;&#039;Players are recommended to take advice before submitting a complex motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advice is available outside events&#039;&#039;&#039;&lt;br /&gt;
Any character in Anvil who is looking to submit a Senate motion that they believe may have constitutional or practical implications are well advised to seek out the appropriate member of the Constitutional Court before submitting their motion. The Auditor is able to give general advice as well as provide costings for sinecures, ministries and other motions. The Chief Magistrates can provide advice on changes to [[Imperial law]] as well as matters of the Constitution itself. If a constitutional issue is particularly complex, then Abraham may be able to provide additional useful advice.&lt;br /&gt;
&lt;br /&gt;
The purpose of this advice is to give players an opportunity to talk to those characters best able to help them find the best wording for their motion and to minimise the chances that a motion will be amended or ruled unconstitutional &#039;&#039;after&#039;&#039; it has passed the Senate.&lt;br /&gt;
&lt;br /&gt;
It is perfectly fine to request advice from the Court before the summit begins. The Court will examine any provisional Senate motions [mailto:plot@profounddecisions.co.uk sent to us at plot@profounddecisions.co.uk] between events and provide the best advice available.&lt;br /&gt;
{{CaptionedImage|file=CourtPlushies.jpg|caption=Chief magistrates Cosmelotl and Barkovich, and Magistrate Abrasloth.|align=right|width=300}}&lt;br /&gt;
==Scrutiny==&lt;br /&gt;
Once a motion has passed the floor of the Senate, the civil service will try to ensure that all the necessary details have been completed and begin to scrutinise the motion to check that it is compatible with the Constitution. As a result of this scrutiny, the Constitutional Court may choose to accept, amend or reject a motion.&lt;br /&gt;
&lt;br /&gt;
When a motion is scrutinised, it is possible that different constitutional or legal interpretations of the wording of the motion or its intent will be identified. In situations where both interpretations are equally valid, the senator will be asked to provide further guidance, in effect, this forms part of the necessary details of the motion. Only interpretations of a motion which are compatible with the constitution will be considered, we will try to explicitly rule out any unconstitutional interpretations of a motion when it is added to the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Scrutiny cannot be completed until &#039;&#039;after the summit is concluded&#039;&#039;, when the Court have the time to discuss every motion at length and consider every possible ramification. It is often not possible to give definitive advice on a motion during the summit.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
* &#039;&#039;&#039;Once a motion is accepted it is added to the Imperial Archives&#039;&#039;&#039;&lt;br /&gt;
Any motion passed by the Senate that passes scrutiny will be accepted by the Constitutional Court. The motion passes into law and will be added to the Imperial Archives accordingly. Once a motion has been accepted by the Court, we will not make any further changes, unless it becomes clear that the motion is so profoundly game breaking that it warrants the game rules being changed.&lt;br /&gt;
&lt;br /&gt;
===Amendment===&lt;br /&gt;
* &#039;&#039;&#039;The court will attempt to discuss any proposed amendment with the senator who submitted the motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An amended motion will require approval by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Karkovich will raise an administrative motion at the next available Senate session to request approval&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the amendment is not approved then the motion is rejected&#039;&#039;&#039;&lt;br /&gt;
If the Senate pass a motion, then our game team will take that as indication that they would like the motion to pass scrutiny. If a motion is potentially viable - but has constitutional problems then we will propose the smallest possible amendments that we think would be necessary to make the motion pass scrutiny. These amendments will be discussed with the senator who submitted the motion. Once the wording of an amended motion can be agreed with the senator, then a representative of the Chief Magistrate will present the amended motion to the Senate using an administrative motion at the next available Senate session.&lt;br /&gt;
&lt;br /&gt;
If scrutiny of a motion identifies constitutional problems during a summit then we will attempt to discuss them with the senator during the event. In many cases, problems will only be identified after the summit is over, when there is time to consider the motion in detail. In these circumstances, we will attempt to email the player who submitted the motion to discuss the amendments with them before the next event. The amended motion will then be put forward for approval on Friday of the next event.&lt;br /&gt;
&lt;br /&gt;
If the amended motion is approved, then it is automatically accepted and will be added to the Imperial Archives. If the amendment is not approved, then the motion is rejected by the Constitutional Court. It will not be automatically raised again, although any senator who is able to raise a motion may attempt to raise the amended motion as normal.&lt;br /&gt;
&lt;br /&gt;
===Rejection===&lt;br /&gt;
* &#039;&#039;&#039;Motions that are completely incompatible with the Imperial Constitution will be rejected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Imperial Constitution is designed to allow us to preserve the spirit and ethos of the game, in line with the underlying game design. Motions that clearly violate the constitution, will be rejected as unconstitutional. This is a relatively rare outcome, very few motions have been rejected in recent years and it is &#039;&#039;extremely&#039;&#039; unlikely to happen if the citizens who drafted the motion took good advice.&lt;br /&gt;
&lt;br /&gt;
Examples of things which are guaranteed to be rejected by the magistrates include expelling a nation from the Empire, dispossessing citizens of their wealth and property, centralising additional powers to The Throne or Senate, disestablishing the Bourse, Conclave, Military Council or Synod or frivolous or stupid laws.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=140985</id>
		<title>Scrutiny</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=140985"/>
		<updated>2026-06-30T11:48:52Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;John of Meade, Speaker for the Senate, Winter 383YE&amp;quot;&amp;gt;There is a mark of ink on the treaty. If it is a comma, the treaty is constitutional. If it is a full stop, it is unconstitutional and the whole treaty will fail.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
All Senate motions are subject to the scrutiny of the Constitutional Court to ensure that they are compatible with the [[Imperial Constitution]]. The Constitutional Court performs a dual IC and OOC function:&lt;br /&gt;
&lt;br /&gt;
* IC They are responsible for ensuring that the founding principles of the constitution are protected.&lt;br /&gt;
* OOC They will not ratify a change to the constitution which Profound Decisions believe will adversely affect the enjoyment of the game. As the constitution is already written with this in mind, we are normally able to provide an in-character reasoning for any rejection of a constitutional change.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court will not accept a motion that violates the Constitution, but the Court will attempt to work with a senator to amend an unconstitutional motion that has passed the Senate to make it compatible with the Constitution where possible.&lt;br /&gt;
&lt;br /&gt;
Where possible, members of the Constitutional Court will attempt to provide advice to any [[senator]] or their [[proxy]] who requests it, to give senators the best chance of ensuring their motion is legitimate.  However, advice given by any individual member is not considered binding by the Court, and all Senate motions are subject to further scrutiny once they have been passed on the floor of the Senate.  Constitutional issues which are identified during the motion&#039;s implementation, after it has passed, will still cause it to be rejected or amended.&lt;br /&gt;
&lt;br /&gt;
Ultimately, scrutiny is the keystone of the fundamental [[senate design|game design of the Senate]] to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed on the roleplaying that happens in the field as much as humanly possible, scrutiny exists for out-of-character reasons to ensure Empire remains fun to play.&lt;br /&gt;
&lt;br /&gt;
==Constitutional Court==&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Scrutiny.jpg |caption=Gerard La Salle, Auditor of the Imperial Treasury.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham - Matt Pennington&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Archivist Leontes the Scribe - Andy Rafferty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Auditor of the Imperial Treasury Gerard La Salle - Graeme Jamieson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Stanislav Karkovich - Jon Creek&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Cosme i Zuhri i Guerra - Nat Saunders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court is composed of a number of magistrates and civil servants whose job is to ensure that the motions passed by the Senate can be implemented in accordance with the Imperial Constitution. The members of the Court discuss the precise [[motion wording|wording of a motion]] once it has passed the floor of the Senate to discuss how it will be implemented and whether that implementation is compatible with the Constitution. They will seek advice from the senator who submitted the motion to complete any [[motion_wording#Necessary_Details|necessary details]] that are missing and add the completed motion to the [[recent history]] in the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Members of the Court have different areas of expertise. The Auditor is concerned with what is physically possible for the Empire to achieve, what things cost, how long things take to construct. The Chief Magistrates are primarily concerned with maintaining the integrity of [[Imperial law]] and ensuring that the constitutional &#039;&#039;processes&#039;&#039; are followed. Magistrate Abraham and the Imperial Archivist examine motions to ensure that they are compatible with the spirit of the Constitution and will ensure the &amp;quot;dignity, freedom, and prosperity&amp;quot; of Imperial citizens. The Court usually strives for unanimous consensus decisions, but in extremis, they will vote; Abraham has the casting vote in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that the roles played by the members of the court are designed to accord with their OOC responsibilities in upholding Empire&#039;s [[Senate_design|game design]]. Jon Creek and Nat Saunders run the magistrate team that enforce Imperial law, Graeme is the head of rules for Empire, while Andy and Matt oversee the game itself. They have characters so that players can interact with them, seek them out in-character for advice, put in-character arguments to them, and discuss their pronouncements with other characters. These five members of the Empire team ultimately determine when and how a Senate motion is implemented, therefore they play the NPC characters who form the body that makes that determination in-character.&lt;br /&gt;
&lt;br /&gt;
==Advice==&lt;br /&gt;
* &#039;&#039;&#039;Players are recommended to take advice before submitting a complex motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advice is available outside events&#039;&#039;&#039;&lt;br /&gt;
Any character in Anvil who is looking to submit a Senate motion that they believe may have constitutional or practical implications are well advised to seek out the appropriate member of the Constitutional Court before submitting their motion. The Auditor is able to give general advice as well as provide costings for sinecures, ministries and other motions. The Chief Magistrates can provide advice on changes to [[Imperial law]] as well as matters of the Constitution itself. If a constitutional issue is particularly complex, then Abraham may be able to provide additional useful advice.&lt;br /&gt;
&lt;br /&gt;
The purpose of this advice is to give players an opportunity to talk to those characters best able to help them find the best wording for their motion and to minimise the chances that a motion will be amended or ruled unconstitutional &#039;&#039;after&#039;&#039; it has passed the Senate.&lt;br /&gt;
&lt;br /&gt;
It is perfectly fine to request advice from the Court before the summit begins. The Court will examine any provisional Senate motions [mailto:plot@profounddecisions.co.uk sent to us at plot@profounddecisions.co.uk] between events and provide the best advice available.&lt;br /&gt;
{{CaptionedImage|file=CourtPlushies.jpg|caption=Chief magistrates Cosmelotl and Barkovich, and Magistrate Abrasloth.|align=right|width=400}}&lt;br /&gt;
==Scrutiny==&lt;br /&gt;
Once a motion has passed the floor of the Senate, the civil service will try to ensure that all the necessary details have been completed and begin to scrutinise the motion to check that it is compatible with the Constitution. As a result of this scrutiny, the Constitutional Court may choose to accept, amend or reject a motion.&lt;br /&gt;
&lt;br /&gt;
When a motion is scrutinised, it is possible that different constitutional or legal interpretations of the wording of the motion or its intent will be identified. In situations where both interpretations are equally valid, the senator will be asked to provide further guidance, in effect, this forms part of the necessary details of the motion. Only interpretations of a motion which are compatible with the constitution will be considered, we will try to explicitly rule out any unconstitutional interpretations of a motion when it is added to the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Scrutiny cannot be completed until &#039;&#039;after the summit is concluded&#039;&#039;, when the Court have the time to discuss every motion at length and consider every possible ramification. It is often not possible to give definitive advice on a motion during the summit.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
* &#039;&#039;&#039;Once a motion is accepted it is added to the Imperial Archives&#039;&#039;&#039;&lt;br /&gt;
Any motion passed by the Senate that passes scrutiny will be accepted by the Constitutional Court. The motion passes into law and will be added to the Imperial Archives accordingly. Once a motion has been accepted by the Court, we will not make any further changes, unless it becomes clear that the motion is so profoundly game breaking that it warrants the game rules being changed.&lt;br /&gt;
&lt;br /&gt;
===Amendment===&lt;br /&gt;
* &#039;&#039;&#039;The court will attempt to discuss any proposed amendment with the senator who submitted the motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An amended motion will require approval by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Karkovich will raise an administrative motion at the next available Senate session to request approval&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the amendment is not approved then the motion is rejected&#039;&#039;&#039;&lt;br /&gt;
If the Senate pass a motion, then our game team will take that as indication that they would like the motion to pass scrutiny. If a motion is potentially viable - but has constitutional problems then we will propose the smallest possible amendments that we think would be necessary to make the motion pass scrutiny. These amendments will be discussed with the senator who submitted the motion. Once the wording of an amended motion can be agreed with the senator, then a representative of the Chief Magistrate will present the amended motion to the Senate using an administrative motion at the next available Senate session.&lt;br /&gt;
&lt;br /&gt;
If scrutiny of a motion identifies constitutional problems during a summit then we will attempt to discuss them with the senator during the event. In many cases, problems will only be identified after the summit is over, when there is time to consider the motion in detail. In these circumstances, we will attempt to email the player who submitted the motion to discuss the amendments with them before the next event. The amended motion will then be put forward for approval on Friday of the next event.&lt;br /&gt;
&lt;br /&gt;
If the amended motion is approved, then it is automatically accepted and will be added to the Imperial Archives. If the amendment is not approved, then the motion is rejected by the Constitutional Court. It will not be automatically raised again, although any senator who is able to raise a motion may attempt to raise the amended motion as normal.&lt;br /&gt;
&lt;br /&gt;
===Rejection===&lt;br /&gt;
* &#039;&#039;&#039;Motions that are completely incompatible with the Imperial Constitution will be rejected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Imperial Constitution is designed to allow us to preserve the spirit and ethos of the game, in line with the underlying game design. Motions that clearly violate the constitution, will be rejected as unconstitutional. This is a relatively rare outcome, very few motions have been rejected in recent years and it is &#039;&#039;extremely&#039;&#039; unlikely to happen if the citizens who drafted the motion took good advice.&lt;br /&gt;
&lt;br /&gt;
Examples of things which are guaranteed to be rejected by the magistrates include expelling a nation from the Empire, dispossessing citizens of their wealth and property, centralising additional powers to The Throne or Senate, disestablishing the Bourse, Conclave, Military Council or Synod or frivolous or stupid laws.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=140984</id>
		<title>Scrutiny</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrutiny&amp;diff=140984"/>
		<updated>2026-06-30T11:48:27Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;John of Meade, Speaker for the Senate, Winter 383YE&amp;quot;&amp;gt;There is a mark of ink on the treaty. If it is a comma, the treaty is constitutional. If it is a full stop, it is unconstitutional and the whole treaty will fail.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
All Senate motions are subject to the scrutiny of the Constitutional Court to ensure that they are compatible with the [[Imperial Constitution]]. The Constitutional Court performs a dual IC and OOC function:&lt;br /&gt;
&lt;br /&gt;
* IC They are responsible for ensuring that the founding principles of the constitution are protected.&lt;br /&gt;
* OOC They will not ratify a change to the constitution which Profound Decisions believe will adversely affect the enjoyment of the game. As the constitution is already written with this in mind, we are normally able to provide an in-character reasoning for any rejection of a constitutional change.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court will not accept a motion that violates the Constitution, but the Court will attempt to work with a senator to amend an unconstitutional motion that has passed the Senate to make it compatible with the Constitution where possible.&lt;br /&gt;
&lt;br /&gt;
Where possible, members of the Constitutional Court will attempt to provide advice to any [[senator]] or their [[proxy]] who requests it, to give senators the best chance of ensuring their motion is legitimate.  However, advice given by any individual member is not considered binding by the Court, and all Senate motions are subject to further scrutiny once they have been passed on the floor of the Senate.  Constitutional issues which are identified during the motion&#039;s implementation, after it has passed, will still cause it to be rejected or amended.&lt;br /&gt;
&lt;br /&gt;
Ultimately, scrutiny is the keystone of the fundamental [[senate design|game design of the Senate]] to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed on the roleplaying that happens in the field as much as humanly possible, scrutiny exists for out-of-character reasons to ensure Empire remains fun to play.&lt;br /&gt;
&lt;br /&gt;
==Constitutional Court==&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Scrutiny.jpg |caption=Gerard La Salle, Auditor of the Imperial Treasury.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham - Matt Pennington&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Archivist Leontes the Scribe - Andy Rafferty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Auditor of the Imperial Treasury Gerard La Salle - Graeme Jamieson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Stanislav Karkovich - Jon Creek&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Cosme i Zuhri i Guerra - Nat Saunders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court is composed of a number of magistrates and civil servants whose job is to ensure that the motions passed by the Senate can be implemented in accordance with the Imperial Constitution. The members of the Court discuss the precise [[motion wording|wording of a motion]] once it has passed the floor of the Senate to discuss how it will be implemented and whether that implementation is compatible with the Constitution. They will seek advice from the senator who submitted the motion to complete any [[motion_wording#Necessary_Details|necessary details]] that are missing and add the completed motion to the [[recent history]] in the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Members of the Court have different areas of expertise. The Auditor is concerned with what is physically possible for the Empire to achieve, what things cost, how long things take to construct. The Chief Magistrates are primarily concerned with maintaining the integrity of [[Imperial law]] and ensuring that the constitutional &#039;&#039;processes&#039;&#039; are followed. Magistrate Abraham and the Imperial Archivist examine motions to ensure that they are compatible with the spirit of the Constitution and will ensure the &amp;quot;dignity, freedom, and prosperity&amp;quot; of Imperial citizens. The Court usually strives for unanimous consensus decisions, but in extremis, they will vote; Abraham has the casting vote in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that the roles played by the members of the court are designed to accord with their OOC responsibilities in upholding Empire&#039;s [[Senate_design|game design]]. Jon Creek and Nat Saunders run the magistrate team that enforce Imperial law, Graeme is the head of rules for Empire, while Andy and Matt oversee the game itself. They have characters so that players can interact with them, seek them out in-character for advice, put in-character arguments to them, and discuss their pronouncements with other characters. These five members of the Empire team ultimately determine when and how a Senate motion is implemented, therefore they play the NPC characters who form the body that makes that determination in-character.&lt;br /&gt;
&lt;br /&gt;
==Advice==&lt;br /&gt;
* &#039;&#039;&#039;Players are recommended to take advice before submitting a complex motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advice is available outside events&#039;&#039;&#039;&lt;br /&gt;
Any character in Anvil who is looking to submit a Senate motion that they believe may have constitutional or practical implications are well advised to seek out the appropriate member of the Constitutional Court before submitting their motion. The Auditor is able to give general advice as well as provide costings for sinecures, ministries and other motions. The Chief Magistrates can provide advice on changes to [[Imperial law]] as well as matters of the Constitution itself. If a constitutional issue is particularly complex, then Abraham may be able to provide additional useful advice.&lt;br /&gt;
&lt;br /&gt;
The purpose of this advice is to give players an opportunity to talk to those characters best able to help them find the best wording for their motion and to minimise the chances that a motion will be amended or ruled unconstitutional &#039;&#039;after&#039;&#039; it has passed the Senate.&lt;br /&gt;
&lt;br /&gt;
It is perfectly fine to request advice from the Court before the summit begins. The Court will examine any provisional Senate motions [mailto:plot@profounddecisions.co.uk sent to us at plot@profounddecisions.co.uk] between events and provide the best advice available.&lt;br /&gt;
{{CaptionedImage|file=CourtPlushies.jpg|caption=Chief magistrates Cosmelotl and Barkovich, and Magistrate Abrasloth.|align=right|width=600}}&lt;br /&gt;
==Scrutiny==&lt;br /&gt;
Once a motion has passed the floor of the Senate, the civil service will try to ensure that all the necessary details have been completed and begin to scrutinise the motion to check that it is compatible with the Constitution. As a result of this scrutiny, the Constitutional Court may choose to accept, amend or reject a motion.&lt;br /&gt;
&lt;br /&gt;
When a motion is scrutinised, it is possible that different constitutional or legal interpretations of the wording of the motion or its intent will be identified. In situations where both interpretations are equally valid, the senator will be asked to provide further guidance, in effect, this forms part of the necessary details of the motion. Only interpretations of a motion which are compatible with the constitution will be considered, we will try to explicitly rule out any unconstitutional interpretations of a motion when it is added to the Imperial archives.&lt;br /&gt;
&lt;br /&gt;
Scrutiny cannot be completed until &#039;&#039;after the summit is concluded&#039;&#039;, when the Court have the time to discuss every motion at length and consider every possible ramification. It is often not possible to give definitive advice on a motion during the summit.&lt;br /&gt;
&lt;br /&gt;
===Acceptance===&lt;br /&gt;
* &#039;&#039;&#039;Once a motion is accepted it is added to the Imperial Archives&#039;&#039;&#039;&lt;br /&gt;
Any motion passed by the Senate that passes scrutiny will be accepted by the Constitutional Court. The motion passes into law and will be added to the Imperial Archives accordingly. Once a motion has been accepted by the Court, we will not make any further changes, unless it becomes clear that the motion is so profoundly game breaking that it warrants the game rules being changed.&lt;br /&gt;
&lt;br /&gt;
===Amendment===&lt;br /&gt;
* &#039;&#039;&#039;The court will attempt to discuss any proposed amendment with the senator who submitted the motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An amended motion will require approval by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chief Magistrate Karkovich will raise an administrative motion at the next available Senate session to request approval&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the amendment is not approved then the motion is rejected&#039;&#039;&#039;&lt;br /&gt;
If the Senate pass a motion, then our game team will take that as indication that they would like the motion to pass scrutiny. If a motion is potentially viable - but has constitutional problems then we will propose the smallest possible amendments that we think would be necessary to make the motion pass scrutiny. These amendments will be discussed with the senator who submitted the motion. Once the wording of an amended motion can be agreed with the senator, then a representative of the Chief Magistrate will present the amended motion to the Senate using an administrative motion at the next available Senate session.&lt;br /&gt;
&lt;br /&gt;
If scrutiny of a motion identifies constitutional problems during a summit then we will attempt to discuss them with the senator during the event. In many cases, problems will only be identified after the summit is over, when there is time to consider the motion in detail. In these circumstances, we will attempt to email the player who submitted the motion to discuss the amendments with them before the next event. The amended motion will then be put forward for approval on Friday of the next event.&lt;br /&gt;
&lt;br /&gt;
If the amended motion is approved, then it is automatically accepted and will be added to the Imperial Archives. If the amendment is not approved, then the motion is rejected by the Constitutional Court. It will not be automatically raised again, although any senator who is able to raise a motion may attempt to raise the amended motion as normal.&lt;br /&gt;
&lt;br /&gt;
===Rejection===&lt;br /&gt;
* &#039;&#039;&#039;Motions that are completely incompatible with the Imperial Constitution will be rejected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Imperial Constitution is designed to allow us to preserve the spirit and ethos of the game, in line with the underlying game design. Motions that clearly violate the constitution, will be rejected as unconstitutional. This is a relatively rare outcome, very few motions have been rejected in recent years and it is &#039;&#039;extremely&#039;&#039; unlikely to happen if the citizens who drafted the motion took good advice.&lt;br /&gt;
&lt;br /&gt;
Examples of things which are guaranteed to be rejected by the magistrates include expelling a nation from the Empire, dispossessing citizens of their wealth and property, centralising additional powers to The Throne or Senate, disestablishing the Bourse, Conclave, Military Council or Synod or frivolous or stupid laws.&lt;br /&gt;
&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:CourtPlushies.jpg&amp;diff=140983</id>
		<title>File:CourtPlushies.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:CourtPlushies.jpg&amp;diff=140983"/>
		<updated>2026-06-30T11:48:23Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador&amp;diff=140976</id>
		<title>Ambassador</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador&amp;diff=140976"/>
		<updated>2026-06-30T09:18:37Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Removal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The [[Senate]] has the power to [[commission]] an [[embassy]] to handle negotiations with a foreign nation or power. The Empire can open embassies with distant foreigners such as [[Asavean Archipelago|Asavea]], [[Principalities of Jarm|Jarm]] and the [[Commonwealth|Commonwealth]]. These foreign powers are empires in their own right and have a similar level of might and influence to the Empire, but are far away over the seas and have many concerns of their own. The Empire can also open embassies to nearby foreigners such as the [[Axos]], the [[Faraden]] and the [[Iron Confederacy]]. These nations possess power equivalent to one or more Imperial nations, but they are much closer to the Empire and their concerns are much more likely to be aligned with Imperial concerns.&lt;br /&gt;
&lt;br /&gt;
Each embassy is overseen by an ambassador - a new title is automatically created when a new embassy is created. The power to oversee relations with other nations is vested in the [[Senate]] but in practice it is logistically impossible for the Senate as a body to carry out detailed negotiations with a foreign power. As a result, appointing an ambassador automatically grants a citizen the authority to negotiate on their behalf.&lt;br /&gt;
&lt;br /&gt;
It is possible to appoint an ambassador to another nation without constructing an embassy - however most foreign nations will only take an ambassador seriously if an appropriate embassy is constructed to house them and the civil servants required to support them. When a title with authority is created, it is essential to clearly delineate which nation or power the title is being given authority to negotiate with. It is not possible to grant authority to negotiate with a non-Imperial group unless they are clearly a nation, major power or the equivalent. For example it is possible to grant an ambassador authority to negotiate with the Sarcophan Delves - but not authority to negotiate with a prominent Sarcophan family or trading house.&lt;br /&gt;
&lt;br /&gt;
It is not possible for the Senate to limit the scope or dominion of an ambassador. For example, it is not possible to limit the authority to conduct treaty negotiations to specific subjects such as religion, trade, or magic.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
An ambassador is responsible for representing the Empire to a foreign nation, and often vice versa. They are presented as the primary contact for any official Imperial business to the nation in question so their letters carry much greater weight and importance than anyone bar the Throne. They are expected to conduct or oversee any treaty negotiations with that foreign nation. The civil service will direct representatives and citizens of the foreign power to the ambassador wherever appropriate. It is illegal for any Imperial citizen to falsely claim authority to negotiate a treaty on behalf of the Empire. &lt;br /&gt;
&lt;br /&gt;
Although it is only possible for a single citizen to have authority to negotiate treaties with a foreign nation, any citizen can negotiate and agree individual deals with members of other nations and it is possible for the Senate to create other titles that have &#039;&#039;responsibility&#039;&#039; to ensure good relations or similar with certain members of that nation. In most cases the ambassador&#039;s responsibilities will be assumed to include such liaison and cooperation with those individuals as is required to ensure effective relations with the nation in question.&lt;br /&gt;
&lt;br /&gt;
In addition to the Empire&#039;s goals, foreign nations have agendas of their own, and may seek to draw the Empire into their intrigues. The Asavean Plenum might seek to enlist the Empire in its conflict with the Sumaah Republic, for example. One member of the Plenum might seek to engage Imperial support in a conspiracy against another Plenum family. A high ranking noble might want to employ foreign mercenaries to help put down a slave revolt, or to locate a prized artefact. Handling these matters are considered the primary responsibility of the ambassador.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 50%; width: 500px;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Using the Power of Treaty&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For a senator to raise a motion to ratify a treaty, they must present a written copy of the treaty alongside the motion to ratify or decline it.&lt;br /&gt;
&lt;br /&gt;
it is a serious crime for an ambassador to attempt to fake a treaty, which risks being prosecuted for subverting the agencies of state. The written treaty must include all the terms that have been agreed with the foreign power and must be signed by the relevant ambassador on behalf of the Empire. Their signature denotes their authority and their assertion that the treaty reflects the terms that they have good cause to believe are agreeable or have been agreed with duly appointed representatives of the foreign nation. It is preferable to have a treaty signed by representatives of both sides before it is put up for ratification, but this is not always possible and is not legally required.&lt;br /&gt;
&lt;br /&gt;
An ambassador cannot raise a treaty - their legal power is to create a written treaty on behalf of the Empire. Once a treaty has been written out - and duly signed by an appointed ambassador, then a senator can use a separate senate motion to raise that treaty for ratification.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Treaty===&lt;br /&gt;
Authority grants the holder the power to negotiate a treaty with another nation for consideration by the Senate. A [[senator]] must use a [[Senate motion]] to submit the treaty for ratification by the Senate - but ratification only requires a single senate motion, regardless of how many legal changes are required to ratify the treaty. For example, the Senate recently [[Accept_Thule_peace_treaty|ratified a treaty with the Thule]] which ceded control of the Wintermark region of the Silver Peaks and declared peace with them for three years.&lt;br /&gt;
&lt;br /&gt;
Ratification of a treaty is considered to be a single motion before the Senate because the Senate can either choose to accept the treaty or reject it. It is not possible to [[Motion_wording#Amendments|amend]] a treaty once it is presented as a motion; it either passes in its entirety in the form it was submitted or it does not pass. The only legal way for the Senate to ratify variations of a treaty is to submit different treaties as separate motions.&lt;br /&gt;
&lt;br /&gt;
Any citizen can negotiate and agree a deal with individuals from another nation, but only the Imperial title with authority may submit a treaty for ratification by the Senate and only when the civil service have confirmed that it is a genuinely negotiated treaty with members of that nation.&lt;br /&gt;
&lt;br /&gt;
Any attempt to submit a treaty for ratification that is not negotiated with authorised representatives of that nation by the Imperial citizen with the appropriate authority would be breaking Imperial law by [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of state]]. Any deals which require Senate authorisation that are made with foreigners who are representing their own interests rather than their nation must be submitted as distinct Senate motions as usual.&lt;br /&gt;
&lt;br /&gt;
A negotiation does not have to take place face-to-face. Winds of fortune for foreign diplomacy will often contain offers and [[opportunity|opportunities]] presented by the foreign nation that have been negotiated with the civil service that supports the ambassador. A treaty can be used to ratify these opportunities, as they represent agreements that the foreign power has already confirmed.&lt;br /&gt;
&lt;br /&gt;
As a senate motion, a treaty should be [[Motion_wording|carefully worded]]. It should be concise and to the point, clearly laying out the actions to be taken as part of the treaty. Treaties are subject to [[scrutiny]] like any other senate motion. Perhaps more so than other motions, it is sensible to have a treaty scrutinised before it is presented to the Senate.&lt;br /&gt;
&lt;br /&gt;
===Delegation===&lt;br /&gt;
If a foreign delegation is seeking to meet with the ambassador to discuss matters of state, then the civil service will inform the ambassador of their presence and let them know when the delegation is expected to arrive. The ambassador can choose where to receive the delegation, they may opt to receive them in the Senate if it is free or choose a more informal location if they prefer. &lt;br /&gt;
&lt;br /&gt;
Priests with the power of witness may attend a formal meeting to observe proceedings but only those given permission by the ambassador may speak. Anyone who attempts to disrupt such a meeting, even speaking without permission, runs the risk of being prosecuted for [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of state]].&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
The ambassador will often want to write to their counterpart in the other nation to engage in direct diplomacy with them. To facilitate this, the ambassador can create a single letter each season which will be sent for them by the civil service if the ambassador has an [[embassy]]. As they have staff to arrange this, the letter can be sent up to a week after the summit ends. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The ambassador can e-mail the text of their letter to {{plot}} before downtime closes to send a single missive in this way.) This power can only be used to send a letter to [[Call_Winged_Messenger#Known_Correspondents|their counterparts]] in the foreign nation they are the ambassador to. This letter has the same restrictions on the total number of characters - 2,500 including spaces - as [[Call Winged Messenger]].&lt;br /&gt;
&lt;br /&gt;
====Trade Opportunities====&lt;br /&gt;
A common type of opportunity presented to ambassadors are trade opportunities - the ability to exchange commodities with a foreign nation. To take advantage of an opportunity like this, the ambassador ensures that the materials or money required as payment are in their inventory, and then e-mails {{plot}} before downtime closes. They should include clear details of the trade.&lt;br /&gt;
&amp;lt;!--===Mercantile Support===&lt;br /&gt;
If the Empire opts to build an embassy then merchants of both sides who engage in trade between the Empire and the nation in question will visit it to curry favour with the ambassador for various reasons. Commonly they will take a portion of the items they buy and sell and make them available to the ambassador at favourable prices.&lt;br /&gt;
&lt;br /&gt;
This benefit is usually reflected by the inclusion of a [[ministry]] as part of an embassy. This allows the ambassador to directly purchase raw materials from traders and merchants of the associated nation. For example, the [[Asavean Archipelago|Asavean]] embassy allowed the ambassador to purchase [[Cerulean Mazzarine|cerulean mazzarine]], [[orichalcum]], [[iridescent gloaming]], and [[tempest jade]] directly for Imperial [[currency]]. The materials provided may fluctuate, but will be tied to those which the foreign nation has regular surpluses of.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Ministy is usually built on trade points:&lt;br /&gt;
12+15+12+9 = 48 points&lt;br /&gt;
36 + 45 + 36 + 27 = 144 points&lt;br /&gt;
60 + 75+60+45 = 240 points&lt;br /&gt;
Top level is usually the sum of the middle level + (2x) the bottom level--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Consul==&lt;br /&gt;
The default situation under the [[Imperial Constitution]] is that authority for all foreign relations is vested in the Senate. If the Empire chooses to appoint an ambassador (or any other title with authority) then they have authority to handle all treaty negotiations with any representative of the foreign power, without recourse or appeal to &#039;&#039;any&#039;&#039; higher power.&lt;br /&gt;
&lt;br /&gt;
In Summer 379YE, the Senate [[Create title of High Consul|passed a motion to create a Consul]], with the power to exercise authority where no other Imperial title existed with that power. The [[Imperial Consul|title]] included responsibilities to coordinate with existing ambassadors. The Constitutional Court issued explicit guidance to make absolutely clear that an ambassador would have primacy in all matters of authority for the nation they dealt with. The Consul has no legal right to direct the ambassadors in their work.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for choosing an ambassador is via appointment through the [[Senate]]. This is done by a [[Senate motion]] of [[Appointment_by_the_Senate|Appointment]]. The appointment can be for any duration up to a year. &lt;br /&gt;
&lt;br /&gt;
When the position becomes eligible for reappointment, the Senate may pass a motion of appointment at any time during that summit. The incumbent remains in position until they are replaced or the end of the summit - whichever comes sooner.&lt;br /&gt;
&lt;br /&gt;
In the past, there have been times when individual ambassadors have been appointed by unanimous decision of the Senators of a chosen nation, by the General Assembly of the Imperial Synod, and through open auction on the [[Bourse]]. During the reign of [[Emperor Nicovar]], a motion was proposed to modify the powers of [[The Throne]] to allow them to appoint the ambassadors. The motion was approved by the Constitutional Court at that time, but did not pass the Senate.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The method of removal depends on how the title has been selected. If the well-worn path is followed, an ambassador can be revoked by the General Assembly or the Assembly of Nine.&lt;br /&gt;
&lt;br /&gt;
An ambassador serves until a new ambassador is appointed. By default, an ambassador serves for one year before the title must be reappointed. It is traditional for an outgoing ambassador to bring their replacement up to speed on any outstanding business.&lt;br /&gt;
&lt;br /&gt;
==Current Ambassadors==&lt;br /&gt;
This table includes all ambassadors which have been appointed in recent times. For a full list of title holders see [[Current Imperial titles|here]]. This was last updated following the Winter Solstice 387YE. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ambassador]] !! Incumbent !! Foreign Nation !! Location of Embassy !! Term&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Asavea]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Asavea_occupant}} || [[Asavean Archipelago]] || [[Sarvos]], Cigno || Year, Summer&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Axos]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Axos_occupant}} || [[Axos]] || [[Redoubt]], Limus || Year, Autumn&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Beoraidh]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Beoraidh_occupant}} || [[Mareave#Beoraidh|Beoraidh]] ||  || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Commonwealth]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Commonwealth_occupant}} || [[Commonwealth]] || [[Necropolis]], Hedrossan || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Faraden]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Faraden_occupant}} || [[Faraden]] || [[Segura]], Anduzjasse || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Grendel]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Grendel_occupant}} || [[Grendel]] || [[Redoubt]], Limus || Year, Autumn&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Iron Confederacy]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Iron_Confederacy_occupant}} || [[Iron Confederacy]] || [[Sarvos]], Cigno || Year, Winter&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Otkodov]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Otkodov_occupant}} || [[Thule]] || [[Miekarova]], Mieriada || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Jarm]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Jarm_occupant}} || [[Principalities of Jarm]] || [[Redoubt]], Limus || Year, Winter&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Sarcophan Delves]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Sarcophan_Delves_occupant}} || [[Sarcophan Delves]] || [[Redoubt]], Limus || Year, Autumn&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Sumaah Republic]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Sumaah_Republic_occupant}} || [[Sumaah Republic]] || [[Necropolis]], Coursmouth || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Consul]] || {{#lst:Archive:All_Election_Results|Imperial_Consul_occupant}} || [[Druj]], [[Jotun]] and [[Skoura]] || [[Tassato]], Tassato Regario || Year, Summer&lt;br /&gt;
|}&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador&amp;diff=140975</id>
		<title>Ambassador</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador&amp;diff=140975"/>
		<updated>2026-06-30T09:18:22Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Delegation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The [[Senate]] has the power to [[commission]] an [[embassy]] to handle negotiations with a foreign nation or power. The Empire can open embassies with distant foreigners such as [[Asavean Archipelago|Asavea]], [[Principalities of Jarm|Jarm]] and the [[Commonwealth|Commonwealth]]. These foreign powers are empires in their own right and have a similar level of might and influence to the Empire, but are far away over the seas and have many concerns of their own. The Empire can also open embassies to nearby foreigners such as the [[Axos]], the [[Faraden]] and the [[Iron Confederacy]]. These nations possess power equivalent to one or more Imperial nations, but they are much closer to the Empire and their concerns are much more likely to be aligned with Imperial concerns.&lt;br /&gt;
&lt;br /&gt;
Each embassy is overseen by an ambassador - a new title is automatically created when a new embassy is created. The power to oversee relations with other nations is vested in the [[Senate]] but in practice it is logistically impossible for the Senate as a body to carry out detailed negotiations with a foreign power. As a result, appointing an ambassador automatically grants a citizen the authority to negotiate on their behalf.&lt;br /&gt;
&lt;br /&gt;
It is possible to appoint an ambassador to another nation without constructing an embassy - however most foreign nations will only take an ambassador seriously if an appropriate embassy is constructed to house them and the civil servants required to support them. When a title with authority is created, it is essential to clearly delineate which nation or power the title is being given authority to negotiate with. It is not possible to grant authority to negotiate with a non-Imperial group unless they are clearly a nation, major power or the equivalent. For example it is possible to grant an ambassador authority to negotiate with the Sarcophan Delves - but not authority to negotiate with a prominent Sarcophan family or trading house.&lt;br /&gt;
&lt;br /&gt;
It is not possible for the Senate to limit the scope or dominion of an ambassador. For example, it is not possible to limit the authority to conduct treaty negotiations to specific subjects such as religion, trade, or magic.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
An ambassador is responsible for representing the Empire to a foreign nation, and often vice versa. They are presented as the primary contact for any official Imperial business to the nation in question so their letters carry much greater weight and importance than anyone bar the Throne. They are expected to conduct or oversee any treaty negotiations with that foreign nation. The civil service will direct representatives and citizens of the foreign power to the ambassador wherever appropriate. It is illegal for any Imperial citizen to falsely claim authority to negotiate a treaty on behalf of the Empire. &lt;br /&gt;
&lt;br /&gt;
Although it is only possible for a single citizen to have authority to negotiate treaties with a foreign nation, any citizen can negotiate and agree individual deals with members of other nations and it is possible for the Senate to create other titles that have &#039;&#039;responsibility&#039;&#039; to ensure good relations or similar with certain members of that nation. In most cases the ambassador&#039;s responsibilities will be assumed to include such liaison and cooperation with those individuals as is required to ensure effective relations with the nation in question.&lt;br /&gt;
&lt;br /&gt;
In addition to the Empire&#039;s goals, foreign nations have agendas of their own, and may seek to draw the Empire into their intrigues. The Asavean Plenum might seek to enlist the Empire in its conflict with the Sumaah Republic, for example. One member of the Plenum might seek to engage Imperial support in a conspiracy against another Plenum family. A high ranking noble might want to employ foreign mercenaries to help put down a slave revolt, or to locate a prized artefact. Handling these matters are considered the primary responsibility of the ambassador.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 50%; width: 500px;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Using the Power of Treaty&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For a senator to raise a motion to ratify a treaty, they must present a written copy of the treaty alongside the motion to ratify or decline it.&lt;br /&gt;
&lt;br /&gt;
it is a serious crime for an ambassador to attempt to fake a treaty, which risks being prosecuted for subverting the agencies of state. The written treaty must include all the terms that have been agreed with the foreign power and must be signed by the relevant ambassador on behalf of the Empire. Their signature denotes their authority and their assertion that the treaty reflects the terms that they have good cause to believe are agreeable or have been agreed with duly appointed representatives of the foreign nation. It is preferable to have a treaty signed by representatives of both sides before it is put up for ratification, but this is not always possible and is not legally required.&lt;br /&gt;
&lt;br /&gt;
An ambassador cannot raise a treaty - their legal power is to create a written treaty on behalf of the Empire. Once a treaty has been written out - and duly signed by an appointed ambassador, then a senator can use a separate senate motion to raise that treaty for ratification.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Treaty===&lt;br /&gt;
Authority grants the holder the power to negotiate a treaty with another nation for consideration by the Senate. A [[senator]] must use a [[Senate motion]] to submit the treaty for ratification by the Senate - but ratification only requires a single senate motion, regardless of how many legal changes are required to ratify the treaty. For example, the Senate recently [[Accept_Thule_peace_treaty|ratified a treaty with the Thule]] which ceded control of the Wintermark region of the Silver Peaks and declared peace with them for three years.&lt;br /&gt;
&lt;br /&gt;
Ratification of a treaty is considered to be a single motion before the Senate because the Senate can either choose to accept the treaty or reject it. It is not possible to [[Motion_wording#Amendments|amend]] a treaty once it is presented as a motion; it either passes in its entirety in the form it was submitted or it does not pass. The only legal way for the Senate to ratify variations of a treaty is to submit different treaties as separate motions.&lt;br /&gt;
&lt;br /&gt;
Any citizen can negotiate and agree a deal with individuals from another nation, but only the Imperial title with authority may submit a treaty for ratification by the Senate and only when the civil service have confirmed that it is a genuinely negotiated treaty with members of that nation.&lt;br /&gt;
&lt;br /&gt;
Any attempt to submit a treaty for ratification that is not negotiated with authorised representatives of that nation by the Imperial citizen with the appropriate authority would be breaking Imperial law by [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of state]]. Any deals which require Senate authorisation that are made with foreigners who are representing their own interests rather than their nation must be submitted as distinct Senate motions as usual.&lt;br /&gt;
&lt;br /&gt;
A negotiation does not have to take place face-to-face. Winds of fortune for foreign diplomacy will often contain offers and [[opportunity|opportunities]] presented by the foreign nation that have been negotiated with the civil service that supports the ambassador. A treaty can be used to ratify these opportunities, as they represent agreements that the foreign power has already confirmed.&lt;br /&gt;
&lt;br /&gt;
As a senate motion, a treaty should be [[Motion_wording|carefully worded]]. It should be concise and to the point, clearly laying out the actions to be taken as part of the treaty. Treaties are subject to [[scrutiny]] like any other senate motion. Perhaps more so than other motions, it is sensible to have a treaty scrutinised before it is presented to the Senate.&lt;br /&gt;
&lt;br /&gt;
===Delegation===&lt;br /&gt;
If a foreign delegation is seeking to meet with the ambassador to discuss matters of state, then the civil service will inform the ambassador of their presence and let them know when the delegation is expected to arrive. The ambassador can choose where to receive the delegation, they may opt to receive them in the Senate if it is free or choose a more informal location if they prefer. &lt;br /&gt;
&lt;br /&gt;
Priests with the power of witness may attend a formal meeting to observe proceedings but only those given permission by the ambassador may speak. Anyone who attempts to disrupt such a meeting, even speaking without permission, runs the risk of being prosecuted for [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of state]].&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
The ambassador will often want to write to their counterpart in the other nation to engage in direct diplomacy with them. To facilitate this, the ambassador can create a single letter each season which will be sent for them by the civil service if the ambassador has an [[embassy]]. As they have staff to arrange this, the letter can be sent up to a week after the summit ends. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The ambassador can e-mail the text of their letter to {{plot}} before downtime closes to send a single missive in this way.) This power can only be used to send a letter to [[Call_Winged_Messenger#Known_Correspondents|their counterparts]] in the foreign nation they are the ambassador to. This letter has the same restrictions on the total number of characters - 2,500 including spaces - as [[Call Winged Messenger]].&lt;br /&gt;
&lt;br /&gt;
====Trade Opportunities====&lt;br /&gt;
A common type of opportunity presented to ambassadors are trade opportunities - the ability to exchange commodities with a foreign nation. To take advantage of an opportunity like this, the ambassador ensures that the materials or money required as payment are in their inventory, and then e-mails {{plot}} before downtime closes. They should include clear details of the trade.&lt;br /&gt;
&amp;lt;!--===Mercantile Support===&lt;br /&gt;
If the Empire opts to build an embassy then merchants of both sides who engage in trade between the Empire and the nation in question will visit it to curry favour with the ambassador for various reasons. Commonly they will take a portion of the items they buy and sell and make them available to the ambassador at favourable prices.&lt;br /&gt;
&lt;br /&gt;
This benefit is usually reflected by the inclusion of a [[ministry]] as part of an embassy. This allows the ambassador to directly purchase raw materials from traders and merchants of the associated nation. For example, the [[Asavean Archipelago|Asavean]] embassy allowed the ambassador to purchase [[Cerulean Mazzarine|cerulean mazzarine]], [[orichalcum]], [[iridescent gloaming]], and [[tempest jade]] directly for Imperial [[currency]]. The materials provided may fluctuate, but will be tied to those which the foreign nation has regular surpluses of.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Ministy is usually built on trade points:&lt;br /&gt;
12+15+12+9 = 48 points&lt;br /&gt;
36 + 45 + 36 + 27 = 144 points&lt;br /&gt;
60 + 75+60+45 = 240 points&lt;br /&gt;
Top level is usually the sum of the middle level + (2x) the bottom level--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Consul==&lt;br /&gt;
The default situation under the [[Imperial Constitution]] is that authority for all foreign relations is vested in the Senate. If the Empire chooses to appoint an ambassador (or any other title with authority) then they have authority to handle all treaty negotiations with any representative of the foreign power, without recourse or appeal to &#039;&#039;any&#039;&#039; higher power.&lt;br /&gt;
&lt;br /&gt;
In Summer 379YE, the Senate [[Create title of High Consul|passed a motion to create a Consul]], with the power to exercise authority where no other Imperial title existed with that power. The [[Imperial Consul|title]] included responsibilities to coordinate with existing ambassadors. The Constitutional Court issued explicit guidance to make absolutely clear that an ambassador would have primacy in all matters of authority for the nation they dealt with. The Consul has no legal right to direct the ambassadors in their work.&lt;br /&gt;
&lt;br /&gt;
==Selection==&lt;br /&gt;
The [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for choosing an ambassador is via appointment through the [[Senate]]. This is done by a [[Senate motion]] of [[Appointment_by_the_Senate|Appointment]]. The appointment can be for any duration up to a year. &lt;br /&gt;
&lt;br /&gt;
When the position becomes eligible for reappointment, the Senate may pass a motion of appointment at any time during that summit. The incumbent remains in position until they are replaced or the end of the summit - whichever comes sooner.&lt;br /&gt;
&lt;br /&gt;
In the past, there have been times when individual ambassadors have been appointed by unanimous decision of the Senators of a chosen nation, by the General Assembly of the Imperial Synod, and through open auction on the [[Bourse]]. During the reign of [[Emperor Nicovar]], a motion was proposed to modify the powers of [[The Throne]] to allow them to appoint the ambassadors. The motion was approved by the Constitutional Court at that time, but did not pass the Senate.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
The method of removal depends on how the title has been selected. If the well-worn path is followed, an ambassador can be revoked by the General Assembly or the Assembly of Nine.&lt;br /&gt;
&lt;br /&gt;
An ambassador serves until a new ambassador is appointed. By default, an ambassador serves for one year before the title must be reappointed. It is traditional for an outgoing ambassador to bring their replacement up to speed on any outstanding business. The Secretary to the Diplomatic Corps will deliver a briefing to the new ambassador when they are appointed.&lt;br /&gt;
&lt;br /&gt;
==Current Ambassadors==&lt;br /&gt;
This table includes all ambassadors which have been appointed in recent times. For a full list of title holders see [[Current Imperial titles|here]]. This was last updated following the Winter Solstice 387YE. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ambassador]] !! Incumbent !! Foreign Nation !! Location of Embassy !! Term&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Asavea]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Asavea_occupant}} || [[Asavean Archipelago]] || [[Sarvos]], Cigno || Year, Summer&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Axos]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Axos_occupant}} || [[Axos]] || [[Redoubt]], Limus || Year, Autumn&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Beoraidh]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Beoraidh_occupant}} || [[Mareave#Beoraidh|Beoraidh]] ||  || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Commonwealth]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Commonwealth_occupant}} || [[Commonwealth]] || [[Necropolis]], Hedrossan || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Faraden]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Faraden_occupant}} || [[Faraden]] || [[Segura]], Anduzjasse || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Grendel]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Grendel_occupant}} || [[Grendel]] || [[Redoubt]], Limus || Year, Autumn&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Iron Confederacy]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Iron_Confederacy_occupant}} || [[Iron Confederacy]] || [[Sarvos]], Cigno || Year, Winter&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Otkodov]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Otkodov_occupant}} || [[Thule]] || [[Miekarova]], Mieriada || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to Jarm]] || {{#lst:Archive:All_Election_Results|Ambassador_to_Jarm_occupant}} || [[Principalities of Jarm]] || [[Redoubt]], Limus || Year, Winter&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Sarcophan Delves]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Sarcophan_Delves_occupant}} || [[Sarcophan Delves]] || [[Redoubt]], Limus || Year, Autumn&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambassador to the Sumaah Republic]] || {{#lst:Archive:All_Election_Results|Ambassador_to_the_Sumaah_Republic_occupant}} || [[Sumaah Republic]] || [[Necropolis]], Coursmouth || Year, Spring&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Consul]] || {{#lst:Archive:All_Election_Results|Imperial_Consul_occupant}} || [[Druj]], [[Jotun]] and [[Skoura]] || [[Tassato]], Tassato Regario || Year, Summer&lt;br /&gt;
|}&lt;br /&gt;
{{Senate Further Reading}}&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=140974</id>
		<title>Trade envoy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_envoy&amp;diff=140974"/>
		<updated>2026-06-30T09:10:45Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Existing Trade Envoys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Trade Envoy is an [[Imperial title]] with &#039;&#039;responsibility&#039;&#039; for pursuing trade in mithril, weirwood, white granite, and [[ilium]] with specific foreign nations. The first trade envoys were [[Create_title_of_trade_envoy|created]] by the [[Senate]] during the Spring Equinox 377YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities== &lt;br /&gt;
Each trade envoy is responsible for pursuing opportunities with a specific foreign nation to gain mithril, weirwood, white granite, or ilium for the Empire. While the [[ambassador|ambassadors]] are [[Ambassador#Responsibilities|responsible]] for representing the Empire to foreign nations, the trade envoys are expected to proactively seek opportunities for trade in valuable Bourse materials. It is likely that a trade envoy will need to work closely with an ambassador in service to this goal.&lt;br /&gt;
==Powers==&lt;br /&gt;
The trade envoys have no legal powers. The significance with which the title is treated is likely to vary, depending on the culture and politics of the foreign nation with which they communicate.&lt;br /&gt;
==Appointment==&lt;br /&gt;
Each trade envoy is an Imperial position [[Appointments_by_the_Senate#Imperial_Position|appointed by the Senate]]. The title can be held by any Imperial citizen. A trade envoy has [[Imperial_title#Term_of_office|tenure]], and serves until they die or step down. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
When they were created, the trade envoys were ceremonial titles appointed by the Imperial Senate. This decision was challenged by the [[Master of the Imperial Mint]] Guillamo de Tassato who was successful in arguing that the titles should be auctioned through the [[Bourse]]. At the point where it was clarified that the titles were Imperial titles, then it was clear that this shift was unconstitutional. Appointment by the Senate was restored after the Autumn Equinox 381YE.&lt;br /&gt;
&lt;br /&gt;
==Existing Trade Envoys==&lt;br /&gt;
Trade envoys were initially created to  the [[Principalities of Jarm]], the [[Asavean Archipelago]], [[Faraden]], the [[Commonwealth]] and the [[Sumaah Republic]]. A sixth trade envoy, to the [[Sarcophan Delves]], was [[Create_title_of_Trade_Envoy_to_the_Sarcophan_Delves|created]] in Winter 379YE.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; In the interests of ensuring our records are correct, anyone who currently holds a trade envoy position should e-mail plot@profounddecisions.co.uk with their details.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Constitution==&lt;br /&gt;
Considerable constitutional issues surrounded these posts; there were [[Create_title_of_trade_envoy#Constitution|constitutional problems ]] with the way the titles were created, as it is not possible to create multiple titles with a single senate motion in this way. In addition, the titles are appointed annually, but as the titles have no legal powers they would normally be appointed with tenure (for life). Finally there was the confusion generated by the Master of the Mint who successfully argued that the titles must be appointed through the Bourse since they concerned bourse materials. In fact, no such constitutional restriction exists, and there is no legal basis in the motions passed for the titles to be appointed by anyone but the Senate. A [[Abrogate_Trade_Envoys|motion]] to [[Powers_of_the_Imperial_Senate#Abrogation|abrogate]] the titles was raised in Summer 379YE, requested by the [[Scrutiny#Constitutional Court|Constitutional Court]] as one of the steps toward creating the [[Imperial Consul]] but the Senate declined to do so.&lt;br /&gt;
&lt;br /&gt;
All the ongoing problems associated with these titles were resolved when their status as Imperial titles appointed by the Senate was clarified during Autumn 381YE.&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category: Title]]&lt;br /&gt;
[[Category:Foreign Nations]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tolvoli_Butcher&amp;diff=140969</id>
		<title>Tolvoli Butcher</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tolvoli_Butcher&amp;diff=140969"/>
		<updated>2026-06-29T22:30:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Tolvoli Butcher is an [[Imperial title]] responsible for overseeing a distasteful &amp;quot;trade&amp;quot; with monstrous creatures that lair in the ruins of the [[Miekarova#Heart_of_the_Tempest|Heart of the Tempest]] in [[Miekarova]]. In return for helping to secure animals to feed the dubik near Tolvoli, the butcher is able to buy some of the potions the wagon raiders who visit the site bring back. They&#039;re also responsible for keeping an eye on the situation, and making sure that if the dubik become a problem they are dealt with. &lt;br /&gt;
&lt;br /&gt;
The title was created when the Imperial Senate voted to [[385YE_Summer_Solstice_Senate_sessions#Construct_Tolvoli_Slaughterhouse|construct the Tolvoli Slaughterhouse]]. during the Summer Solstice 385YE, following an [[opportunity]] presented [[The_horror_and_the_wild#Heart_of_the_Tempest|that season]]. Construction was completed shortly before the Autumn Equinox 385YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Tolvoli Butcher is responsible for ensuring that the dubik near Tolvoli do not become a problem. If the slaughterhouse were to be threatened in any way, it would be the responsibility of the Butcher to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the slaughterhouse, the Butcher would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
It is perhaps worth noting that the point of the ministry is to provide beasts that can be fed to the &#039;&#039;dubik&#039;&#039; resident at the Heart of the Tempest. If the Butcher does not operate the ministry, then a significantly smaller number of beasts are available that season. The longer such a situation persists, the more likely it is that the &#039;&#039;dubik&#039;&#039; will go looking for blood by themselves.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Blood of the Grove&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Bloodvine Liquor&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;13 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Bloodvine Liquor&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Blackblood Thorn&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Blackblood Thorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;13 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Blackblood Thorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwine&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Darkwine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;142 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Darkwine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;216 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Darkwine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Red Harvest===&lt;br /&gt;
As a [[ministry]], the Tolvoli Butcher can exchange animal blood for unique consumables at a set price. The Tolvoli Butcher spends their money and makes their choices 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;
&lt;br /&gt;
The grove near Tolvoli produces three different types of elixir depending on the quality and quantity of the blood provided. &#039;&#039;Bloodvine Liquor&#039;&#039; is a sweet, thick, gloopy substance that provides additional power to a magician working [[Spring magic]], provided they spill copious amounts of their own blood in the casting. A &#039;&#039;Blackblood Thorn&#039;&#039; is razor-sharp and must be thrust into the skin when performing [[Winter magic]] to provide a burst of additional power, but leaves a stinging wound that may take some time to heal completely. &#039;&#039;Darkwine&#039;&#039; is a euphemistic name for a bitter alcoholic infusion that looks like blood and smells of honey, and grants vigorous health for a time. All three are [[Potion#Tonics|tonics]].&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
This title is appointed during the Autumn Equinox each year. The Tolvoli Butcher is appointed by citizens of Varushka who control [[mine|mines]] and [[forest|forests]] [[Resource#Personal_Resource|personal resources]]. The larger the resource an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse. &lt;br /&gt;
&lt;br /&gt;
Only a Varushkan citizen may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be [[revocation|revoked]] by the [[Synod]].&lt;br /&gt;
{{RecentElections|Tolvoli_Butcher}}&lt;br /&gt;
&lt;br /&gt;
==Tolvoli Slaughterhouse and the Heart of the Tempest==&lt;br /&gt;
Once upon a time, a [[college of magic]] stood in [[Miekarova]]. It&#039;s not clear that anyone ever uncovered the true story of what happened with it. As near as most people can tell, it started out as the &amp;quot;Hearth of the Tempest&amp;quot; and had a connection to [[Yaw&#039;nagrah]], or perhaps [[Irra Harah]] or maybe even [[Arhallogen]]. The name changed to [[Miekarova#Heart_of_the_Tempest|Heart of the Tempest]], and a little more than a year after it was built the forest around the Heart [[The_flood_and_the_storm#Heart_of_the_Tempest|started to expand]] and there were rumours of creatures of the realm that sound to most people a lot like [[Varushkan_Monster#Wolves|dubik]] pressing beyond its bounds and harming people. The forest abruptly ceased expanding, and everyone assumed someone had done something and that was it all dealt with and moved on with their lives. The people at the vale of Tolvoli, in particular, breathed a heavy sigh of relief and went back to hunting, trapping, and drawing [[beggar&#039;s lye]] from the woods.&lt;br /&gt;
&lt;br /&gt;
By all accounts, however, the area remained soaked in fecund [[Spring magic]], and that kind of thing attracts attention. Stories began to percolate out of the magically woven woods that actual &#039;&#039;dubik&#039;&#039; were gathering there, slipping into the forest and nesting among the trees. A few ventured a near the vale of Tolvoli, and had to be dealt with, but for the most part they seemed content simply to gather in the forest far from prying eyes.&lt;br /&gt;
{{CaptionedImage|file=Misha Klubnika Alexandrovich Petrov.jpg|caption=&#039;&#039;&#039;Misha Klubnika Alexandrovich Petrov&#039;&#039;&#039;, Tolvoli Butcher|align=left|width=400}}&lt;br /&gt;
The mandate enacted by the Varushkan assembly in Spring 385YE, urging people to [[385YE_Spring_Equinox_Synod_judgements#Judgement_146|seek out deals with dark powers]], sent an enterprising gang of wagon raiders set out from Tolvoli to see if they could gain anything from the haunted groves around the Heart of the Tempest. They weren&#039;t fools; they took plenty of precautions and loaded themselves down with both wards and sharp axes. Of the dozen who set out, nine returned, and they would give no indication as to what happened to their three missing siblings beyond stating emphatically that it was important that no [[changeling]] ventured into the twisted, magical woods. They also came back on foot, without their wagons, but with samples of unique dark red liquor that they were able to sell for fairly large amount of money.&lt;br /&gt;
&lt;br /&gt;
It is well known that dubik feast on blood. It seems that while the dubik up near Tolvoli prefer human blood, they are prepared to accept animal blood as long as it is fresh and steaming. The wagon raiders bought up a lot of sheep, goats, and oxen, transported them into the depths of Miekarova, and handed them over to the dubik. They say that the creatures used the blood to water a garden, and paid with unique magical potions and winter-infused thorns. Unfortunately, after only a couple of such trips, the wagon raiders had stripped Tolvoli and the surrounding vales of every spare animal. &lt;br /&gt;
&lt;br /&gt;
So they [[The_horror_and_the_wild#Heart_of_the_Tempest|reached out]] to their neighbours, to the National Assembly that encouraged them to make contact with the dubik in the first place, and asked that a slaughterhouse and stockyard be built at Tolvoli. This would allow more animals to be brought in and more magical potions to be acquired. &lt;br /&gt;
&lt;br /&gt;
The slaughterhouse itself was [[Construct Tolvoli Slaughterhouse|commissioned]] by the [[senator]] for Miekarova, and work quickly completed. The stockyards that surround it rarely want for cattle to be bought not only by the wagon raiders who deal with the grove but by the people of the vale as well. Trade is booming.&lt;br /&gt;
&lt;br /&gt;
This creates a problem all its own, of course. The dubik in the woods near Tolvoli have been fed a lot of blood, and no doubt have a taste for it. In the event their supply of animal blood were cut off, it is entirely possible they would leave their grove and seek out the much more potent, much more desirable blood of humans and [[orc|orcs]]. &lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:Bourse]]&lt;br /&gt;
[[Category:Varushka]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arranging_grace&amp;diff=140870</id>
		<title>Arranging grace</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arranging_grace&amp;diff=140870"/>
		<updated>2026-06-24T15:37:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;It&#039;s a lovely idea Genia, I&#039;m all for it &#039;&#039;in theory&#039;&#039;... but you&#039;ve no reason to imagine that the Senate will approve this... what did you call it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cat&#039;s Graces,&amp;quot; the elderly prince answered, deliberately cutting in before her host could continue. &amp;quot;And you&#039;re quite right of course Wilhelm. There&#039;s every chance our parsimonious Senate will run a mile when they see the results of their appraisal. But,&amp;quot; she said, raising her finger to ensure Wilhelm understood she was still talking. &amp;quot;I take heart from the fact that the Throne chose to appraise the Cat&#039;s Graces first... doesn&#039;t that rather suggest something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wilhelm&#039;s goblet of wine was half way to his lips when he realised Genia was giving him an opportunity to get a word in edgeways. &amp;quot;Maybe all it suggests is that the Throne thought this idea would be the least bother?&amp;quot; he responded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe,&amp;quot; conceded his guest, &amp;quot;but surely Emperor Vesna can&#039;t help but be moved when people start drawing comparisons between the new Throne and Empress Richilde? Why even the paragon herself never attempted something so bold.&amp;quot; Genia Bourné stood up and spread her arms imploringly. &amp;quot;What happens&amp;quot; she demanded, &amp;quot;when people point out that there has never been a Throne, before or since, who did as much for Imperial culture... until now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are people pointing that out?&amp;quot; asked Wilhelm, looking unconvinced.&lt;br /&gt;
&lt;br /&gt;
Genia draw her hands together, &amp;quot;Well they are now..&amp;quot; she grinned.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Faces of the Empire.jpg|align=left|caption=The Cat&#039;s Graces would be an Imperial sodality dedicated to spreading and supporting Imperial art of all kinds, to all nations.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://youtu.be/wmx-j0mSzQ4?si=njov54Togah5JnLc}}&lt;br /&gt;
Following from the [[Forever_is_composed_of_nows#The_Abraham_Gambit|suggestions of Magistrate Abraham]] last season, [[The Throne]] has instructed the [[Civil Service]] to [[appraisal|appraise]] the constitutional implications of the creation of a new [[Imperial sodality]] each season for the coming year. [[Emperor Vesna]] has instructed them to [[387YE_Winter_Solstice_Senate_sessions#Appraise_the_Cat&#039;s_Graces|review the manifesto of the &#039;&#039;Cat&#039;s Graces&#039;&#039;]], a potential Imperial sodality concerned with the promulgation of the arts across the Empire. By all accounts the group has strong backing across [[Anvil]] but a [[Senate motion|motion]] to [[387YE_Summer_Solstice_Senate_sessions#Establish_the_Cat&#039;s_Graces|formalise the Cat&#039;s Graces as an Imperial sodality]] narrowly failed to pass the [[Senate]]. In the opinion of many observers, this failure was due to concerns over the potential constitutional implications that creating any new sodality might have.&lt;br /&gt;
&lt;br /&gt;
This is not an unreasonable fear given the massive constitutional headaches caused by the creation of the [[Imperial Apothecaries Guild]] sodality. There are innumerable organisations and fellowships that span the Empire; nobody needs the permission or approval of the Imperial Senate to meet with friends to discuss common goals. An Imperial sodality is different. They exist as extensions of the Imperial government, a way to grant a body real legal powers so that they can directly contribute to the running of the Empire. Creating a sodality always requires a [[Senate_motion#Constitution|constitutional vote]] - just as the [[Imperial Constitution]] recognises the role of the [[Conclave]] to govern magic, an Imperial sodality of herbalists or artisans would be expected to have an equivalent remit.&lt;br /&gt;
&lt;br /&gt;
[[Scrutiny#Constitutional_Court|Magistrate Abraham]] has done as promised and, in conjunction with his peers, provided his best analysis for what it would mean if the Senate were to go ahead and approve the Graces based on their manifesto. News of the Throne&#039;s decision to look into the creation of a sodality dedicated to the arts inevitably provokes considerable interest from groups around the Empire whose priorities align, to a greater or lesser extent, with the Cat&#039;s Graces. Several come forward with provisional offers of support, should the sodality get approval in the Senate. Of course some these groups have agendas of their own that they are keen to push.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Empress Vesna has asked the Civil Service to assess the constitutional implications of the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The symbol and manifesto have been provided and Magistrate Abraham has delivered their analysis&#039;&#039;&#039;&lt;br /&gt;
Empress Vesna announced that the symbol of the Cat&#039;s Graces would be a cat holding a scroll of paper and that a Maestro would be appointed to speak for the sodality. The announcement referred to them as the &amp;quot;leader&amp;quot; of the sodality, which Magistrate Abraham is quick to rule out. Any attempt to put someone &amp;quot;in charge&amp;quot; of the new sodality would be as unconstitutional as an attempt to put someone &amp;quot;in charge&amp;quot; of the [[Conclave]] or the [[Synod]]. The sodality can be represented by a Maestro - but not led by them. This minor criticism aside, the manifesto is otherwise described as being &amp;quot;elegant and concise&amp;quot; - qualities the magistrate appears to rank just below the seven Virtues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Cat&#039;s Graces&amp;quot;&amp;gt; This sodality is dedicated to art and music, it holds the following to be true: &lt;br /&gt;
* Arts are for everyone to enjoy, no matter their skill; &lt;br /&gt;
* Virtue demands that we give space for joy as well as for work; &lt;br /&gt;
* The value of a nation is judged by its culture as much as its might.&lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Support and promote creatives, providing opportunities to exhibit their talents; &lt;br /&gt;
* Share learning through the arts, fostering understanding between peoples and traditions; &lt;br /&gt;
* Ensure creators are valued, and that their work is recognised and fairly rewarded.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the view of the Court, the proposed manifesto lays out a clear role for the Cat&#039;s Graces to take responsibility for promoting the arts across the Empire. Abraham notes that it avoids common problems such as making lists of activities the sodality will be responsible for, or specific arts that they will be the patrons of. The Court encourages &#039;&#039;any&#039;&#039; sodality to look to the language employed in the Constitution. Statements like &#039;&#039;&amp;quot;The Conclave shall ensure the fit and proper use of magic in the service of the Empire&amp;quot;&#039;&#039; don&#039;t attempt to lay out what a fit and proper use of magic is, nor say how the Conclave will achieve that objective. That is a matter for [[Imperial law]]. Instead the constitution establishes the key principle of &#039;&#039;what the Conclave is for&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Abraham in particular notes that it is important for Imperial citizens to understand that when a manifesto says &amp;quot;The sodality therefore exists to&amp;quot;, that should be understood as the direction laid down by the Imperial Senate and the Throne. These instructions are for the sodality and its members to let them know what is expected of them, for the Civil Service so that they know what support to offer, and for the Constitutional Court so that they know what role the new sodality will play.&lt;br /&gt;
&lt;br /&gt;
The most natural interpretation of the manifesto laid down by the Senate would be to make the new sodality responsible for the promotion of the arts across the Empire, with the aim that they foster understanding between different nations and ensure that the Prosperity of artists is recognised and fairly rewarded. The manifesto also has international implications - the word &amp;quot;nation&amp;quot; does not only refer to the ten nations that make up the Empire after all - but only on matters directly related to art and artistry.&lt;br /&gt;
&lt;br /&gt;
Fine as a principle then; what would it mean in practice?&lt;br /&gt;
===Appointments===&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for any Imperial title with responsibility for culture or the arts would be election by the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are seven extant titles that would change appointment method to election by the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Affected Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Azure Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of Memories]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of the Blood Red River]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dean of the First Voice Glade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Bard of the Empire]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Voice of the Twin Roses]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are several Imperial titles whose responsibilities are concerned with culture and the arts. The most obvious example is the [[High Bard of the Empire]], an important position whose responsibility includes the need &#039;&#039;&amp;quot;to promote and encourage excellence and passionate demonstration of artistic performance across all the nations of the Empire&amp;quot;&#039;&#039;. Currently this position is elected by the [[Assembly of the Nine]]. Music does have an important role in Virtue, as demonstrated by [[:Category:Musical_Instruments|magic items like]] the [[Celebrant&#039;s Fiddle]], but the High Bard&#039;s [[High Bard of the Empire#Responsibilities|responsibilities]] make it clear their remit extends to art rather than matters of spirituality.&lt;br /&gt;
&lt;br /&gt;
With the creation of the Cat&#039;s Graces, the only constitutionally valid path for the appointment of titles with responsibilities of this kind - supporting and promoting art and artists - would be via vote of the Cat&#039;s Graces sodality.&lt;br /&gt;
&lt;br /&gt;
The Civil Service have conducted a preliminary review of all current Imperial titles to identify those that would be affected. If the Senate approves the Cat&#039;s Graces in the current form, each of the listed positions would change - going forwards it would be elected by vote of members of the sodality. No other details would change; titles with tenure like the [[Azure Sutannir]] or the [[Dean of the First Voice Glade]] would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title. The unusual limitation on the [[High Bard of the Empire]], which prohibits any person from holding the title more than once in their lifetime, would continue unchanged, and so on.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose primary responsibilities included the creation or promotion of culture or the arts, would be appointment by simple vote of members of the Cat&#039;s Graces sodality.&lt;br /&gt;
&lt;br /&gt;
===Mistress of Monuments===&lt;br /&gt;
* &#039;&#039;&#039;The current responsibilities of the Mistress of Monuments would see the title changed to election by the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could refine the responsibilities of the title to keep it elected by the Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Members of the Constitutional Court have been unable to completely agree on the matter of the [[Mistress of Monuments]]. Leontes argues for a literal interpretation of the position&#039;s responsibilities, which demands the title &#039;&#039;&amp;quot;work with Imperial artists to commemorate inspirational actions and significant events with monuments and statues&amp;quot;&#039;&#039;. The emphasis on working with Imperial artists with a goal to commemorate significant events the position firmly with the remit of the new sodality, according to the Imperial Archivist. Leontes insists it must be updated accordingly - if the sodality is approved.&lt;br /&gt;
&lt;br /&gt;
In contrast, Magistrate Abraham argues that the responsibilities include an emphasis on inspiration - a term widely used in the context of the paragons and exemplars - collectively referred to as &amp;quot;inspirations&amp;quot;. If the responsibilities of the title were to create statues of paragons and exemplars, to inspire Virtue or to celebrate Virtuous actions, then it could be appointed by the Synod or the new sodality. &lt;br /&gt;
&lt;br /&gt;
Unable to agree on a definitive solution, the two scholars settle on a compromise. If the Imperial Senate approve the creation of the Cat&#039;s Graces but do not make any changes to the title&#039;s responsibilities, then the title will be appointed by the new sodality henceforth. If the Senate change the responsibilities of the title to make it clear that it is primarily concerned with creating statues and monuments of the &amp;quot;inspirations&amp;quot; and commemorating Virtuous events, then it will appointed by the Assembly of the Way.&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the&amp;lt;br&amp;gt;[[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;At present there are no legal powers that would be automatically delegated to the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers created by the Senate that were &#039;&#039;solely&#039;&#039; concerned with culture and the arts would be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote the arts &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At present there is no branch of the Imperial government that is explicitly concerned with the promotion of the arts. Perhaps because of that, there are no legal powers whose primary purpose is concerned with culture and the arts. The Constitutional Court have reviewed the various areas of government, and have not identified any power of the five great houses that would be automatically transferred to the sodality, other than the appointment of the titles listed above.&lt;br /&gt;
&lt;br /&gt;
The creation of a new sodality has profound implications for the Constitutional basis of the Empire, even if no existing powers are transferred to the new body of state. The argument could be made that the Imperial government does not currently have any legal powers that serve to promote culture and the arts precisely because there is no body of state to wield those powers. That would change if the new sodality were approved by the Senate - if that happened then the well-worn path for any new legal powers whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to promote culture and the arts would be vote of the sodality. For example, if the Senate elected to create a book of songs, to be updated with a new contribution each season, then the well worn path for that power would be a vote of the Cat&#039;s Graces.&lt;br /&gt;
&lt;br /&gt;
Any legal powers that &#039;&#039;could&#039;&#039; be used to promote the arts, but were not solely concerned with such matters, could be delegated to the Cat&#039;s Graces, provided they did not impinge on the Constitutionality protected roles of the other houses. For example, the Cat&#039;s Graces could be given the power to compile, maintain, and promote knowledge of the [[music of the spheres]] or [[dramaturgy]]. Without the sodality, that power would have to be vested in the Conclave - but if the sodality existed, then it would be constitutional for the Cat&#039;s Graces to wield the power or the Conclave, depending on the decision made by the Senate. However, the sodality could &#039;&#039;not&#039;&#039; be given the power to control the use of [[music of the spheres]] or [[dramaturgy]] to perform magic. The Constitution is clear that that power to ensure the fit and proper use of magic &#039;&#039;must&#039;&#039; lie with the Conclave.&lt;br /&gt;
&lt;br /&gt;
A number of the existing legal powers of other houses &#039;&#039;could&#039;&#039; be delegated to the sodality, if they could be used to promote the arts. The Senate could grant the sodality the ability to announce one or more commissions each season. They might include [[Edifice|edifices]], [[sinecure|sinecures]], and even [[great work|great works]] in theory. They might be given the ability to commission [[historical research]], given the amount of history that resides in the form of songs, poems, and stories (although the Empire&#039;s current ability to perform historical research is sorely limited). Likewise it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]].&lt;br /&gt;
&lt;br /&gt;
===Singular===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Story Circle.jpg|align=left|caption=Stories and songs bring the past to life and offer hope for the future.|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with culture or the arts&#039;&#039;&#039;&lt;br /&gt;
Imperial Sodalities are also &amp;quot;singular&amp;quot;, and the Cat&#039;s Graces are no exception. Once approved by the Senate, a sodality forms part of the Imperial government, with a clearly defined constitutional role. That role must be unique and singular - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Cat&#039;s Graces, then it would not be possible to create a new Imperial sodality charged with the promotion of culture and the arts without first abrogating the existence of the Cat&#039;s Graces.&lt;br /&gt;
&lt;br /&gt;
==Possibilities==&lt;br /&gt;
There are many powers that the Imperial Senate could grant the new sodality. News of the sodality and the the new possibilities it presents attract the interest of three distinct groups who are all keen to offer their support if the Senate approves the sodality and provides it with the legal powers it will need to discharge its responsibilities.&lt;br /&gt;
&lt;br /&gt;
===A Fresh Coat of Paint===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grand Endeavours.png|caption=Imperial artists provide inspiration for grand projects.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could give the Cat&#039;s Graces the ability to refine existing commissions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The support of the songbirds would let the sodality deploy artists to improve structures for without requiring a commissions or costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A refined structure would increase in grandeur, and the work of the artists might unlock an opportunity related to it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While some [[commission|commissions]] are themselves works of art, since time immemorial artists have been employed to brighten up gloomy old castles, or breathe new inspiration into a dour church. The Cat&#039;s Graces are ideally positioned to organise artists - painters, sculptors, artisans using stained glass and light to create breathtaking arrangements - to turn their talents to just such a purpose.&lt;br /&gt;
&lt;br /&gt;
The Senate would need to grant the sodality the power to [[Commission#Altering_an_Existing_Commission|alter existing commissions]]. This would allow them to redesign the appearance of an existing commission, recent or historical (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; historical commissions are structures canonically constructed before the game began such as the many basilicas in Bastion, the walls of [[Kahraman#Serra_Damata|Damata]] and the like). By itself this power would likely be of limited use - it would consume one of the Senate&#039;s dwindling supplies of commissions, and require significant investment of funds to beautify even the most minor commission.&lt;br /&gt;
&lt;br /&gt;
A small delegation of [[Empress Richilde#Songbirds|songbirds]] - dedicated artists and patrons who look to the inspiration of the [[paragons and exemplars|paragon]] [[Empress Richilde|Richilde]], come to the Castle of Thorns with a proposal to help the new sodality. The songbirds includes many wealthy backers of the arts among their numbers. The informal collective, inspired by the efforts of their patron Empress to shape the Empire through her patronage of art and beauty, are roused to take a more active part on the Imperial stage by news of the potential new sodality. They see the Cat&#039;s Graces as being very much in line with the lessons of the Sun Queen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Black-naped Oriole.jpg|caption=The songbirds, an informal calling associated with Empress Richilde, use birds to demonstrate their membership and one of the most popular is the brightly coloured oriole, known for its fluting calls.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Senate will grant the sodality the power to alter at least one recent or historical commission each season, then the songbirds and their allies will provide the funds and help organise the artists required. Each season the sodality could choose a single commission and ask the Empire&#039;s artists to look at altering the appearance and character of of the commission. Such work would take three months - but would not cost the treasury any money, nor cut into the Senate&#039;s limited number of commissions each season.&lt;br /&gt;
&lt;br /&gt;
The Maestro would be responsible for providing a thorough description of what the sodality &#039;&#039;wants&#039;&#039; the artists to do. Provided they have a clear artistic brief which is ambitious and inspirational, then they&#039;re &#039;&#039;likely&#039;&#039; to get roughly what was asked for. However, the Civil Service caution that engaging with artists does come with some risk: if those working on the commission don&#039;t feel inspired by the brief then they will complement or supplant them with their own ideas. Thus, the results are guaranteed to be &#039;&#039;impressive&#039;&#039;, they&#039;re just not guaranteed to be exactly what was requested. Such is the nature of art.&lt;br /&gt;
&lt;br /&gt;
The work of talented folk could have unlooked for benefits however. Having scores of imaginative artists examining a commission may just result in improved [[edifice#Grandeur|grandeur]] - or it might reveal an [[opportunity]] to make further improvements to it. If this happened, the Civil Service would present the option for improving the work discovered by the artists, for consideration by the Empire, once the alterations were complete.&lt;br /&gt;
&lt;br /&gt;
===Art for Art&#039;s Sake===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 60%; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Virtue Banners.jpg |caption=The seven Virtues serve as an inspiration to many artists across the Empire.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The sodality could be granted the legal power to define great works of art worthy of preservation and honour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each season they could select a piece of art which would be lauded and recorded for future generations to enjoy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the sodality were granted this power they would need to select a central location to house the artworks&#039;&#039;&#039;&lt;br /&gt;
While artists create art for many reasons, a common drive is to seek the recognition and approval of their peers. The [[Synod]] has several ways to recognise exceptionally virtuous individuals - the [[Heroism#Chronicle_of_Heroism|Chronicle of Heroism]] and the [[Roll of Benefactors]] for example. The Senate could grant the Cat&#039;s Graces the legal power to find the finest artists in the Empire, promote their work across the Empire, and invite the accolades of their peers, just as the Synod currently does for the virtuous.&lt;br /&gt;
&lt;br /&gt;
If granted this ability, the sodality could select a single piece of art each season for promotion across the Empire. The form of the art would not matter, as long as it could be recorded in some way. It could be a painting, or sculpture, a new song or musical composition, a story, a play, or a poem. In some cases copies would be made and distributed; in others news of the art would be spread across the Empire and patrons of the art encouraged to visit. &lt;br /&gt;
&lt;br /&gt;
The sodality could pick the finest piece of art produced that season, using the power as a way to recognise and reward artistic merit, or they could pick the most worthy, acknowledging that art is for everyone. After the sodality votes to choose which piece of art to honour, the Maestro could create a short summary of why the piece was chosen, why it is important and worthy of being honoured, and why it should be preserved. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We would look to add each song, story, poem or art to the wiki, along with the description of why it was chosen. The piece would be added to the sodality page, similar to how the [[Roll of Benefactors]] or the [[Heroism#Chronicle_of_Heroism|Chronicle of Heroism]] work).&lt;br /&gt;
&lt;br /&gt;
One of the first things the new sodality would need to do would be to identify a central repository of art that would serve specifically to contain copies of artistic endeavours and wherever possible house the artworks recognised by the sodality. There are a number of potential candidates including [[Dean_of_the_First_Voice_Glade#First_Voice_Glade|First Voice Glade]], [[Sarvos#Diora_University|Diora University]] in [[the League]], the scops&#039; halls of [[Hahnmark#Kalpaheim|Kalpaheim]], among others.&lt;br /&gt;
&lt;br /&gt;
===Money for God&#039;s Sake===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Instructors.jpg|align=right|width=400|caption=[[Senate Motions]] celebrates the art of dance in the Empire, meeting every summit in the Senate building.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Cat&#039;s Graces could operate a fund to provide grants to artists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Civil Service would publish lists of notable donations to the fund by citizens at Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Highborn benefactors and League princes commit to donate three thrones each season to the fund&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These patrons would also match any funds the Senate provides up to six thrones a season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artists create for many reasons, but with few exceptions, every artist needs to eat and keep a roof over their head. The Synod has the [[Rewarding#Virtue_Fund|Virtue fund]] to reward the virtuous, the Cat&#039;s Graces could employ a similar mechanic to reward those who create art. Members of the sodality could seek out worthy artists, musicians, performers, writers, sculptors - anyone who has produced beautiful works of art. If a piece met with the approval of the sodality, they could vote to reward the artist for their endeavours and contribution to Imperial culture.&lt;br /&gt;
&lt;br /&gt;
As well as patronising artists directly, the sodality could use the money to support the many competitions that often taken place at Anvil, using the funds to pay for one or more prizes for the winners to claim. Ensuring such contests are well run and attract the most [[Ambition|Ambitious]] artists to take part should be part of the new sodality&#039;s remit in the view of the merchant-princes and benefactors. These funds might even be used to negotiate with the Empire&#039;s [[crafting skills#Artisan|artisans]] to secure the finest magical [[:Category:Musical Instruments|musical instruments]], or with magicians to create suitably enchanted performance spaces. They could even be used in theory to support [[commission|commissions]] for projects that support artists - such as the famous galleries and theatres of the League built by &#039;&#039;&#039;Lorenzo Macelliao &amp;quot;Il Volpe&amp;quot; von Temeschwar&#039;&#039;&#039; over the years. &lt;br /&gt;
&lt;br /&gt;
The Senate could support the Cat&#039;s Graces by providing a [[New_Imperial_titles#Stipend|stipend]] to the Imperial sodality. If that happened, the Civil Service would provide the support required to allow the sodality to distribute those funds. They could also process donations to the fund from civic-minded citizens, maintaining and publishing a public record of benefactors. If the sodality voted to disburse money from the fund, the amount would be given to the Maestro in accordance with the sodalities wishes (The Senate could establish an office of the sodality to receive these disbursements). &lt;br /&gt;
&lt;br /&gt;
An informal alliance of patrons of the arts - [[the League|League]] [[Merchant Prince|merchant princes]] and [[Highguard|Highborn]] [[benefactor|benefactors]] - are keen to help the sodality promote the arts. The group&#039;s spokesperson is [[Dressed_in_smoke_and_fire|Genia Bourné di Sarvos]], the merchant-prince of the influential Bourné fashion house. Familiar with the ways of Anvil from her youth, she suspects the Senate will not willingly dip into the treasury to fund the sodality and has come armed with a plan to try to pry open the Senate&#039;s purse.&lt;br /&gt;
&lt;br /&gt;
If the Senate grant any stipend to the sodality (even if the stipend is zero), then they will donate three thrones a season to the Cat&#039;s Graces to fund their work. Not a massive sum perhaps but not to be sneezed at - potentially it could change the career trajectory of artists rich in talent but poor in funds. Crucially this would ensure Civil Service support for the fund - ensuring there was a public list of notable benefactors in Imperial records. [[Prosperity|Prosperous]] individuals might enjoy seeing their donations immortalised in permanent record - if &#039;&#039;il Volpe&#039;&#039; taught nothing else, says Genia wryly, it is that those who consider themselves wealthy and cultured are always susceptible to the flattery of formal validation of their role as patrons. &lt;br /&gt;
&lt;br /&gt;
However, the group are prepared to go further. Genia Bourné and her allies commit to &#039;&#039;match&#039;&#039; any stipend provided by the Senate, up to a maximum of six Thrones a season (Genia is enthusiastic about the arts but she is not stupid). All that is required to secure this investment is that the sodality commit to being public and transparent with how they disburse their grants. The benefactors want to be confident their monies are going to the arts and not (for example) paying for armies or funding extravagant dinners.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s In A Name?==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Music and joy.jpg|align=left|caption=Music brings joy, and rouses powerful emotions in the people of the Empire.|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Some potential supporters have questioned the name of the sodality&#039;&#039;&#039;&lt;br /&gt;
It would be unusual for anything involving the arts to receive unleavened positivity from artists, and the Cat&#039;s Graces is no exception. Supporters are eager to offer their support for the new sodality, but many of them have one request. They argue that the proposed name of the sodality doesn&#039;t successfully convey its status or importance. The point of a sodality, they argue, is to found an institution, an extension of the Imperial government. Simply by existing, the sodality conveys the importance of the arts, it demonstrates that the Empire takes the arts as seriously as it does war, economics or magic. Or at least it would do that if it bore the right name.&lt;br /&gt;
&lt;br /&gt;
The Cat&#039;s Graces, they complain, is too &#039;&#039;parochial&#039;&#039;. It doesn&#039;t sound like some grand extension of the Imperial government: the Conclave, the Bourse, the Military Council and &#039;&#039;the Cat&#039;s Graces&#039;&#039;? Their concern is that the Empire often fails to take the arts seriously, and while they would welcome the creation of the new Imperial sodality whatever name it bears, they would clearly prefer something that they feel would convey the importance of the sodality and by extension of the arts themselves.&lt;br /&gt;
&lt;br /&gt;
A more practical complaint is that Cat&#039;s Graces is a very evocative name for a sodality devoted to music and especially dance - but a numbers of artists question if it is the right name to attract painters, sculptors, writers, actors, playwrights, poets and the like. Of course that immediately raises the question of what that name might be - and it is very clear that nobody has a better suggestion... (which is to say &#039;&#039;everybody&#039;&#039; thinks they have a better suggestion, but none that anyone can agree on). The Academy is the word that most reach for, as a word that implies a grand institution, but that name is already taken. The Sun Chamber would have been equally acceptable to Richilde&#039;s followers, but of course there is already a sodality with that name also.&lt;br /&gt;
&lt;br /&gt;
Whatever the final choice, it is clear that the name of the sodality will be important in ensuring its legacy.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial sodality]]&lt;br /&gt;
* [[Empress Richilde#Empress Richilde in Play|Songbirds]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;br /&gt;
* [[Senate Motions]] - An informal group that meets each season to celebrate the art of dance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Magistrate Abraham, Excerpted from the ruling on the Cat&#039;s Graces&amp;quot;&amp;gt;&lt;br /&gt;
Citizens of the Empire neither require, nor benefit from, the approval of the Imperial Senate to gather together with a common purpose. The Imperial Constitution guarantees dignity, freedom, and prosperity. That seemingly simple statement, precludes any possibility that the Senate might interpose itself into the right of citizens to congregate and pursue their legitimate ambitions. If the function of the Cat&#039;s Graces were &#039;&#039;merely&#039;&#039; to support the arts and promote culture it would have no business at all being an Imperial sodality. To permit that would be to entertain the possibility that the approval of the Senate and the Throne were in some way a requirement for the Cat&#039;s Graces to exist. That cannot stand.&lt;br /&gt;
&lt;br /&gt;
It is the constitutional vote required to enact its creation, that grants a sodality its significance. That it requires a two thirds majority of the Imperial Senate and the approval of the Throne places the creation of a sodality infinitely beyond a motion of mere intent. Passing a motion to create a sodality must be properly understood as a change to the Constitution itself. When interpreted properly, it creates a new body of state, and charges it with duties and responsibilities, which on the face of it, we must regard as the equal of the other houses of power. If the Senate approves the proposed wording of the Cat&#039;s Graces, then it is laying down the responsibilities of that body, in exactly the same way the founders laid down the responsibilities of the Military Council, the Conclave, the Bourse and the Synod.&lt;br /&gt;
&lt;br /&gt;
The Imperial Constitution tolerates no hierarchy of power - it permits no vassalage. The Military Council shall ensure the rigorous defence of the Empire - and so the orders of generals are not subject to the approval of the Senate. While the power to create new laws and amend the Constitution is vested in the Senate, it is the Synod that may strike down a motion and thereby ensure the virtuous behaviour of the Empire. Of course such an arrangement creates conflicts between the rights and privileges of the houses of power - that is undeniable and unavoidable. It is the solemn duty of this Court to settle those conflicts and in doing so ensure the Constitution retains its integrity and purpose. In resolving those dilemmas, this Court begins with the view that the rights of each house of power is transcendent, &#039;&#039;within its own dominion&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As it is with the Bourse or the Conclave, so it would be with any sodality. It is vital that senators understand that the Senate &amp;lt;u&amp;gt;cannot&amp;lt;/u&amp;gt; approve members of the Cat&#039;s Graces to meet with the purpose of promoting the arts. What they &amp;lt;u&amp;gt;can do&amp;lt;/u&amp;gt; is change the understanding of the Constitution such that it can be plainly read that the Empire vests responsibility for the promotion of the arts in the Cat&#039;s Graces - &#039;&#039;with all due seniority thereby implied&#039;&#039;.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spring_Equinox_2026&amp;diff=140820</id>
		<title>Spring Equinox 2026</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spring_Equinox_2026&amp;diff=140820"/>
		<updated>2026-06-23T18:54:18Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Dusk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{CaptionedImage|file=Steeplechase1.jpg|title=Steeplechase LRP Centre|align=left|width=350|caption=One of the skirmish fields at the new site}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This page lists all the details that are specific to this event. There is an additional page with [[event information]] which lists arrival and departure times and similar details that are common for all Empire events.&lt;br /&gt;
&lt;br /&gt;
This page is currently incomplete, we will update it with additional details as soon as they are finalised.&lt;br /&gt;
&lt;br /&gt;
==IC News==&lt;br /&gt;
See the [[388YE Spring Equinox winds of fortune|winds of fortune]] and the [[388YE Spring Equinox winds of war|winds of war]] for all the latest in-character developments throughout the Empire. An [[Event schedule|event schedule]] that shows the timings of in-character activities common to all Empire events is also available. There is also a [[388YE Spring Equinox Imperial elections|list of upcoming Imperial elections]]&lt;br /&gt;
&lt;br /&gt;
==Battles==&lt;br /&gt;
At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for [[battles]]; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night.&lt;br /&gt;
&lt;br /&gt;
The [[Sentinel Gate]] opens at 11:00 - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.&lt;br /&gt;
&lt;br /&gt;
If you are monstering, then you need to make your way to the monster area between 09:30 and 10:00 to give us time to get you into costume, made-up, and briefed. If you turn up after 10:30 you will be turned away. &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The winds of war now provide information about the [[386YE_Winter_Solstice_winds_of_war#Battle_opportunities|battle opportunities]] at the forthcoming event.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Dusk==&lt;br /&gt;
* &#039;&#039;&#039;For this event we are defining dusk as beginning at 21:00 and ending at 22:00&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No bow or crossbow use in Anvil after 21:30 or on quests that start on or after this time&#039;&#039;&#039;&lt;br /&gt;
Our [[Bow_safety#Bow_Safety|bow safety rules]] prohibit the use of bows and crossbows after &amp;quot;dusk&amp;quot;. At this event we are defining that point as 21:30 each day. This means you cannot use a bow in Anvil after this time, or on a skirmish or quest that starts on or after this time.&lt;br /&gt;
&lt;br /&gt;
The necromantic ritual [[Whispers through the Black Gate]] can only be performed for one hour around dusk - at this event that means the ritual can be performed at any time between 21:00 and 22:00.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 30%; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Steeplechase E2 final.jpg|align=right|width=6000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Site Map==&lt;br /&gt;
The site map is opposite; the [[camp planner]] for each camp will have their own layout for their camp, showing where all the tents are to be pitched. If you are bringing an IC tent, please make sure you contact your camp planner before the event to let them know what you are bringing. If you do not know where you are supposed to be camping, then please speak to the [[camp planner]] on arrival at your nation&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
==Access==&lt;br /&gt;
* &#039;&#039;&#039;Please update your vehicle registration and contact number on your account and display your PID in your windscreen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must observe the 10mph speed limit at all times once you leave the public road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Use indicators as normal to indicate direction of travel, do not use hazard lights&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No vehicles are permitted on the IC field during the hours of time-in&#039;&#039;&#039;&lt;br /&gt;
If you are coming by car, please update your vehicle registration and contact number on your PD account and display your PID in your windscreen. The gate team have paper slips available for everyone who needs one to write your PID on.&lt;br /&gt;
&lt;br /&gt;
There is a 10mph speed limit in place all across the site. You must reduce your speed to 10mph or less as soon as you turn off the road. Use indicators as normal to indicate direction of travel on site, do not use hazard lights.&lt;br /&gt;
&lt;br /&gt;
There are roads that go through the out-of-character camp, through Anvil and back. Vehicles are allowed to leave the road provided the conditions are acceptable, please check with a member of crew for further details when you are on site. No vehicles are allowed into the IC area while the game is running. The map shows two sets of roads, the roads marked in brown are only available outside the hours of time-in.&lt;br /&gt;
&lt;br /&gt;
The roads marked in grey will remain open throughout the event, except for the north road round the top of the site. &amp;lt;!--This will be closed from 09:30 to 15:00 on Saturday and Sunday due to heavy player pedestrian traffic near the Sentinel Gate at this time. If you require emergency access, speak to a member of the crew with a radio, or go to GOD, who will arrange an official escort for you and your vehicle. If you are camping in the north pitch and park field and you know you&#039;ll want to come and go during those hours then you must park your vehicle elsewhere.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drop Off Point==&lt;br /&gt;
We have created a vehicle drop-off point near the main entrance to the site. This is purely for vehicles that are not driving onto the site, but wish to park as close to the entrance as possible so that they can unload from here. You must move your vehicle from the drop-off point to the main parking areas once you have finished unloading your vehicle.&lt;br /&gt;
&lt;br /&gt;
==Pitch and Park==&lt;br /&gt;
* &#039;&#039;&#039;Form straight rows when pitching and parking in designated camping areas&#039;&#039;&#039;&lt;br /&gt;
There are three blue pitch and park camps spread around the site for players to use. You can pitch your OOC tent and park your car next to it in any of these three camps. You must make sure you do not block other vehicles or tents.&lt;br /&gt;
&lt;br /&gt;
To improve safety and security, please try your best to form straight rows when pitching and parking in designated OC areas. The traffic team will be on hand to assist at the beginning of the event. If you have any questions about where to pitch your tent or park your vehicle, please speak to the traffic team who can direct you.&lt;br /&gt;
&lt;br /&gt;
==Accessibility==&lt;br /&gt;
There are areas set aside for players with additional accessibility needs dotted around the site. These are shown in pink on the map. Anyone who needs to pitch and park in these areas is welcome to do so, but make sure you do not block in other vehicles or tents. There is also space just for parking for those who require it. We will provide additional support available where possible - email us at accessibility@profounddecisions.co.uk to discuss what arrangements will suit you best. &lt;br /&gt;
&lt;br /&gt;
The toilet facilities that include a disabled toilet unit are marked with a wheelchair symbol. There is a disabled shower unit with the other showers near GOD.&lt;br /&gt;
&lt;br /&gt;
We aim to make our events as accessible as possible. During events, speak to GOD or the Traffic team in high vis clothing if you have any queries.&lt;br /&gt;
&lt;br /&gt;
==Toilets==&lt;br /&gt;
Toilet facilities are marked on the map with a T symbol. There are four trailer blocks in the field with GOD, caterers and traders, and two additional trailer blocks near Power East, West and South and also next to the Area. In addition there are free-standing toilet cubicles in the main field and in additional locations around the site. We are limited on where we can put toilets, since we need to service them; we have spread them as evenly as possible across the site.&lt;br /&gt;
&lt;br /&gt;
All the larger blocks of toilet and hygiene facilities that are located around the site are split into male, female, and gender-neutral toilets. All our participants are entitled to use the facilities that they feel most comfortable using. You must not challenge other participants when using the facilities.&lt;br /&gt;
&lt;br /&gt;
==Parking==&lt;br /&gt;
* &#039;&#039;&#039;No overnight parking in short stay parking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No sleeping in long stay or short stay parking&#039;&#039;&#039;&lt;br /&gt;
There are two areas of the site set aside just for parking. If you are not staying on site at night, the best car park to use is the short stay car park. Please don&#039;t leave your car here if you are planning to stay overnight.&lt;br /&gt;
&lt;br /&gt;
There is a long stay car park for players who won&#039;t need their vehicle during the event. Please park your car here if you won&#039;t be using it during the event.&lt;br /&gt;
&lt;br /&gt;
Players are welcome to sleep in their cars in pitch and park if they prefer to, but don&#039;t sleep in your car in either of the two dedicated car parks as this makes more work for our hard working security team.&lt;br /&gt;
&lt;br /&gt;
==Standpipes==&lt;br /&gt;
There will be standpipes distributed around the site. We’re still waiting on the final location of  where they have been installed. If we do manage to get that information to the office before the event then we’ll update the map accordingly and let people know.&lt;br /&gt;
&lt;br /&gt;
==Traders==&lt;br /&gt;
All our traders are now back together in the new trade court on the edge of the IC area, with the caterers next to them and first aid and GOD behind them.&lt;br /&gt;
&lt;br /&gt;
We expect most of our traders from last event to return. You can find those who have already booked to attend below.&lt;br /&gt;
&lt;br /&gt;
* [http://www.chowsemporium.co.uk/ Chows Emporium] Costume, leather gloves, products related to drinking, and accessories.&lt;br /&gt;
* [http://history-explorer.co.uk/ Coelred Monger] Suppliers of replica costume and artefacts.&lt;br /&gt;
* [https://www.facebook.com/Craeftigan1 Craeftigan] Beautiful weapons and costume that are perfect for Empire.&lt;br /&gt;
* [http://www.darkbladeuk.co.uk Darkblade] Leather Stuff.&lt;br /&gt;
* [https://www.facebook.com/profile.php?id=100057123293760 Das Shoppe] New and second-hand costume, leatherwork, weapons, props and furniture. Trade-ins welcome.&lt;br /&gt;
* [https://www.facebook.com/latexweapons Eldritch] Weapons and armour.&lt;br /&gt;
* [https://www.facebook.com/Firehoundforge/ Firehound Forge] Traditional blacksmith providing handforged wares, foregework demonstrations, repairs and lessons in blacksmithing.&lt;br /&gt;
* [https://www.larpgems.com Gem’s Trading Co] - Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.&lt;br /&gt;
* [https://gnosisstudios.net/ Gnosis] &lt;br /&gt;
* [https://www.larpinn.co.uk/ Having A Larp] Costume, weapons, armour and LARP accessories.&lt;br /&gt;
* Honest Jim&#039;s Wandering Shop&lt;br /&gt;
* In Your Dreams FX - Weapons, armour, masks and arrows&lt;br /&gt;
* Irregular Props - Weapons, shields and mage implements designed especially for Empire.&lt;br /&gt;
* [http://www.lamialeather.co.uk Lamia Leather] specialise in making leather Armour, jackets, and accessories for LARP.&lt;br /&gt;
* [https://www.larpinn.co.uk/ Larp Inn] Heros are made from our wide selection of costume, leather goods, armour, and weapons.&lt;br /&gt;
* [http://www.lightarmoury.co.uk/ Light Armouries] Supplier of latex weapons and props.&lt;br /&gt;
* [http://www.lyonleathers.co.uk/ Lyon Leathers] sell leather hides, animal furs, buckles and fittings, and also a small selection of belts and other leather goods.&lt;br /&gt;
* [https://www.facebook.com/share/6RgY3tsXxZgxfN3y/ McSkelly Leathers] A fine range of high quality custom made leather goods.&lt;br /&gt;
* [https://millstreamforge.co.uk Millstream Forge]&lt;br /&gt;
* [https://www.facebook.com/stardustlarpcraft Stardust Larpcraft] Fantasy leatherwork, costume, and accessories with a sparkle.&lt;br /&gt;
* [https://www.twistedgoblinarmouries.co.uk Twisted Goblin Armouries] Crafty creations, funky finds, innovative LARP props, armour &amp;amp; costume, bespoke Twisted Goblin Kidz range.&lt;br /&gt;
* [https://www.facebook.com/UmbraArmoury/ Umbra Armouries] Custom leather goods.&lt;br /&gt;
* [http://www.velvet-glove.co.uk/ Velvet Glove Costumes] Costumes, make-up, prosthetics, jewellery with more to come!&lt;br /&gt;
* Wonderlust Couture - custom made, individual jewellery and costume in various designs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [http://www.battle-ready.com/ Battle Ready] Hand-crafted leather goods.&lt;br /&gt;
* [https://www.bespokepewter.com Bespoke Pewter] Empire specific and general medieval pewter badges and dress accessories.&lt;br /&gt;
* Hardy &amp;amp; Sweet Weapons and LARP supplies&lt;br /&gt;
* [https://www.kriosphotography.com/ Krios Photography]&lt;br /&gt;
* [https://www.mandalastudios.co.uk/ Mandala Studios] High quality latex prosthetics and masks tailor made for the Empire campaign.&lt;br /&gt;
&lt;br /&gt;
* [http://www.romanyrobes.co.uk Romany Robes] A range of beautiful costume at reasonable prices.&lt;br /&gt;
* [https://www.instagram.com/queen_in_chain Queen of Chains] &lt;br /&gt;
* [https://www.facebook.com/SkianMhor Skian Mhor] Latex weapons and props. Costume, armour, leatherwork, chainmail, tents, and all types of LRP supplies and essentials.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Caterers===&lt;br /&gt;
A full list of caterers is available from the [[Event information#Food and Drink|Food and Drink]] section of the [[Event information|General Details]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Heroism&amp;diff=140785</id>
		<title>Heroism</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Heroism&amp;diff=140785"/>
		<updated>2026-06-23T10:54:26Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Fight with Honour.jpg|width=550|caption=Winterfolk relish challenges as an opportunity to prove themselves.|align=left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;[[file:Assembly Wintermark.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The Winterfolk admire heroism and believe that it speeds your passage through the [[The Labyrinth of Ages and the Paragons and Exemplars|Labyrinth of Ages]]. Although heroism is not one of the seven Virtues, acts of heroism encompass any or all of them to some extent. Heroism does not require success, but it does demand that the possibility of triumph exists; there is nothing heroic about wasting your life in a foolhardy charge. Heroism is often easiest to notice in battle, but many noble qualities or outstanding achievements demonstrate heroism. A clever [[Suaq]] who outwits an Eternal in a battle of riddles or a wise [[Kallavesi]] surgeon whose herb-lore saves a dozen lives are both heroes.&lt;br /&gt;
&lt;br /&gt;
Heroic acts are distinguished by what is achieved or attempted, not how difficult or dangerous they are. Deliberately making an act more difficult than it need be impresses no-one in Wintermark. Equally the heroism is not diminished if the act is accomplished with others; indeed the more people who are involved in act the more heroic it becomes. It is brave to charge the orc line, but it is heroic to lead the charge.&lt;br /&gt;
{{ReducedTOC}}&lt;br /&gt;
The Winterfolk regard heroism as superior to Dawnish ideals of [[glory]]. In their eyes glory is needlessly vain; a Winterfolk hero does not need to have other people know of their accomplishments. They believe that the pursuit of glory encourages people to make their challenges needlessly difficult and denies the value of wit and guile. In Wintermark nobody demands that your actions be impressive; it is enough that they are effective.&lt;br /&gt;
&lt;br /&gt;
Each of the three traditions of Wintermark has their own idea of what makes someone a true hero. The [[Kallavesi]] believe that heroism comes most clearly from [[Kallavesi#Kallavesi_Heroes|exploration of the skein]]; the [[Steinr]] that it comes from both [[Steinr#Steinr_Heroes|prowess and skill]]; and the [[Suaq]] from [[Suaq#Suaq_Heroes|cleverness]]. There are many other paths to heroism, however.&lt;br /&gt;
&lt;br /&gt;
==Chronicle of Heroism==&lt;br /&gt;
During the Summer Solstice 383YE, the Senate voted to [[Create_Chronicle_of_Heroism|support the creation of a &amp;quot;chronicle of heroes&amp;quot;]], allowing the priests of Wintermark to identify and record the heroic deeds of the scions of the storm. Taking inspiration from the assembly of [[Prosperity]], and their [[Roll of Benefactors]],  the chronicle allows the Wintermark National Assembly to add a name to the Chronicle by [[Member_of_the_Synod#Judgement|raising]] a [[statement of principle]], which must pass with a [[Judgement#Greater_Majority|greater majority]]. The judgement should include a clear description of the heroic deeds being chronicled, these would be added to the record along with the hero&#039;s name. As always with a statement of principle that receives a greater majority, there is some potential for additional effects.&lt;br /&gt;
&amp;lt;gallery heights=250 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
file:Beodun_Snowlock.png|[[#Beodun Snowlock, Warcrow|Beodun Snowlock, Warcrow]]&lt;br /&gt;
file:Dagmar.jpg|[[#Dagmar of the Lewd Parchments|Dagmar of the Lewd Parchments]]&lt;br /&gt;
file:Eska Crowspeaker.jpg|[[#Eska Crowspeaker|Eska Crowspeaker, Liberty&#039;s Song]]&lt;br /&gt;
file:Helgunn.jpg|[[#Helgunn Chargebringer|Helgunn Chargebringer]]&lt;br /&gt;
file:Iron Osric.png|[[#Iron Osric|Iron Osric]]&lt;br /&gt;
file:Jorma1075.png|[[#Jorma Steelhail|Jorma Steelhail]]&lt;br /&gt;
file:Kali3589.jpg|[[#Kali Keeneye|Kali Keeneye]]&lt;br /&gt;
file:Kindra Surefoot.jpg|[[#Kindra Surefoot|Kindra Surefoot]]&lt;br /&gt;
file:Lofyn.jpg|[[#Lofyn Bloodcloak|Lofyn Bloodcloak]]&lt;br /&gt;
file:CM-140525-7513.jpg|[[#Raknar Ravenstom of Stormspire|Raknar Ravenstom of Stormspire]]&lt;br /&gt;
file:Rane Shardbearer.jpg|[[#Rane Shardbearer|Rane Shardbearer]]&lt;br /&gt;
file:Thane Thanmir Hrafnar.jpg|[[#Shacklebreaker Thanmir Hrafnar|Shacklebreaker Thanmir Hrafnar]]&lt;br /&gt;
file:Head with a price on it.jpg|[[#Veikko Bondforger|Veikko Bondforger]]&lt;br /&gt;
file:Yulia&#039;s Reaction.jpg|[[#Yulia &amp;quot;Hunger&#039;s Folly&amp;quot;|Yulia &amp;quot;Hunger&#039;s Folly&amp;quot;]]&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Atte Arrowtongue===&lt;br /&gt;
During the Autumn Equinox 385YE, the Wintermark assembly judged that Atte Arrowtongue should have their name added to the Book of Heroes. The [[Suaq]], who has served many times as [[Senator]] for [[Sermersuaq]], was described as a steadfast supporter of strengthening Wintermark who had guided the nation through some of the most turbulent times since the death of the [[Empress Britta|Young Empress]]. In particular they were praised for their key role in the gifting of [[Skarsind]] to the [[Imperial Orcs]], and the vital part they played in the success of the initial [[Liberty Pact]] negotiations. Now, they have committed themselves to lifting up Sermersuaq, ensuring the territory does not continue to be overlooked.&lt;br /&gt;
&lt;br /&gt;
===Beodun Snowlock, Warcrow===&lt;br /&gt;
During the Winter Solstice 384YE, the Wintermark assembly judged that the priest Beodun Snowlock should have his name added to the Book of Heroes. He who gave his hero&#039;s life for many. He whose story inspired, his name the rallying cry for the retaking of Atalaq. He whose legacy lingers, and is keenly felt within the heart of the Mark and beyond. The Mark remembers.&lt;br /&gt;
&lt;br /&gt;
===Britta Gilderling===&lt;br /&gt;
Perhaps better known to Imperial citizens as [[Empress Britta]], Britta Gilderling, the Young Empress, was added to the Chronicle of Heroism during the Autumn Equinox 386YE. She was presented by Eska &amp;quot;Ambition&#039;s Crow&amp;quot; as an inspirational example of the heroic ideal of the warrior. Bold, brave, and possessed of a spiritual fire that burned so fiercely those who stood with here were smitten by her greatness. Her time as a [[general]] of [[Wintermark]] saw her lead a campaign to push the [[Jotun]] from [[Sermersuaq]] and [[Kallavesa]] before taking her personal warband to support the [[Dawn|Dawnish]] in pushing the [[Druj]] from [[Semmerholm]]. She was unafraid to speak hard truths, criticising all the great houses of state for their failings. She did not just speak but acted, gaining support for her candidacy for [[the Throne]], and when elected showed the [[ilium|starmetal]] will of a true [[Steinr]], leading the charge in returning the Empire to its virtuous destiny. She [[Empress_Britta#Death_and_Legacy|died]] as she lived, leading by example in a daring bid to secure the borders of the Empire from the Darkness beyond its walls.&lt;br /&gt;
&lt;br /&gt;
===Dagmar of the Lewd Parchments===&lt;br /&gt;
During the Autumn Equinox 384YE, the Wintermark Assembly judged that Dagmar of the Lewd Parchments was a symbol of the liberation of [[Sermersuaq]]. She was loved by many, and she fell in the final conjunction before her homeland was reclaimed. Her sacrifices in the pursuit of [[Ambition]] and her life&#039;s work to retake the Suaq&#039;s ancestral lands prove her deserving a place in the Chronicle of Heroism.&lt;br /&gt;
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===Dogri Thulebane===&lt;br /&gt;
During the Spring Equinox 385YE, the Wintermark assembly judged that Dogri Thulebane should have his name added to the Book of Heroes. He fought uncompromisingly to drive the Thule out of Skarsind and defended Crows Ridge from them. He died protecting his people, fighting the Grendel in service to the Empire a hero&#039;s death. Every action he took was motivated by his unwavering Loyalty to our nation and our people. He inspired many people in the mark and he serves as an example of what Pride, Courage, and Loyalty looks like.&lt;br /&gt;
&lt;br /&gt;
===Eska Crowspeaker===&lt;br /&gt;
During the Winter Solstice 385YE, the Wintermark assembly judged that Eska Crowspeaker should have her name added to the Book of Heroes. Shacklebreaker Eska Crowspeaker, known as Liberty&#039;s Song, has spent her life championing the causes dear to her heart. From speaking to the plight of the Skarsind Loyalty Congregation and the need to preserve the traditions of Winterfolk in Skarsind to her role in the success of the Liberty Pact and the Empire wide paradigm shift in how we perceive the harm slavery does to the pursuit of Virtue. She is an inspiration to those who choose impassioned words over sharpened steel to win their battles. A Grimnir, a diplomat, and a true friend, Wintermark is proud to add their tale to the Chronicle of Heroes.&lt;br /&gt;
&lt;br /&gt;
===Gisli the Provider===&lt;br /&gt;
During the Winter Solstice 386YE, the Wintermark Assembly judged that Gisli the Provider&#039;s name should be entered in the book of Heroes for a slew of Prosperous acts. For replenishing the warchest of Wintermark with herbs after it had run dry, and feeding the Thule, which ended their starvation and saved countless lives. For building cultural and academic bridges with the Commonwealth to share their knowledge with the Empire. For providing substantial liao to Axos, to bring them closer to the Way. For participating in every raid against slaver nations to break the chains of slavery. &lt;br /&gt;
&lt;br /&gt;
===Helgunn Chargebringer===&lt;br /&gt;
Helgunn Chargebringer of the Fellowship of the Broken Willow had their name added to the Book of Heroes during the Autumn Equinox 385YE. They were a Courageous, Proud, Wise, and Loyal leader of the Heart of the Mark until they met their end fighting the [[Jotun]] [[orc|orcs]] in [[Kahraman]]. Time and time again they welcomed new heroes of Wintermark into their warband, helped them along the path of the hero, and watched over them as they in turn helped the Empire secure greater victories on the battlefield. They earnt their name &amp;quot;Chargebringer&amp;quot; for showing immense Courage through leading multiple charges from the front and inspired everyone to step with them.&lt;br /&gt;
&lt;br /&gt;
===Iron Osric===&lt;br /&gt;
During the Summer Solstice 385YE, the Wintermark assembly judged that Iron Osric&#039;s name should be entered in the Book of Heroes for his [[general|generalship]] of the [[Green Shield]] army. &amp;quot;Long has the Green Shield been the proving ground of the Steinr. From Spiral to Sermersuaq, from empress to interregnum, heroically have you championed the nation&#039;s boldest ideals. It is time we proved that heroism is the shield that holds, not just the blade that strikes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Jorma Steelhail===&lt;br /&gt;
The Wintermark assembly judged Jorma Steelhail&#039;s name should be entered in the Chronicle of Heroism during the Autumn Equinox 385YE. In the words of the priest Tocin, who raised the [[statement of principle]], they have &amp;quot;dedicated themselves to identifying threats to the Empire, within and without and resolving them. Among their many heroic achievements they are responsible for creation of [[Sanction|sanctions]], reforming the way the Synod handles [[inquisition]]. They recovered &#039;&#039;[[Pilgrim&#039;s Shield|Torch Brand]]&#039;&#039; leading to the creation of the [[Champion of Courage|first champion of Virtue]] which formed the basis for the others. They defended the virtue of those that stood with Dogri Thulebane, gaining [[clemency]] for them all. They were key to the creation of the Beacons of Wintermark which have since been instrumental in the defence of the nation. Now they have proved to be the most successful [[Imperial Seer]] in the history of that position, bringing greater insight, knowledge, and wisdom to the Empire on all manner of topics. We are proud to add them to the chronicle of heroes.&amp;quot;&lt;br /&gt;
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===Kali Keeneye===&lt;br /&gt;
The Wintermark Assembly judged Kali Keeneye&#039;s name should be entered in the Chronicle of Heroism during the Winter Solstice 386YE. In the words of Veikko Bondforger, who raised the judgement, Kali Keeneye was named for being the first to spot the Thule attempting to steal the body of the Young Empress Britta. Further, they have never allowed a single act of heroism to be enough, always looking for the next challenge to prove their worth. They have demonstrated that when one strives to embody the very best of heroic traditions, one cannot help but achieve greatness. Kali stood as a champion of the people of Skarsind when precious few others could. They used great cunning to retrieve [[Champion_of_Pride#Regalia_of_the_Champion|Ajax]] from the Glade of the One, risking everything to reclaim a potent symbol of virtue. Finally, Kali has led numerous skirmishes to both victory and defeat, always with a hero&#039;s heart and uplifting all those with them.&lt;br /&gt;
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===Kaisa Denmother===&lt;br /&gt;
The Wintermark Assembly judged Kaisa Denmother&#039;s name should be entered in the Chronicle of Heroism during the Spring Equinox 387YE. In the words of Lenore Hearthweaver, who raised the judgement, Kaisa Denmother earned her name, taking in many wanderers from all traditions, even nations, and gave them a home. Ambition thrives in the pursuit of the betterment of oneself, and Denmother selflessly extends that through the encouragement and betterment of others. When the Oathwright reported lies about Helgunn Chargebringer, Denmother wasted no time in seeking council from the Stormscrows. She acted with wisdom before taking ambitious action to call on the Wolves of the Pale Raven. Those cold words could not compromise her conviction. Denmother&#039;s perseverance through hardship is like no other. Despite losing multiple hallmates in one battle, her strength bore her through the pain of loss. As a thane and grimnir, keeping a strong heart is just as important as any warrior&#039;s victory. She is a true hero and inspiration to all!&lt;br /&gt;
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===Kindra Surefoot===&lt;br /&gt;
During the Summer Solstice 386YE, the Wintermark assembly judged that Kindra Surefoot&#039;s name should be entered in the Book of Heroes in recognition of her virtue and heroism. &amp;quot;She has been repeatedly tested in word, soul and deed and has passed every trial. Her leadership of the Fist of the Mountain has been exemplary and demonstrates the highest traditions of the Mark. The stormcrows therefore recognise her virtue and heroism, and therefore add her to the Book of Heroes. A hero has a name.&amp;quot;&lt;br /&gt;
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===Lofyn Bloodcloak===&lt;br /&gt;
During the Spring Equinox 384YE, the Wintermark assembly judged that Lofyn Bloodcloak, first general of the renewed [[Bloodcloaks]] should have her name added to the Book of Heroes. She worked tirelessly to restore the Bloodcloaks Army, leading it since it reformed in 382YE. She entered the [[Bloodcloak]] [[Magic_items#Schema|schema]] into Imperial lore, making the knowledge available to all citizens. She swore an oath to return to [[Sermersuaq]] with her army which she then fulfilled, helping to drive the Jotun back and liberate the territory. She is a hero, by word and deed.&lt;br /&gt;
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=== Lumi Warmthbringer===&lt;br /&gt;
During the Summer Solstice 387YE, the Wintermark assembly judged that Lumi Warmthbringer&#039;s name should be entered in the Book of Heroes for her ongoing commitment to providing shelter, hospitality, and warmth at her hearth over the years. In Lumi’s own words, she has stated that she will ensure that the Senate’s deficit is covered as long as she has the means to do so. Cold does not compromise. When the Bourse looked to drive down prices to a point that would have crippled the Empire, it was Lumi who had the vigilance to know what to do and the courage to stand in front of the Bourse and do so.&lt;br /&gt;
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===Raknar Ravenstom of Stormspire===&lt;br /&gt;
During the Autumn Equinox 383YE, the Wintermark [[national assembly]] judged that Thane Raknar Ravenstorm of Stormspire should have their name added to the Book of Heroes for their pivotal role in warden of the [[383YE_Autumn_Equinox_winds_of_war#Iron|raid of Ikka&#039;s Tears]], calling upon the aid of the other nations and achieving great success against the [[Jotun]] and moving forward the war to regain [[Sermersuaq]].&lt;br /&gt;
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===Rane Shardbearer===&lt;br /&gt;
During the Winter Solstice 387YE, the Wintermark assembly judged that Rane Shardbearer should have her name added to the Book of Heroes in recognition of how her wisdom has reached out across the Empire time and again in Senate, Synod and in the Imperial Address. The judgement drew attention to her clemency plea for the members of Zepheniah&#039;s Lament, who had shattered the mirrors of Sarvos to free thousands of souls being kept from the labyrinth by Skathe, then raised funds towards their fine. Sharing in the burdens of the necessary deed earned her name Shardbearer. Since then, she has borne not only the shards of Sarvos but the weight of duty to the Empire; serving first as the Inquisitor of Pride and then as Senator Kallavesa. She has fiercely fought for Wintermark&#039;s interests and often asked of us the hard and necessary questions. Her voice will echo in eternity as the priest who consecrated our sacred marsh.&lt;br /&gt;
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===Shacklebreaker Thanmir Hrafnar===&lt;br /&gt;
During the Spring Equinox 386YE, the Wintermark assembly judged that Shacklebreaker Thanmir Hfranar should have their name added to the book of heroes for his tireless commitment to serving the Empire. They were responsible for the greatest act of Prosperity the Empire has ever seen; the gifting of Skarsind to the Imperial Orc septs. Though controversial they did not falter in the wake of that heroic deed. They saw a wrong in the world that needed to be righted. Without their vision there would be no [[Liberty Pact]]. Their courage and ambition has forged the path that the Empire has now set upon. A politician who believes in the power of bringing people together rather than driving them apart.&lt;br /&gt;
&lt;br /&gt;
===Sven &amp;quot;The Red Wall&amp;quot;===&lt;br /&gt;
During the Summer Solstice 387YE, the Wintermark assembly judged that Sven &amp;quot;The Red Wall&amp;quot; should have their name added to the book of heroes for their service as Marshall of the Mark, their command of the Heart of the Mark, and how they consistently strove for victory or a good death for those that follow them. Sven earned the name &amp;quot;The Red Wall&amp;quot; for single-handedly holding back Jotun forces with their signature red shield until Imperial heroes rallied and formed a battleline. In Skallahn, they commanded brave warriors to find the cause of a rampaging bronze colossus, recover a powerful schema from a forge of Estavus and then defeat the bronze colossus. In Liathaven, battling the Jotun, they led a flanking manoeuvre so that aid could reach wounded heroes behind enemy lines. Their good death came that day, cut off from support as the Empire fell back. Their sacrifice inspired the entry of the schema for [[Redwall&#039;s Wrath]] into Runesmith&#039;s law.&lt;br /&gt;
&lt;br /&gt;
===Varaus &#039;Prosperitys Forge&#039; Korppitkotka===&lt;br /&gt;
During the Autumn Equinox 387YE, the Wintermark assembly judged that Varaus &#039;Prosperitys Forge&#039; Korppitkotka&#039;s name should be entered into the Book of Heroes for the examples they set as [[Talon of Kauppahall]] and [[Auditor of Senatorial Accountability]]. Their work in overseeing Wintermark&#039;s economic fund has enabled Winterfolk to grow their wealth. Their shrewd economic insights have been vital in identifying the causes of the Senate&#039;s financial troubles and what actions can be taken to address the problems. They battle looming fiscal disasters with the overwhelming precision of a Kallavesi marshsnake, educating all who will listen to weave them into their heroic skein.&lt;br /&gt;
&lt;br /&gt;
===Veikko Bondforger===&lt;br /&gt;
During the Winter Solstice 387YE, the Wintermark assembly judged that Veikko Bondforger&#039;s name should be entered in the Book of Heroes for their leading of the Loyalty Assembly, and how they raised funds to rebuild the Hall of Rund, restoring it to the Stormcrows of Wintermark. Veikko has delved into their own skein and learned wisdom from a past life and from a Krampus curse, then returned to share that wisdom with others, sparing no effort to bind the broken and forge them stronger. The very name of Bondforger is precious to us - Wintermark rose in fury when the memory of it was threatened.&lt;br /&gt;
&lt;br /&gt;
===Yulia &amp;quot;Hunger&#039;s Folly&amp;quot;===&lt;br /&gt;
During the Winter Solstice 385YE, the Wintermark assembly judged Yulia Kasimirova Voronov &amp;quot;Hunger&#039;s Folly&amp;quot; as a hero &amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt; Wintermark, and that their name should be added to the Book of Heroes. As Senator for Miekarova, Yulia acted with loyalty, by courageously sacrificing their homeland to enable Wintermark to take the steps needed to reclaim Sermersuaq. This act was instrumental to the victory of uniting Wintermark once more. As the last outsider to be given the honour, Sulkavaris recognises their scop name &amp;quot;Hunger&#039;s Folly&amp;quot; as we shall all remember their heroism.&lt;br /&gt;
[[Category:Wintermark]][[Category:Synod]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Online&amp;diff=140455</id>
		<title>Online</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Online&amp;diff=140455"/>
		<updated>2026-06-16T18:10:10Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* You May Not Post Military Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=MirandaBrennan.jpg|align=left|caption=Head of Online Moderation: Miranda Brennan}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Empire has a large and active social media presence. Our main Empire LRP Facebook group alone has over 8,000 members. We also have dedicated forums as well as accounts on Instagram and Twitch. Having an enthusiastic and engaged player base is important to us and we love seeing everyone discussing the game and enjoying the world of Empire. We welcome debate and constructive discussion in all these places, but any feedback should always be sent to [mailto:feedback@profounddecisions.co.uk feedback@profounddecisions.co.uk ] so that the game team can consider it properly.&lt;br /&gt;
&lt;br /&gt;
The [https://www.facebook.com/groups/empirelrp/ Empire LRP Facebook group] is for general Empire related chat and queries. We also have nation-specific groups where people can discuss national festivals, collective projects, the national briefs, and the best places to source kit. Camp planning is also announced in these groups. Our national groups are a great community both on and off the field and we encourage people to get involved and to go see what’s being discussed. We also have a [https://www.facebook.com/groups/playersupport/ Player Support Group] which might be a good starting point if you are new to Empire or to live roleplaying in general. The [https://forums.profounddecisions.co.uk/ Empire LRP forums] have separate boards for all these things, and a few additional ones.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the nature of the internet is that it removes the element of personal interaction and can exacerbate differences of opinion. If we are not careful this turns discussions into hot-tempered arguments in a way that is detrimental to the debate and the community. For this reason we’ve chosen to implement a set of rules for everyone who uses our official groups and have a large team of crew moderators who can respond to any breaches that occur that are reported to them using the platform’s inbuilt tools or by emailing [mailto:mods@profounddecisions.co.uk mods@profounddecisions.co.uk].&lt;br /&gt;
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Counting players and crew, Empire has nearly three thousand participants at each event; it&#039;s not realistic to expect anyone to like every other participant. What we require is that people treat each other with respect regardless of their personal feelings. Our rules are designed to give our team a basis for judging when that is not happening and to take action accordingly. All the applicable rules for [[conduct]] at events also apply when making posts on any official Profound Decisions forum or Facebook group. In particular please make sure that you have read and understand the rules for [[Conduct#Language|language]] and [[Conduct#Equality_and_Diversity|equality and diversity]].&lt;br /&gt;
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We ask that the community support our aim to keep the game live and familiarise themselves with the rules governing [[Downtime#Roleplaying_Between_Events|roleplaying between events]]. Remember, every in-character communication you have between events is one that cannot be had face to face.&lt;br /&gt;
&lt;br /&gt;
==Moderators==&lt;br /&gt;
We have a team of crew who moderate our social spaces, led by our head of online moderation, Miranda Brennan. The team work collaboratively, discussing cases and coming to an agreed response to get the most consistent and fairest outcomes possible when exercising judgement. When a post/comment is reported, the moderators will review it and if necessary discuss together or escalate to the Head of Moderation. Moderation decisions and evidence are stored centrally in case we need to refer to them in future.&lt;br /&gt;
&lt;br /&gt;
===How to report===&lt;br /&gt;
Given the scale of the internet, we can’t keep track of every comment and subthread on our official social media. We therefore ask our users to be aware of the posting rules and if they see a breach, to report it by either:&lt;br /&gt;
&lt;br /&gt;
* Using the reporting tools available on that platform&lt;br /&gt;
* Emailing [mailto:mods@profounddecisions.co.uk  mods@profounddecisions.co.uk] and linking to the post/comment you wish to report.&lt;br /&gt;
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===What happens when a post is reported?===&lt;br /&gt;
If a post/comment is reported and the moderation team decides that it breaks our posting rules, we may delete the post. If we do this, a moderator will endeavour to contact the poster to explain why. If the poster disagrees with the action taken, they can contact the [mailto:mods@profounddecisions.co.uk head moderator]. If the matter is not resolved to their satisfaction after this point, the matter can be escalated to [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk]. It is not appropriate to discuss individual moderation discussions on our social media and posts doing this will be deleted.&lt;br /&gt;
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Depending on the situation we may warn people who have broken the rules, suspend them from our social media spaces either short or long term, or ban them permanently at our discretion. This includes potentially being excluded from the events themselves. We take our rules for online conduct very seriously; we do not make an absolute distinction between behaviour online and at events.&lt;br /&gt;
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For some breaches of the posting rules, the moderation team may contact the poster privately and give them the opportunity to edit their post in order to make it comply with the rules. &lt;br /&gt;
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If a contentious post is resulting in some heated debate, we may lock the post from further comments whilst we review it. This is particularly likely if we’re short on moderation cover at that time as our moderation team are all volunteers. If a post has dissolved entirely into unconstructive argument, we will delete the post in its entirety and either explain why privately to the poster or add a post to the group in which it was posted.&lt;br /&gt;
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===Contesting a Decision===&lt;br /&gt;
It is important to appreciate that moderation is not personal. Some of our rules are technical in nature - and people often have posts moderated or removed not because there was anything wrong with the content or the way they posted it but simply because they don&#039;t meet the strict guidelines we set for relevance to Empire. Everyone gets moderated from time-to-time, players and crew, so that we can keep our forums welcoming and full of relevant content. &#039;&#039;Being moderated is not a criticism of you or your post.&#039;&#039;&lt;br /&gt;
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Although you may be contacted by a moderator to inform you that a post has been moderated, please bear in mind that moderation decisions are taken collectively by the team, not by any one individual. You&#039;re welcome to discuss the matter with the moderator who is there to try and help ensure you understand why the decision was taken, but if you need to contact the moderation team to discuss a new issue, please use the appropriate methods to contact the whole team, rather than emailing or messaging an individual moderator. All of our crew are volunteers so they don&#039;t always have time to allocate to support you; this is why we have a team of people in place to deal with any issues. Please respect the system we have put in place and contact the team if you need to discuss something.&lt;br /&gt;
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If you are not happy with a moderator decision then you are welcome to discuss that with us privately. Mistakes do get made and we are happy to look at any decision that has been taken and apologise if we have made a mistake and correct it where we can. If we stand by the decision after reviewing it, then we&#039;ll try to explain in more detail why we came to that conclusion so that you can better understand how the rules are being applied.&lt;br /&gt;
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Please do not contest decisions in public - that is against our rules - and do not argue with our moderators or become hostile with one of them. They are members of our crew, and should be treated with the same courtesy and respect that you should show a referee at an event. All our crew volunteer their time to work hard on your behalf to provide a great game so we require everyone who attends our events to treat them with appropriate regard. There are no Empire events without our crew and we take their wellbeing very seriously.&lt;br /&gt;
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Please [mailto:mods@profounddecisions.co.uk email mods@profounddecisions.co.uk] if you need to contact the moderation team to discuss any issue. Private messages are not a good mechanism for contacting the team as they go to individuals who may not see them for several days or at all in some cases depending on the platform settings. &lt;br /&gt;
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==Posting Rules==&lt;br /&gt;
* &#039;&#039;&#039;Treat each other with respect and assume best faith&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All posts should clearly relate to Empire&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Report any breach of the rules to our moderators rather than responding yourself&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t start in-character conversations or post anything that is contentious in-character&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;IC announcements, sales, adverts and letters are permitted&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may cross-post winds of war and winds of fortune&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Don&#039;t do stupid shit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streaming&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smut&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In particular, please note all the applicable rules for [[conduct]] also apply when making posts on any official Profound Decisions forum or Facebook group. In particular please make sure that you have read and understand the rules for [[Conduct#Language|language]] and [[Conduct#Equality_and_Diversity|equality and diversity]]. &lt;br /&gt;
&lt;br /&gt;
===Treat each other with respect and assume best faith===&lt;br /&gt;
We are proud that Empire players come from a diverse range of backgrounds and traditions of LRP. With well over 3000 players and crew, differences of opinions will occur and discussion of these is no bad thing, but needs to be handled carefully. Please respect people’s opinions, treat other participants as adults, and assume good faith. It’s easy to mistake someone’s intent over the internet and you may need to work a little harder to make yourself understood or be more patient when trying to explain something. Avoid making jokes about contentious subjects where the possibility exists to miss the humour and be offended as a result.&lt;br /&gt;
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Don&#039;t harass other users, don&#039;t post anything that constitutes a personal attack and avoid forms of speech that could be interpreted as bullying or abusive. Treat people the way you would want to be treated. We will not tolerate any post that our moderators feel constitutes a personal attack on another live roleplayer - regardless of whether or not they use our official online forums/groups or are a regular attendee at our events. Avoid posting while angry; if you are disagreeing with participant then ensure that you remain polite and avoid [https://en.wikipedia.org/wiki/Ad_hominem ad hominem] responses.&lt;br /&gt;
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If you feel anything posted on our official forums or Facebook groups violates our rule prohibiting personal attacks then please report it to our moderators, do not respond in kind.&lt;br /&gt;
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===All Posts Should Clearly Relate to Empire===&lt;br /&gt;
Please keep your posts on topic. Our forums and groups are for Empire, so if the discussion strays too far away the subject of Empire we will ask you to take it elsewhere. If the link to Empire is tenuous or would be unclear to a casual reader, our moderators may advise you that this would be more appropriate on your own wall or ask you to elaborate on the original post as to its relevance.&lt;br /&gt;
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===Use the Most Appropriate Forum or Group===&lt;br /&gt;
Please ensure that your posts are in the most appropriate area. Do not duplicate the same or similar posts across multiple different forums or different groups. If your post is a bit more general but one nation may still have a special interest then &#039;&#039;at most&#039;&#039; you should post in the main Empire group and the single most relevant nation group. An example of this would be a Dawnish hosted player event, as Dawnish players may be especially interested, but other nations may also wish to attend. If multiple players all post the same or similar posts either in the same group or across multiple groups, the moderation team will remove the duplicate posts.&lt;br /&gt;
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Duplicating a post on Facebook and the Forum is permitted as many participants may only use one of these platforms.&lt;br /&gt;
&lt;br /&gt;
If you are a trader at our events then before each event, you may put a post into a single official nation group [[Forums &amp;amp; Facebook|Facebook nation group]] of your choice and/or the [https://www.facebook.com/groups/998672144716261 Empire LRP Adverts and Promotions Facebook group] to advertise your services or products. If you are not a trader at our events then using the same rules, you may post once advertisement a year, provided that the products or services offered are relevant to Empire players.&lt;br /&gt;
{{CaptionedImage|file=RougherMusic.jpg|align=right|width=350|caption=The Moderators are here to help you.}}&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t repost the same post or content more than once a month===&lt;br /&gt;
You can repost content up to once a month, if it&#039;s relevant to Empire. If you want to promote IC services or similar or you are discussing OOC arrangements relevant to the game then it&#039;s fine to repost them periodically - provided it is not too frequent. Our moderators will take down repeated posts if less than a month has passed since the last time it was posted. It&#039;s fine to update a post, but deliberately posting to &#039;bump&#039; a post back to the top of the group is not in the spirit of the rules.&lt;br /&gt;
&lt;br /&gt;
===Report any Breach of the Rules to our Moderators===&lt;br /&gt;
Each board has a couple of volunteer moderators and admins and we have a centralised place to discuss and document moderation decisions. Due to the high level of activity in our our official groups it is impossible for us to follow each and every interaction. Therefore, if you see someone infringing the posting rules, please help us by reporting this comment or post promptly rather than responding yourself. A moderator or admin will then respond as quickly as they’re able to. &lt;br /&gt;
&lt;br /&gt;
Please don&#039;t call out other participants for posts that you think breach our guidelines, report it, and let the moderators handle it. On Facebook select &amp;quot;report to admin&amp;quot; by clicking in the top right hand corner of a post. On the forum click &amp;quot;...(show more)&amp;quot; then the flag icon on any post.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Post IC Conversations or Contentious Statements===&lt;br /&gt;
Please help us keep the game live and in the field as much as possible. Avoid starting in-character conversations about significant or controversial subjects so that discussion of important in-character issues can be kept for the live events. It is usually fine to post comments about events that have happened, provided that the posts are not contentious or likely to cause people to want to respond as their character. If you post something in-character that could be perceived as contentious on our official forums or groups, we’ll remove or edit this.&lt;br /&gt;
&lt;br /&gt;
Empire is a game for people to say and do contentious things as their character - but we want those actions and the reactions to them to happen in the field when people are roleplaying.&lt;br /&gt;
&lt;br /&gt;
===IC Responses===&lt;br /&gt;
&lt;br /&gt;
In-character letters should be sent privately - but you can use our social media to request contact details for individual characters you have met, or have a way of getting in touch with (eg specific Imperial title-holders, individual group leaders) to get in touch for separate IC letters. We ask people not to tag players of sought-after characters in order that they can decide for themselves whether they want to engage.&lt;br /&gt;
&lt;br /&gt;
When the Winds come out, please don&#039;t use social media to find someone listed on the wiki as responsible for a conjunction; we want organisation for conjunctions to happen ideally in the field. A conjunction organiser is welcome to reach out to people beforehand, especially for early Friday skirmishes.&lt;br /&gt;
&lt;br /&gt;
===IC Announcements and Adverts===&lt;br /&gt;
We believe that in-character announcements, such as those advertising a national event or offering an in-character service add more to the game for our players than they detract from it. However, as the game has grown over time, we have needed to create a separate space for certain kinds of IC advert, so that our main Empire LRP Facebook group does not become overloaded. &lt;br /&gt;
&lt;br /&gt;
It is fine to post an advert for a service offered by your character or group or for a meeting that you are arranging or similar, provided that you avoid posting anything that is contentious and only post it in the single most appropriate group. &lt;br /&gt;
&lt;br /&gt;
You can use the main Empire LRP Facebook group to advertise free-to-attend uptime IC events such as meetings and festivals. &lt;br /&gt;
&lt;br /&gt;
If you have an IC advert OR an OC advert for anything that costs IC or OC money, such as crafted goods your character is selling, you may use the [https://www.facebook.com/groups/empirelrppromo Adverts and Promotions Facebook group] group and/or the single more relevant Nation group. &lt;br /&gt;
&lt;br /&gt;
Here are some examples of adverts the above rule applies to: &lt;br /&gt;
&lt;br /&gt;
* IC items you are selling for money&lt;br /&gt;
* IC raffles, gambling houses, or tourneys which are pay-to-enter&lt;br /&gt;
* IC services such as poetry, fortune telling, or performance&lt;br /&gt;
* Artwork commissions such as character portraits&lt;br /&gt;
* IC snacks, meals, cafes and bars&lt;br /&gt;
* IC publications, papers and books&lt;br /&gt;
* IC auctions&lt;br /&gt;
* an IC business dealing in resources of any kind in uptime eg an apothecary service &lt;br /&gt;
&lt;br /&gt;
All posts must follow the following rules: &lt;br /&gt;
* &#039;&#039;&#039;Do not add additional comments&#039;&#039;&#039; - Do not say “You see this poster across the Empire&amp;quot;. If you do this, you’re starting to narrate the reality of the world, which is not permitted.&lt;br /&gt;
* &#039;&#039;&#039;Post at most once per month&#039;&#039;&#039; - Do not repost it more than once a month or deliberately bump your existing post to the top of a page.&lt;br /&gt;
* &#039;&#039;&#039;Avoid starting contentious in-character discussions&#039;&#039;&#039; - if you are advertising a meeting about something contentious or controversial, keep your poster short and avoid detail that would make people want to respond as their character.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t spam multiple groups&#039;&#039;&#039; - do not post your advert across multiple groups beyond those permitted, ie. the single most relevant nation and either the Adverts group or the Main group, depending on what kind of advert you are posting.&lt;br /&gt;
&lt;br /&gt;
There are several guidelines that we ask participants to follow in terms of their ad content: &lt;br /&gt;
&lt;br /&gt;
* State your Price - Haggling or negotiation over prices must be left to the field.&lt;br /&gt;
* Use the Hub in uptime too - There’s a message board in The Hub which citizens can use - if you post online, please endeavour to also advertise in-character. &lt;br /&gt;
* Provide a plain text version - Beautiful posters and images are wonderful, but please endeavour to provide a copy of the text alongside your image.&lt;br /&gt;
&lt;br /&gt;
Empire has an active economy and the costs of resources can be a powerful lever with which to influence the world. Therefore, discussion about the trading costs of resources, or statements about what things &#039;&#039;should&#039;&#039; cost are prohibited.&lt;br /&gt;
&lt;br /&gt;
===Traders&#039; Adverts===&lt;br /&gt;
* &#039;&#039;&#039;Traders who pay for a pitch at Empire may post adverts up to once a month&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Empire participants who operate as IC peddlers and sell goods in uptime may promote their [[#IC_Announcements_and_Adverts|IC goods and services]] up to once a month&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;LRP traders who don&#039;t have a pitch at Empire may post adverts once a year&#039;&#039;&#039;&lt;br /&gt;
We are happy to allow traders to make occasional posts to the Empire Facebook groups, particularly if the post is drawing attention to goods that are appealing to Empire players. At the same time we are keen to prevent the groups from becoming overburdened with adverts, and want to ensure that they do not become too repetitive. To give everyone a fair set of guidelines to operate to - we have decided that traders or groups who have a trade pitch at Empire may post one advert per month if they choose. If a trader isn&#039;t one of the Empire traders then they may post up to one advert a year. Any adverts posted more frequently than that will be deleted by the moderators.&lt;br /&gt;
&lt;br /&gt;
A trader advert can be in the [https://www.facebook.com/groups/998672144716261 Empire LRP Adverts and Promotion] Facebook group and a single nation Facebook group provided it contains stock appropriate to that nation. Any advert posted across multiple nation groups will be removed.&lt;br /&gt;
&lt;br /&gt;
===You May Cross-post the Winds===&lt;br /&gt;
There is an exception to the normal rules on multi-forum posts for the official Profound Decisions event updates, the Winds of War, and the Winds of Fortune. It is fine to cross-post these updates to an Empire Facebook group or forum - but please only do that if you think it is relevant to that group and check to see if it has already been posted. There is no need to cross-post a Wind of Fortune update about trouble in Hahnmark to the Urizen group for example.&lt;br /&gt;
&lt;br /&gt;
However please make sure you do not include any comment about the content of the Wind in the cross-post. If you want to comment on the issue, you are welcome to do that below your own cross-post, but we ask that players avoid making any comment when making the actual cross-post - just to ensure that there is a clear distinction between what an individual player thinks and the contents of the Wind itself.&lt;br /&gt;
&lt;br /&gt;
===You May Not Post Military Updates===&lt;br /&gt;
Players are not permitted to post updates on the decisions of the Military Council, in particular on where the Council would like people to send their military units and fleets in downtime. This constitutes using an online forum to try and influence the choices being made by other characters, it is not compatible with the rules prohibiting the posting of contentious in-character material.&lt;br /&gt;
&lt;br /&gt;
===No Charity or Fundraising Posts===&lt;br /&gt;
We have taken the decision not to allow any charity or fundraising posts on our groups except where they are intended to raise money for things to be used at Empire events or where they are posted by us on the main Empire LRP page. Whilst LRPers are an incredibly generous community, applying the posting rules and deciding on whether a particular fundraising post is “Empire related enough” is an impossible task for our moderator team. Having to assess each one will inevitably cause friction whenever a post is deleted because it is not sufficiently on topic for the Empire forums.&lt;br /&gt;
&lt;br /&gt;
Posts offering prizes must be compliant with the laws regulating such activities. We will remove any post if we are not confident that you are correctly licensed to engage in such activities.&lt;br /&gt;
&lt;br /&gt;
===Post Links to Photographs, Don&#039;t Repost Them===&lt;br /&gt;
Profound Decisions are lucky enough to have a small team of volunteer photographers to document our events; there are also a number of players who take photographs in line with the [[photography|photography policy]]. These volunteers generously donate their time and energy to show our hobby in all its glory. To acknowledge their contribution you must link to the original photos rather than downloading them and re-uploading them on our forums.&lt;br /&gt;
&lt;br /&gt;
Each photographer will have their own policy on using photos elsewhere (such as for profile or cover pictures). If in doubt, please contact the original photographer.&lt;br /&gt;
&lt;br /&gt;
===Do Not Post Fanfiction===&lt;br /&gt;
We understand that lots of people love to read and write fanfic - and the Empire community is no exception. However there is a small risk that players may confuse fanfic with canonical updates to the campaign if the fiction is posted on one of the main Empire Facebook groups. For this reason there is a specific Facebook group called [https://www.facebook.com/groups/165082270686010/?fref=gc&amp;amp;dti=470732939604433&amp;amp;hc_location=ufi Empire LRP: Fiction Sharing] which was explicitly intended as a place for Empire players to share stories they have created. All fanfic stories should be posted here, not in one of the main Facebook groups.&lt;br /&gt;
&lt;br /&gt;
===Do Not Post AI Content===&lt;br /&gt;
[https://en.wikipedia.org/wiki/Generative_artificial_intelligence Generative-AI content] [[Playing_the_game#Artificial_Intelligence|cannot be used at events]] - but we also ask participants not to post images, video, or text created using generative-AI to our forums or Facebook groups. These groups are very busy already, and generative content adds little value. It is also ethically contentious and invariably leads to unproductive arguments about the use of AI, rather than positive discussions about Empire. This is not a conduct issue; players are welcome to post Empire content that is generated using AI to their own walls, we only prohibit its use at events and in the social media spaces we moderate.&lt;br /&gt;
&lt;br /&gt;
===Do Not Criticise Other Participants===&lt;br /&gt;
The Empire national briefs are designed to allow for a wide range of creative freedom whilst still maintaining that all-important, clearly identifiable, national identity. When offering support to other players in your nation please be aware that there are other interpretations of the brief which are different to your own but are still valid. Avoid telling other players that they are getting the brief wrong - and avoid presenting yourself as an authority on how the brief should be interpreted.&lt;br /&gt;
&lt;br /&gt;
It is fine to identify parts of the brief that are relevant and encourage people to embrace them. What is not permitted is for players to tell other players what is and is not acceptable in-character. If you have any concerns about the way a player is interpreting the brief then you should report the matter to Profound Decisions who can issue a definitive ruling on the matter.&lt;br /&gt;
&lt;br /&gt;
Likewise, our code of conduct asks all Empire participants to avoid [[Costume#Criticism|criticising other player&#039;s kit]]. You should assume that the player in question has followed our guidelines and made the best effort they can. Criticism of other players’ costume will be deleted.&lt;br /&gt;
&lt;br /&gt;
Crowd-sourcing answers about rules often ends up with a variety of responses and opinions on how the rules should be applied in that particular situation. The only definitive and official answers will come by emailing [mailto:rules@profounddecisions.co.uk rules@profounddecisions.co.uk].&lt;br /&gt;
&lt;br /&gt;
===Do Not Accuse Other Players of Cheating or Unsafe Fighting===&lt;br /&gt;
Do not make public accusations of cheating or of unsafe fighting at Empire on social media. If you have witnessed either of these happen at an event, please either speak to a ref as soon as you are able to after the incident or contact [mailto:rules@profounddecisions.co.uk rules@profounddecisions.co.uk] after an event to report it.&lt;br /&gt;
&lt;br /&gt;
===Do Not Discuss Moderation Decisions===&lt;br /&gt;
It is not constructive to discuss individual moderators or moderator decisions in public. We do however welcome discussion and debate of our posting rules and moderation policy provided the discussion remains civil, hypothetical and does not include references to individual examples. To discuss individual moderation decisions, please contact the Head of Moderation at [mailto:mods@profounddecisions.co.uk mods@profounddecisions.co.uk]; if not resolved to your satisfaction after this point, please contact [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk].&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Do Stupid Shit===&lt;br /&gt;
Don&#039;t post anything that&#039;s illegal, racist, sexist, homophobic, pornographic, abusive, or otherwise objectionable. This includes links to such material as well.&lt;br /&gt;
&lt;br /&gt;
===Streaming===&lt;br /&gt;
The [[Streaming|streaming]] rules are set out in full elsewhere.  In summary:&lt;br /&gt;
* You may make one post per month to promote your streamed content&lt;br /&gt;
* You can edit that post if you want to update any information in it, but don&#039;t deliberately bump your own post back to the top&lt;br /&gt;
&lt;br /&gt;
===Smut===&lt;br /&gt;
&lt;br /&gt;
Following the [[Rules update 2023]], you must be mindful of the requirement to avoid sexualising the environment in a way that makes other players uncomfortable. Lots of players enjoy smutty publications - and lots of players don&#039;t want anything to do with that in their LRP. We have updated our conduct rules on 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. &lt;br /&gt;
&lt;br /&gt;
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;
==Hot Topics==&lt;br /&gt;
The areas below are topics that almost invariably degenerate into arguments, or are simply not appropriate or acceptable topics of discussion for our forums or Facebook groups. Some of these issues are controversial and tend to produce a lot of acrimony when discussed online giving the false impression that these issues dominate our events. Some of these issues are simply not appropriate or acceptable and will be deleted by our moderators as soon as they become aware of them.&lt;br /&gt;
&lt;br /&gt;
Our moderators will closely monitor these &amp;quot;hot topics&amp;quot; and may pre-emptively delete any posts that they feel is highly likely to lead to an adversarial discussion of the issues.&lt;br /&gt;
&lt;br /&gt;
===Politics, Religion, Artificial Intelligence, and Language===&lt;br /&gt;
Politics and religion are incredibly important subjects and the crew and players of Empire cover a lot of different religions and a wide spectrum of political opinions. However, our online community exists so that participants can discuss the imaginary politics of the world of Empire and not real world politics.&lt;br /&gt;
&lt;br /&gt;
Discussions about inappropriate language, such as the use of gendered words, is a subject that we’ve learned from prior incidents rapidly degenerates into acrimony. We will allow positive discussion of ways that participants can embrace the gender-blind Empire setting and implement that in their roleplaying - but will delete anything that is negative, a personal attack or is based on criticism of other people&#039;s roleplaying or experiences.&lt;br /&gt;
&lt;br /&gt;
Using AI to generate images and text remains highly contentious. Players are free to disagree with each other but all posts [[#Treat_each_other_with_respect_and_assume_best_faith|must treat other posters with respect and assume good faith]]. We&#039;ve asked our moderators to remove any posts about the use of AI which fall short of this. If it is clear that any post about AI is not going to produce an engaging, positive discussion, then our moderators will delete it.&lt;br /&gt;
&lt;br /&gt;
In using our social media, participants are also bound by any applicable conduct rules, including those around gendered language. If you are concerned by a poster’s use of inappropriate language, then please bring it to the attention of a moderator and they will contact the other participant and remind them of our rules relating to this.&lt;br /&gt;
&lt;br /&gt;
===In-character Debates===&lt;br /&gt;
Empire is &#039;&#039;not&#039;&#039; a system which employs &amp;quot;FOIP&amp;quot; - a requirement that you can only find things out in play at events. It is &#039;&#039;&#039;fine&#039;&#039;&#039; to ask simple in-character questions, things you think your character should know or any questions about the system. If the information you have asked for is not controversial in-character then other participants are free to give you the answer to your question or to encourage you to find their character at an event and seek out the information in-character.&lt;br /&gt;
&lt;br /&gt;
However as per the posting rules we prohibit discussion online of important or controversial issues. These issues form part of the plot of our event and we ask everyone to respect that.&lt;br /&gt;
&lt;br /&gt;
There are specific rules for [[Downtime#Roleplaying_Between_Events|roleplaying between events]]. Anything that breaches these rules - any post that contains trade negotiations, religious debates, military planning, magical discourse, or political discussions and appointments will be removed.&lt;br /&gt;
&lt;br /&gt;
===Criticism of Empire and other LRP Systems===&lt;br /&gt;
Live roleplaying is an amazing community that is at its best when participants share original ideas and best practices between different systems. So it&#039;s fine to make a post calling out a positive example of something other games do well - or do better than Empire does - that gives us a basis for discussing ways to make Empire a better game. But please bear in mind when posting, that Empire is such a large system that we will have participants who love the game you are referencing as well as participants who tried it and did not enjoy it.&lt;br /&gt;
&lt;br /&gt;
What is not permitted is &#039;&#039;anything&#039;&#039; that is critical or dismissive of other LRP systems. Most LRP systems have their own forums or Facebook groups for their players to post comments about their games - posts that are about other games should be posted on their Facebook page, &#039;&#039;not on our forum/groups&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is fine to use our Facebook groups and our forums to criticize Empire or Profound Decisions and we encourage people to post ideas for improvements to the game. Bear in mind that all LRP games are produced by the combined efforts of a team of volunteers who are passionately invested in the game they create. Criticism directed at named individuals will be treated as a personal attack and moderated accordingly and our rules requiring [[Feedback#Worst_Way|civility]] towards our volunteers apply on our forums and Facebook groups as well as at events.&lt;br /&gt;
&lt;br /&gt;
We believe a good LRP stands on its merits, and benefits from analysis, critique, and discussion. We ask all participants to be mindful of the fact that just because you have not experienced a problem does not mean the problem does not exist. Our moderators will remove posts if they judge that their only contribution is to suppress criticism or silence debate about Empire.&lt;br /&gt;
&lt;br /&gt;
Facebook is an excellent place to discuss Empire with other participants who use Facebook - it is not ideal for providing [[feedback]] to Profound Decisions. There is no guarantee that the people who can act on the basis of your feedback will even see it. We treat posts on Facebook as the basis for discussion between participants - the [[feedback|wiki page on providing feedback]] discusses the best ways to send actual feedback to the team.&lt;br /&gt;
&lt;br /&gt;
==Unofficial PD groups==&lt;br /&gt;
There are a large number of unofficial Empire groups which people use for discussing issues and organising logistics, amongst other things. As these groups are not official, they are not moderated by us and they are not automatically covered by our rules on posting. However all our players are expected to observe the social contract and commitment to keeping the game live that prohibits online negotiations and discussion of controversial subjects. &lt;br /&gt;
&lt;br /&gt;
Although these online Empire community spaces are not moderated by us nor covered by our rules, players who are use them are still bound by our rules on conduct and our equality and diversity policies that forbid harassment etc. Reported breaches of these rules in communal Empire spaces may result in action being taken by Profound Decisions. If you are experiencing online harassment by another Empire participant then we will take appropriate action if you report the matter to us.&lt;br /&gt;
&lt;br /&gt;
{{Conduct_Further_Reading}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140386</id>
		<title>Monarchs and outcasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140386"/>
		<updated>2026-06-11T10:27:29Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* A Boon For All Seasons (Various) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=A sacred ibis.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Key of dreams]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[Ripple of echoes]]&#039;&#039;&#039; deals with magic of a mortal or mysterious prevenance and &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; deals specifically with the ongoing chaos relating to the [[Astronomancy|astronomantic]] [[Astronomancy#Constellations|constellations]].&lt;br /&gt;
==Spring==&lt;br /&gt;
===No Hiding Place (Irra Harah)===&lt;br /&gt;
* &#039;&#039;&#039;The Prince with a Thousand Foes is somewhat put out&lt;br /&gt;
Last season, a group of smiths and landskeepers [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|were invited]] by the [[Irra_Harah|&#039;&#039;Warrenwise&#039;&#039;]] to attend a meeting at the &#039;&#039;Hare Stone&#039;&#039; in order to help address a particular issue. With that issue resolved, the group departed with a number of gifts from &#039;&#039;Papa Otec&#039;&#039; in thanks, including an incredibly powerful [[:Category:Paraphernalia|coven stone]] called &#039;&#039;the Protector&#039;s Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Apparently, that same evening that same powerful coven stone was deliberately destroyed by a casting of [[Words of Ending]]. To say &#039;&#039;The Prince with a Thousand Foes&#039;&#039; is insulted and upset would be something of an fairly massive understatement. When a visiting herald informed the civil service of this, words along the lines of &amp;quot;let&#039;s see them cast [[Forge the Wooden Fastness]] in [[Mournwold#Alderly|Alderly]] again, I fucking dare them&amp;quot; were spoken in rather unkind tones to poor Jorgen. For the moment it doesn&#039;t seem that &#039;&#039;Shacklebreaker&#039;&#039; has taken any immediate action, but if the events surrounding the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] and past issues with the [[Frozen Citadel of Cathan Canae]] are anything to go by, it may not be wise to rely &#039;&#039;too&#039;&#039; much on Forge the Wooden Fastness until the &#039;&#039;Ward of the Young&#039;&#039; has been placated.&lt;br /&gt;
===Mycelium for Old Rope (Llofir)===&lt;br /&gt;
* &#039;&#039;&#039;Last season, Llofir offered the Navarr a boon offering help raising their army in return for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This season, Llofir is offering the equivalent of 20 mithril for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs must all be of the same type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs can be handed over to Avery Farkas on the Sunday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity will not be available after the Spring Equinox is over&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Llofir|Rotlord]] approached the Navarr seeking their help - they need a huge bounty of herbs to power the creation of a new Paludarium and were willing to offer weapons and armour made from mycelium to help fund a new Navarr army. They wanted up to a thousand herbs, and offered the equivalent of 15 mithril in exchange. It&#039;s not clear if a large sapient mushroom can be disappointed, but if it could then it would be when no herbs were forthcoming.&lt;br /&gt;
&lt;br /&gt;
After some consideration, the eternal has taken the assumption that the deal did not go ahead because the eternal did not offer enough in return. As a result, it has reiterated its offer but found more mycelium to pay for it. Now it offers the equivalent of &#039;&#039;&#039;20 mithril&#039;&#039;&#039; for &#039;&#039;&#039;1000 herbs&#039;&#039;&#039; - or proportionately less if preferred.&lt;br /&gt;
&lt;br /&gt;
Eventually someone is able to track down one of Llofir&#039;s heralds and explain that one reason no herbs were delivered may be because the eternal didn&#039;t specify how the herbs &#039;&#039;could&#039;&#039; be handed over. After due consideration, the heralds ask Avery Farkas, one of the Navarr egregores, to nominate someone to organise and collect the herbs. Once Avery has found a willing volunteer, they can gather all the herbs they can acquire and then hand them over to Avery on the final day. A herald will collect them after the summit is over and ensure that they get given to Llofir. &lt;br /&gt;
&lt;br /&gt;
There are two catches, the first is that the herbs must all be of the same type. Llofir&#039;s intends to consume all the herbs at the same time. The second is that the army must [[Mushroom,_mushroom,_mushroom#A_New_Army|be dedicated to the destruction of the vallorn]]. The army need not be linked to Llofir, it doesn&#039;t need to embrace the scouring quality - but the Senate motion to raise the army must clearly state that it is dedicated to the destruction of the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===Gilded Bouquet (Eleonaris)===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris reaches out to her allies in the Empire to offer aid with invocations of her &#039;&#039;Knights of Glory&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elodian herself, one of Eleonaris&#039; captains, is expected to arrive at 21:00 on Friday via the Hall of Worlds&lt;br /&gt;
All is well in the Empire, at least as far as the &#039;&#039;Lady of Pennants&#039;&#039; can tell, yet something must be amiss? Only three of her cohorts were summoned last season to join the Empire&#039;s great campaigns, half as many or fewer as were cast each season in the rest of the 387YE. Elodian, favoured herald of the &#039;&#039;Commander of the Golden Armies&#039;&#039; informs her that the Empire has been facing some issues with its regio recently, to which she is deeply distraught. Not back long from [[Where_the_slow_river_flows#Stormbreak|fighting alongside the Green Shields]] in [[Mitwold]], Elodian is quickly sent to travel to Anvil to offer some aid to help with further castings of the [[Knights of Glory]] and is expecting to arrive via the Hall of Worlds at around nine in the evening on Friday during the summit, to distribute these favours to any who might need them.&lt;br /&gt;
&lt;br /&gt;
Elodian comes with a purpose of her own, as well as the one set by the &#039;&#039;Lady of Pennants&#039;&#039;. Apparently, the soldiers of the [[Valiant Pegasus]] were acting awfully strange towards Elodian and her hammersmiths when fighting alongside them and the Green Shields in Mitwold this season. She is concerned that she may have in some way offended the Highborn, and so has asked the [[Archmage of Summer]] or her representative to meet her at the Hall of Worlds that she might be guided to the Chapel in the Highborn camp to speak to either &#039;&#039;&#039;Lucifer&#039;&#039;&#039; or the newly elected General of the Army. If her [[Root_and_branch#From_the_West|old comrade]] &#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, other Highborn or anyone else might be willing to show up to explain why she and her warband might be being [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|treated differently]], she would be very grateful.&lt;br /&gt;
===A Boon For All Seasons (Various)===&lt;br /&gt;
* &#039;&#039;&#039;The regents of the Summer Realm promised boons to Dawn for winning the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant, Meraud, Barien and Rhianos have each offered a boon to one of the Knight Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The eternals of the Summer Realm that currently enjoy the [[Alignment#Amity|amity]] of the [[Conclave]] promised to grant a boon to the nation that won [[Opening ceremonies|the Drottningbjotha]]. The team put together by Enchanter Vesper Lucentia on behalf of Dawn, was ultimately victorious, and so the three regents and their wise counsellor, Adamant, Meraud, Barien and Rhianos, prepare to make good on their promise.&lt;br /&gt;
&lt;br /&gt;
Their original plan was to create one grand boon together, with each regent competing to add something to the magic. Unfortunately, that group quickly fall to squabbling. Rhianos argues for an idea involving beautiful seahorses made from foam and spume, that would lead Dawnish knights on adventures, Barien suggests a plan involving weavers producing inspiring banners, while Adamant is insistent that what the Dawnish really want is for Koboldi to build an enormous tower on top of the highest mountain in Dawn so that they can reach the stars &amp;quot;and fix them&amp;quot;, while Meraud wants to unleash a trio of terrifying giants through the forests of Astolat so that the yeofolk can have tests of mettle trying to kill them. Eventually Barien is forced to accept that there is no possible way that the regents of Summer can cooperate and that very clearly none of them have the slightest idea what Dawn might want.&lt;br /&gt;
&lt;br /&gt;
After a lot more arguing there is a compromise, each lord will adopt a single [[knight-protector]], the closest to their heart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rhianos chooses the Knight-Protector of Spring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud chooses Artreus D&#039;Fauntine, the Knight-Protector of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien chooses the Knight-Protector of Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant chooses Aletheia Wooder, the Knight-Protector of Winter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the chosen knights will receive a favour from their summer patron. They can use their favour to request a boon from the eternal in question, activating the magic will allow the knight to send a short simple message to the summer realm. They should use this to let their patron know what their heart desires. Barien&#039;s herald is clear that this boon is for the Land of the Glorious Morning (by which he means Dawn). Barien expects whatever it is that Dawn most wants to magically manifest itself in the hearts of the Knight-Protectors. Barien is generally considered the wisest of all the Summer eternals, but all too often that is a very low bar.&lt;br /&gt;
&lt;br /&gt;
The Knight-Protector of Spring is due to be re-elected this season, so &#039;&#039;Furole&#039;&#039; has given his boon to the Dawnish egregore. Once the nation has made their choice then the new Knight-Protector will receive &#039;&#039;Lady Gullscry&#039;s&#039;&#039; favour. Likewise Barien intends to wait until the nation appoints a new Knight-Protector of Autumn and make the same arrangements. Neither Meraud nor Adamant are content to wait, so their favoured knights will receive their favours this season. Of course the knight-protector can choose &#039;&#039;when&#039;&#039; to use their boon, but the &#039;&#039;Iron Duke&#039;&#039;s suggests they do not wait &#039;&#039;too&#039;&#039; long. The lords of the Summer Realm can only aid the Empire while they have amity - and who knows how long the fickle affections of the [[Conclave]] will last?&lt;br /&gt;
&lt;br /&gt;
The herald also points out that the powers of the regents of Summer are as far from limitless as the Sun is distant from the Moon. These favours are the kind a knight should expect from their liege for winning an important tourney. Dawn&#039;s knight-protectors may ask for &#039;&#039;anything&#039;&#039;, the regents of the Summer realm will determine what they &#039;&#039;get&#039;&#039;. Perhaps Barien is not such a naïf after-all...&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===How to Succeed in Business (Ephisis)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Dispose of the Quicksilver&#039;s Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type: &#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; The beneficiary of the sale&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Benefit:&#039;&#039;&#039; 80 wains of white granite and 240 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Quicksilver&#039;s Flame will be dismantled and removed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the beginning of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Cannot proceed if a [[declaration]] of [[Alignment#Acceptance|acceptance]] prohibits the sale&lt;br /&gt;
* Cannot proceed if Ephisis is under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could sell the Quicksilver&#039;s Flame to the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sale requires a Senate motion to cede the fortification to the eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could use a declaration of acceptance to veto the sale&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Prince of Scales&#039;&#039; has a buyer with some very specific requirements. They wish to purchase a fortification, and by good fortune, the Quicksilver&#039;s Flame in [[Morrow]] is close enough to their specifications. As a result, the &#039;&#039;Grand Plutocrat&#039;&#039; is ready and willing to facilitate the exchange, assuming the Empire is prepared to sell. The City offers the construction cost of 80 wains of white granite and 240 crowns in return for the right to dismantle the fortification and remove it... lock, key and gatepost. &lt;br /&gt;
&lt;br /&gt;
The proposed sale has some constitutional implications, to put it mildly. The fortification is the property of the Empire; nobody, not even the Conclave, can simply dispose of it without the explicit approval of the Imperial [[Senate]]. Legally, it is very clear that the sale requires the fortification to be [[Powers_of_the_Imperial_Senate#Concedence|ceded to the eternal]] - and that can only happen with a successful [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
However, the [[Conclave]] have the responsibility to &#039;&#039;&amp;quot;ensure the fit and proper use of magic&amp;quot;&#039;&#039;, so this arrangement clearly falls squarely within their purview. After lengthy consideration, the Constitutional Court are not inclined to &#039;&#039;require&#039;&#039; the Conclave to approve the sale using a [[declaration]] - instead they have issued guidance that the concession could not proceed if the Conclave passed a declaration of [[Alignment#Acceptance|acceptance]] to reject the offer. While this is clearly a compromise, the Court hopes that it at least balances the constitutional rights of both houses without putting additional burdens on their capacity and time.&lt;br /&gt;
&lt;br /&gt;
If the Senate were minded to accept the sale, then the motion should state who will receive the sale funds. The offer remains available for one year, until the beginning of the Spring Equinox 389YE.&lt;br /&gt;
===The Final Vault (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;An Ephisis herald plans to auction entry to a final vault of the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Posters naming the owner of the vault will be provided at the Hub and the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 20:00 on Friday in the Hall of Worlds, using crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 11am and 1145am on the Saturday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Autumn regio of the Empire have been mercifully free of flyers recently. A week before the Spring Equinox, that changes. Several powerful autumn regio begin to spew forth flyers like a geyser erupting. The stream of papers forms a vaguely humanoid shape, which announces in a booming voice that &#039;&#039;Keel, respected herald of the Hidden Prince&#039;&#039; is ecstatic to announce their final auction for exclusive visitation to one of the City of Gold and Lead&#039;s vaults whose owner has long since defaulted on payment.&lt;br /&gt;
&lt;br /&gt;
There is an awkward apology with the unseasonable delay - unfortunately this particular vault has run into some trouble. The Lictors got themselves involved, demanding proof of the owner&#039;s untimely demise. Now that this has been provided, they are unable to stop the auction continuing. Hurrah!&lt;br /&gt;
&lt;br /&gt;
Posters will be left in the Hall of Worlds and the Hub detailing the owner of this season&#039;s vault - but Keel promises that this one is &amp;quot;a doozy&amp;quot; and &amp;quot;a fitting finale&amp;quot;. The auction itself will take place at 8pm on the Friday of the Spring Equinox in the Hall of Worlds. The currency will be crystal mana.&lt;br /&gt;
&lt;br /&gt;
Four slots, each lasting 5 minutes, will be auctioned. Each slot allows four people entry into the vault. Whilst inside, visitors may act as they wish. They will be permitted to leave with a small basked of goods (containing no paper) and a single piece of paper each should they wish. Any objects (besides the single piece of paper each) which do not fit in the basket, and any paper place in the basket must be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
As always, Keel warns that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value left for them to take. She hopes that in these circumstances, the lucky visitors would still enjoy a rare visit to the City - even though they will be of course unable to see any of it outside the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to reach the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
This season, the slots to visit the vault will only be available between 11am and 11:45am on the Saturday of the Spring Equinox. Availability should be assured before committing to bidding to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; &#039;&#039;&#039;Access Information&#039;&#039;&#039;&amp;lt;/br&amp;gt; Full access information for the vault encounters are available on request from any crew member with a radio. But in particular we wish to draw attention to the fact that this vault makes extensive use of written material, and sifting through written information to a time limit is a key aspect of the encounter.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One-Hahaha, Two-Hahaha (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead is offering to create proposals for a Counting House in Hercynia, Kallavesa or the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each would require the construction of a large edifice which would need to be ceded to Ephisis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The territories in question would see a boost in taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City must permit all trade bar the &#039;&#039;sale&#039;&#039; of people in the Counting House&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City will proceed to draw up a detailed proposal if requested to do so by the Conclave&#039;&#039;&#039;&lt;br /&gt;
Erlend Gunnulfsson has been pressing the heralds of the [[Ephisis|City of Gold and Lead]] to consider the creation of a fane, a grand structure dedicated to the marketplace, a site where coins can flow like water turning the wheels of commerce and bringing [[Prosperity]] to all. Surprisingly, the City initially rejected the idea of building such a structure in one of the great cities of [[the League]]. The reasoning was simple - the cities of [[the League]] are some of the richest and wealthiest places in the Empire - there is no doubt at all that building a counting house would provide profits there, but [[Holberg]], [[Temeschwar]], [[Sarvos]], [[Spiral#Apulian|Apulian]] and [[Tassato]] are all thriving! Businesses are open, prices are low, the markets are competitive. &lt;br /&gt;
&lt;br /&gt;
The City of Lead and Gold does not go rushing blindly into a busy marketplace. Not when there are other lands which businesses are scarce, prices are high and competition is sorely lacking. The purpose of a Counting House is not to make money - that is the purpose of the occupants of the Counting House. The reason to build a house, the reason to create one, is to encourage trade, to bolster businesses, to encourage the local economy to flourish.&lt;br /&gt;
&lt;br /&gt;
For this reason the factors of the &#039;&#039;Prince of Scales&#039;&#039; believe that the returns for everyone would be better if a Counting House was build somewhere where trade does not currently flourish. Having ruled out current territories where war is currently raging, the City has identified three territories that would all benefit significantly from the presence of a Counting House, namely [[Kallavesa]], [[The Barrens]] and [[Hercynia]]. The three are presented in order of which would benefit the most, but all three are very close, there is not much in it.&lt;br /&gt;
&lt;br /&gt;
Before they put further time into such a proposal, the hands of the &#039;&#039;Merchant Queen&#039;&#039; wish to be certain that a proposal would be welcomed. Arrangements would need to made, the Empire would need to pay for a substantial investment, at least thirty wains, possibly more, and the resulting edifice would need to be ceded to Ephisis once it was complete. They would then choose someone to operate the Counting House and look to make a profit thereby. Goods would then be widely available in the territory, people could come to the Counting House to buy and sell as they please, just as folk trade using [[Ephisis&#039; Scale]] now. That would be bound to increase taxation in the territory - boosting the Imperial and Anvil economy.&lt;br /&gt;
&lt;br /&gt;
Such are the many positive gains to be had from the wonders of trade. But the heralds note two concerns - the first is that trade in anything would need to be legal in the Counting House. Out of deference to the particular wishes of the Empire, the Counting House will not engage in any trade in people, an easy agreement to make since the current seat of the Voivode of Chains is empty and likely to remain so. However, they cannot stop the trade in any other physical goods, as such restrictions are anathema to the agents of the &#039;&#039;High Merchant&#039;&#039;. If a bustling trade in substances like bite, as takes place now via [[Ephisis&#039; Scale]], were going to prove a problem then it may be better not to proceed.&lt;br /&gt;
&lt;br /&gt;
Of course, the inhabitants of the City thinks it would be better if the Empire scrapped these foolish laws placing limits on trade altogether. But, they understand that mortals are often unwilling to do that, despite the many clear benefits that unrestricted access to the marketplace serves to lower prices for everyone. However, since the Counting House would need to be ceded anyway, legally all trades would be taking place under the auspices of the City of Gold and Lead, rather than being covered by [[Imperial law]]. Still, the heralds appreciate that legal technicalities may not solve all problems, and so they politely request that the Conclave use a declaration of acceptance &#039;&#039;if and only if&#039;&#039; they wish the City of Gold and Lead to make a formal proposal for the construction of Counting Houses in the three territories. &lt;br /&gt;
&lt;br /&gt;
Such a request should made with the full understanding that it would need to be ceded to the City, that the City would chose who ran the Counting House and that all trade - bar the sale of people would be fully legal within the premises. If the conclave indicate that those arrangements meet the Empire&#039;s need, then the City will spend the time and money needed to produce a detailed specification to be presented for consideration, as soon as it is available. The factors of the City of Gold and Lead understand if those conditions are not acceptable to the Empire, but on this occasion, the conditions are not negotiable.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of the Maggot (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Callidus is keen to reach out to the maggots of Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Several secretaries are expected to visit the Wintermark camp at 12.30 on Sunday&lt;br /&gt;
The [[Callidus|Prince of the Argent Tontine]] has received reports from his heralds that the wise and practical [[Wintermark_economic_interests#Maggot|maggots]] of Wintermark are an unfairly maligned group, and wishes to exalt and encourage them. To this end, he intends to send a small number of his secretaries to the Wintermark camp at around half past twelve on Sunday afternoon, to help any interested parties who wish to embolden and enhance their skills in maggotry for the coming year.&lt;br /&gt;
&lt;br /&gt;
Those who wish to barter for these boons are advised to be able to provide a token; a piece of jewellery, an amulet or personal talisman, or some similar trinket. In the event of successful negotiation, the heralds plan to invest a little bit of Autumn magic into this token.&lt;br /&gt;
&lt;br /&gt;
===Closing Orders (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039; Multitudo, herald of Callidus, will be showing up at 19:30 on Saturday to discuss the purchase of the sash of Guerra. &lt;br /&gt;
A herald of [[Callidus]], a short figure with curling horns and gold lines running over their skin, has delivered a letter to the civil service at [[Anvil]]. The letter contains an offer of a business deal, an opportunity for [[the Brass Coast]], [[Magpies]] and anyone else interested to purchase the Sash of [[Guerra]].&lt;br /&gt;
&lt;br /&gt;
This will be a direct sale at Anvil, as a member of the trade party will have the Sash on them. The deal will be done with Multitudo and a second party at 19:30 on Saturday of the Anvil Summit. The lackey of the &#039;&#039;Prince of the Argent Tontine&#039;&#039; stresses that this is one-time offer, to demonstrate what can be achieved if the Empire truly desires it. They do not intend to initiate such a services again, the finding of lost items, however the &#039;&#039;Golden Bargainer&#039;&#039; is more than willing to consider it in response to a [[Archmage#Plenipotentiary|plenipotentiary]] in which it was the sole subject.&lt;br /&gt;
&lt;br /&gt;
===The Hunt for Stephen of Sarcombe (Lictors)===&lt;br /&gt;
* &#039;&#039;&#039;The Sun Chamber has requested that the Lictors help track down and arrest Stephen of Sarcombe&lt;br /&gt;
The [[Lictors]] were delighted to receive a request for assistance from the Sun Chamber last season. That the future of the empire cares so deeply about arresting criminals and punishing oath breakers speaks well to its prospects. The Lictors will &#039;&#039;always&#039;&#039; be keen to offer their assistance in hunting down such individuals and providing all aid possible, and given their current level of [[Alignment#Amity|access]] to the Empire they are ideally placed to do so.&lt;br /&gt;
&lt;br /&gt;
There is however the small matter of proof. The accusations that the Sun Chamber have made are &#039;&#039;exceptionally&#039;&#039; serious and not to be levelled lightly. Under normal circumstances, the &#039;&#039;Brass Magistrates&#039;&#039; would ask to see contractual evidence to support, the cities of the Labyrinth always recommend a formal written contract for anything of import, so that these things can be independently verified, but they are aware that that is not always possible. And ultimately, an oath is still an oath, even if no record of it is ever made.&lt;br /&gt;
&lt;br /&gt;
In the case of Stephen of Sarcombe however, the Brass Magistrates have carried out an initial investigation and the situation remains occluded. The individual has sworn oaths of fealty, that much is true, just not to the Empire as far as the &#039;&#039;Reckoners&#039;&#039; can tell. Stephen was born in Mournwold, but the territory was under the rule of the Jotun at the time. The &#039;&#039;Chainbound&#039;&#039; have yet to find evidence that Stephen was ever oathbound to the Marches. &lt;br /&gt;
&lt;br /&gt;
Of course there may be more to discover. The Lictors have been invoked and consequences will follow. The &#039;&#039;City of Bar and Bond&#039;&#039; intends to dispatch one of their &#039;&#039;Reckoners&#039;&#039; to the Sodality Chamber at 8.30pm on the Friday of the Spring Equinox in order to discuss the specific nature of the Sodality&#039;s claims regarding Stephen&#039;s oathbreaking in order to consider what precise aid they may be able to render. The &#039;&#039;Furious Ones&#039;&#039; advise members of the Sun Chamber to gather what evidence they have in readiness, and prepare to make their case.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Question of Jetsam (Khobel Tavah)===&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah have confirmed that Eilian Sweetwater is entirely physically safe and will remain so indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eilian Sweetwater will be swiftly returned as befits &#039;&#039;lost flotsam&#039;&#039; if the Conclave makes a Declaration of Acceptance declaring themselves responsible for the consequences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Fleet Salvagemaster and the commissioner of Eilian&#039;s sabbatical are asked to attend a meeting on the Friday evening of the solstice at 22:10 to discuss the &#039;&#039;jetsam&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater is one of the more beloved prognosticators the Prognosticator&#039;s Office possesses. An experienced researcher with a can-do attitude that befits his long time as an active member of Storm&#039;s Run Striding, he is well-known for combining a passion for the lessons the Empire&#039;s history has to teach us with a willingness to put on his mud boots and wade into the practical constraints of a problem. Unfortunately, he has been missing for half a year - ever since his sabbatical pursuing a survey of the Empire&#039;s historical lighthouses was cut short by the [[Grendel]] invasion of Redoubt in the Autumn of 387YE. At the time, Eilian was investigating the ruins of the Lighthouse at Nikephoros, which had been destroyed in an earlier Grendel attack in the Winter of 386YE - he disappeared after the attack and has not been seen since.&lt;br /&gt;
&lt;br /&gt;
It is believed by some that he fled the Grendel into the caves below the lighthouse, where a powerful Winter regio lies in a cave known as the Cave of the Drowned. These rumours were given some support when, at a recent parley, the Winter eternal known as the Two-Who-Are-One, [[Khobel Tavah]], is said to have confirmed that Eilian was safe and in some sense under their protection. If this is true, however, it is not clear that Eilian is able to leave. Certainly, nothing of him has been heard since: until now. Some weeks before the Spring Equinox, a startling figure emerges from the door to the Hall of Worlds. Their gaunt, corpse-like appearance marks them as inhuman, a creature of the Realms. However, they are dressed in the garb of a Highborn sailor: the bell and the book at their belt suggest nothing more than a Steward of the Dead. Indeed, they identify themselves as the Speaker for the Drowned, herald of the Sunken Rope. They begin to relay a message from the eternal they serve.&lt;br /&gt;
&lt;br /&gt;
The figure recounts the missing part of the story of Eilian&#039;s flight. Separated from their companions on the island in the midst of the Grendel attack, Eilian fled wounded to the cave of the Drowned below the isle of Nikephoros. It seems the herald of [[Kimus]] known as Fotismos perished as they attempted to defend their charge. The drowned figure does not dwell on this point, mentioning only that the affairs of the &#039;&#039;Unblinking Eye&#039;&#039; are not theirs to comment upon but that the [[Archmage of Day|Archmage of the Sea Above]] probably ought to be informed.&lt;br /&gt;
&lt;br /&gt;
Alone and desperately afraid, Eilian believed in that moment that he would surely die. The Speaker says that a fervent and desperate plea from a terrified soul is exactly the kind of call that Fear Death by Water are responsive to. &amp;quot;There, in Her bosom and under His eye&amp;quot;, says the Speaker for the Drowned, &amp;quot;your missing &#039;&#039;lost flotsam&#039;&#039; is safe - [[Kaela|Queen Esk&#039;s]] touch cannot find him in the abyssal darkness of the uttermost salt. He is suspended in terror, and terror preserves.&amp;quot; They say this dispassionately - there is no sense of cruelty as one might expect from a representative of [[The Thrice-cursed Court]]. To the &#039;&#039;Speaker for the Drowned&#039;&#039;, it seems perfectly natural that one might exist in such a state - especially if one wanted to remain protected from harm.&lt;br /&gt;
&lt;br /&gt;
The Speaker explains that it is not the wish of Fear and Her Bride to deprive the Empire of their precious &#039;&#039;lost flotsam&#039;&#039;. Eilian is not theirs to keep - there are old laws of the sea regarding such things. However, the chamber in which he dwells, known as the Uttermost Salt, was not unoccupied. &amp;quot;There is &#039;&#039;jetsam&#039;&#039; there, too - something long sealed away by an old bargain. If the flotsam is to be released into your care - and he will need care - you should know that the &#039;&#039;jetsam&#039;&#039; within the Uttermost will also follow. The gate does not open for one alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned is clear that Eilian will be returned swiftly if the Conclave makes a Declaration of Acceptance - a suggested text is provided - thanking the Sunken Rope for taking care of their lost flotsam, and accepting all responsibility for what will follow and any doom that might subsequently fall. The Consorts of Dark Water are hopeful that his stay with them has given Eilian some ideas as to how the Lighthouse at Nikephoros, constructed as a grand regio in their name in times past, can be restored. If the Conclave decides they do &#039;&#039;not&#039;&#039; want to accept the consequences of his release, that is fine - Terror-Under-Wave will continue his preservation for as long as they wish. He will be physically entirely safe. There is no cause for alarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Speaker for the Drowned&#039;s suggested Declaration of Acceptance&amp;quot;&amp;gt;The Conclave thankfully claims Eilian Sweetwater as &#039;&#039;lost flotsam&#039;&#039; from Sunken Rope, and asks that the depths of the Uttermost Salt be emptied, that he might be immediately returned.&lt;br /&gt;
&lt;br /&gt;
In doing so, they accept full responsibility for the doom that will follow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorgen, the long-suffering [[Civil Service|civil servant]] who often fields visitors from the realms and asks what exactly this &#039;&#039;jetsam&#039;&#039; that will &amp;quot;follow&amp;quot; is, and what this &amp;quot;doom&amp;quot; that might subsequently fall might be. The Steward of the Drowned looks genuinely surprised at the question - it seems to have expected its cryptic utterances to be understood. After a little thought it says that it will arrange for a chamber to be adjoined to the Hall of Worlds at the time of favourable omen, so that the Empire may send its Receiver of Wreck to discuss the affair. &lt;br /&gt;
&lt;br /&gt;
When it is explained that no such position exists, it is finally agreed that the [[Golden Fleet Salvagemaster]], &#039;&#039;&#039;Caleb of the Cenotaph&#039;&#039;&#039;, and the hakima and public artist &#039;&#039;&#039;Allegra i Riqueza&#039;&#039;&#039; (who is responsible for Eilian&#039;s wellbeing) are invited to meet the Steward in the Hall of Worlds at 22:10 on the Friday of the Spring Equinox. They will adjourn to a chamber, where the matter of the &#039;&#039;jetsam&#039;&#039; will be discussed. The [[Conclave]] may want to defer their decision until this meeting has concluded - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
===Moments of Contemplation (Sorin)===&lt;br /&gt;
* &#039;&#039;&#039;The Tomb King invites five pairs of Imperial heroes to attend him in a chamber, beyond the Hall of Worlds, at 22:15 on the Saturday of the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named are Umarth Kannask, Odd Twiceborn, and Towlen Nighthaven. Each of these, and two others, must bring with them one who knows them intimately to enumerate their hypocrisies and weaknesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Should the Hungry Wolf be pleased that the Empire is learning well of his truth, then he consents to grant a ritual from the Book of Ahsaver to Towlen Nighthaven&#039;&#039;&#039;&lt;br /&gt;
Last season, the &#039;&#039;Tomb King&#039;&#039; [[The_thing_with_feathers#Moments_of_Silence_(Sorin)|sent his Sepulchral Pontifex]] to visit the Imperial Orcs with an offer. He is apparently quite pleased with the respect shown by the Unshackled at Anvil, and especially with the actions of &#039;&#039;&#039;Karrak&#039;&#039;&#039; and &#039;&#039;&#039;Stormsteel Skorr&#039;&#039;&#039;. The &#039;&#039;Whelpmaster&#039;&#039; also notes that one of their number, &#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039; has shown the wisdom and strength to take the title of [[Archmage of Winter]] from their predecessor. This too pleases the &#039;&#039;Lord of the Monolith&#039;&#039; as it means it should be even easier to arrange a [[Alignment#Acceptance|declaration of acceptance]] to offer him the contents of the tomb of Alicia-who-knew-the-path in Eoradal in exchange for the great boon that was offered. It would appear to be even more useful given the events in [[Mareave]] this season.&lt;br /&gt;
&lt;br /&gt;
[[Sorin|&#039;&#039;The Bleak Exarch&#039;&#039;]] notes the commitment the Empire has demonstrated toward his cause, that of ridding the self of weakness, but remains eternally unsatisfied, for the work is far from complete. He therefore invites &#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039; and &#039;&#039;&#039;Odd Twiceborn&#039;&#039;&#039; to share what wisdom they have learned now that their blessing of Sand-blasted Ties is fading, as well as &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039;, who has invoked their Pallid Charm to ask a favour of &#039;&#039;the Empty One&#039;&#039;. In addition, two others, of Umarth and Odd Twiceborn&#039;s choosing, are welcome to present themselves to &#039;&#039;the Silent Kingdom&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each of these five will enter the chamber separately, at the invitation of a [[Inhabitants_of_the_realms#Heralds|herald]], there to meet &#039;&#039;the Lord of the Monolith&#039;&#039; himself. However, they will bring with them a partner. This person should know the invitee well, but be little known to &#039;&#039;the Father of Draughir&#039;&#039;. Preferably, they should not be a mage at all, for the cause goes much beyond the practice of magic. They will have a short amount of time to explain to &#039;&#039;the Prince in Rags&#039;&#039; what hypocrisies and weaknesses the invitee still has to overcome. To illustrate, Towlen Nighthaven may bring a friend, and that friend will speak to Sorin of Towlen Nighthaven&#039;s hypocrisies. &lt;br /&gt;
&lt;br /&gt;
The heralds explain that Towlen Nighthaven has requested help reclaiming the Book of Ahsaver. Their lord is not inclined to do so, but will offer a ritual taken from there to him, if the citizens of the Empire can prove they have begun to understand his wisdom in the chamber before him.&lt;br /&gt;
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===Bound by Obligation (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;Tharim&#039;s herald has presented a boon on behalf of the eternal Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkans that send a bloodied handprint along with any Tribute to the Thrice Cursed Court will receive a boon from Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The boon will grant the user a way to contact the eternal&#039;&#039;&#039;&lt;br /&gt;
Beneath a waning moon, a creature trussed in rusted chains emerges from the Imperial Regio ahead of the summit. It speaks through a jaw bound by iron, its gesture&#039;s constrained by the scrape of iron upon iron. It is clearly a herald of [[Tharim]], but it explains that &#039;&#039;Stoneheart&#039;&#039; is held by black iron law of a sworn oath, and so it is here to carry a message on behalf of the vile wretch [[Agramant]]. &lt;br /&gt;
&lt;br /&gt;
Grinding and chipping its teeth behind the jagged tines encasing its mouth, the herald recites the message. In remembrance of the Howler&#039;s favoured collaborator Milos Durenovich - so cruelly butchered as they sought to secure the survival of their people - &#039;&#039;Ropechewer&#039;&#039; shall offer the people of [[Varushka]] a boon. Throughout the coming summit, any citizen of Varushka who sends a bloodied handprint alongside a [[Tribute to the Thrice Cursed Court]] shall receive, with their allotment of [[vis#Heart&#039;s Blood|heart&#039;s blood]], a bloodied twig - a talisman allowing its user to send a missive to &#039;&#039;Drowner&#039;&#039; in his icy abode.&lt;br /&gt;
&lt;br /&gt;
With a rattling groan and a look of palpable disgust, the herald then proceeds to depart once more into the regio, shedding flakes of corroded metal that dust the dewy grass underfoot with each step.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===The Turning of the Wheel (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon is sending two of its heralds at 10:15 on Saturday, tasked with a public relations mission&#039;&#039;&#039;&lt;br /&gt;
[[Sinokenon]] is an [[eternal]] whose relationship with the Empire has generally been consistently cordial, if never close. It has tended to pay most attention to the Empire at times when the ruling [[the Throne|Throne]] of the era has been able to successfully bend the institutions of the Empire to a single cause; nevertheless, even in less unified times it has rarely shown the Empire animosity. It has helped the Empire in recent years, most notably assisting the Archmage of Day to warn the people of [[Tsark]] of a planned raid by the [[Axos|Axou]] and the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
Recently, it attempted to help the foreigners of the [[Mirror_and_the_flame#The_Silver_Flame_of_Unity|Silver Flame enclave]] with their negotiations with the Empire. However, these efforts seem to have been unsuccessful, and the Conclave chose to [[387YE_Winter_Solstice_Conclave_sessions#Alignment:_Sinokenon,_Neutrality|rebuke]] Sinokenon&#039;s advances. While the Silver Flame have [[Journeys_end_in_lovers_meeting#Flame_on_the_pinnacle|their own response]] to the failure of those efforts, Sinokenon&#039;s heralds have reached out to the [[Civil Service|civil service]] expressing what appears to be genuine confusion and concern. They profess to be alarmed by the very idea that Sinokenon would ever seek to subvert or countermand the [[Imperial Constitution]].&lt;br /&gt;
&lt;br /&gt;
The ministers of the &#039;&#039;Silver Ministry&#039;&#039; appear to believe that this must be some kind of misunderstanding. They have assured the civil service that Sinokenon has never been more certain that the Empire is going in the right direction. Their ministers have made clear that, in particular, they regard Emperor Vesna as a particularly gifted occupant of the Throne. They point to [[Push_for_victory|the recent Imperial address]] as proof of her statecraft. Apparently, &#039;&#039;That Which Lives In Its Name&#039;&#039; had been minded to petition the Archmage of Day for the Conclave&#039;s amity - but has now put these plans on hold. Instead, two of its ministers - the Senior and Junior Minister for Casinean Public Relations - have been instructed to visit Anvil at the Spring Equinox on the Saturday morning, so as to best gauge Sinokenon&#039;s reputation at the present time and to take steps to alleviate any dismay or misapprehension. &lt;br /&gt;
&lt;br /&gt;
Arriving around 10:15 and staying until a little after 13:00, they would be delighted to meet with the Archmage of Day as part of this visit; however, Sinokenon&#039;s heralds are clear that the real focus will be talking to the foundation-stones of the Imperial hierarchy - the ordinary people who make it work - and distributing gifts and pamphlets that demonstrate Sinokenon&#039;s beneficial intentions. They appear confident that by raising their reputation with the foundation of Imperial society in this manner, they will comprehensively dissolve any negative reputation for the &#039;&#039;Turning Mirror&#039;&#039; that might exist. It remains to be seen whether or not they are remotely correct in their assumptions.&lt;br /&gt;
&lt;br /&gt;
===Out in the Open (Roshanwe)===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe has asked for a meeting with the Archmage of Day &lt;br /&gt;
* &#039;&#039;&#039;A herald of the Navigator aims to arrive in the Hall of Worlds at 22:00 on Saturday&lt;br /&gt;
In a prompt and timely manner, but not too much in advance of the Spring Equinox, a message from the &#039;&#039;Finder of the Path&#039;&#039; is delivered in very neat handwriting to the civil servants working at the [[Astolat#Castle of Thorns|Castle of Thorns]]. This is all considered normal and usual, until the contents are read.&lt;br /&gt;
&lt;br /&gt;
A trusted herald of the &#039;&#039;Navigator&#039;&#039; intends to arrive in the Hall of Worlds on Saturday at 22:00 and hopes to speak with the [[Archmage of Day]] or their designated representative, regarding a particular matter. This is not a secret matter, as such, but simply something better discussed in person. Ideally without any eavesdroppers. The Archmage of Day is welcome to discuss their conversation with anyone they choose after the herald has left, but a degree of discretion is requested until that time.&lt;br /&gt;
&lt;br /&gt;
One last important note, this herald will &#039;&#039;not&#039;&#039; be talking about lighthouses, despite them being of great interest to the &#039;&#039;Beacon&#039;&#039;. If they choose to take the alleged expertise of [[Khobel Tavah]] on building them, over hers, as they did with [[Kimus]] when building the lighthouse at Apulian, that&#039;s absolutely fine. Of course, if Eilian Sweetwater had come to the &#039;&#039;Mariner&#039;&#039; when producing the [[For_those_in_peril_on_the_sea|appraisal]] on the matter, even to ask her opinion, he might not be in such dire straits as he is now, but what&#039;s done is done. If the Empire ever &#039;&#039;did&#039;&#039; want to talk to &#039;&#039;The Finder of the Path&#039;&#039; on the topic however, a [[Archmage#Plenipotentiary|plenipotentiary]] on the topic would be very pleasing.&lt;br /&gt;
&lt;br /&gt;
===Staring at the Sun (Kimus)===&lt;br /&gt;
* &#039;&#039;&#039;Kimus brings word of a collaborative effort between itself and a coven of seers from Redoubt to better understand the threat of Cold Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizeni, particularly the current seat of the Brilliant Star, Volidus, should expect the eternal&#039;s heralds at 18:15 on Friday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Unfolding from [[Regio#The_Imperial_Regio|the Imperial regio]] as the sun is at its zenith but days before the Spring Equinox, a Vizier of [[Kimus|&#039;&#039;She Who Watches&#039;&#039;]] goes initially unnoticed amidst the sweltering heat of high spring. The herald is content to remain motionless as they observe the comings and goings of Anvil through its many staring eyes.&lt;br /&gt;
&lt;br /&gt;
When it is finally approached and asked why it is here, they seem to consider the question with the same unblinking intensity before finally responding. They explain that in distant [[Redoubt]], within the dead caldera of a long-dead volcano lies &#039;&#039;Terminus Sol&#039;&#039; a potent regio corrupted by the invasion of [[Cold Sun]]. At this very moment, the Vizier continues, a [[coven]] of [[seer|seers]] from [[Redoubt#Delving|Delving]] known as &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; is preparing to divine knowledge and understanding from the blinding fire of Cold Sun.&lt;br /&gt;
&lt;br /&gt;
This process, formulated with assistance from &#039;&#039;The Celestial Eye&#039;&#039;, depends on a final element - one that must be carried through the [[Sentinel Gate]]. The herald requests that representatives of [[Urizen]], in particular Volidus, the overseer of the Brilliant Star, should watch the [[Hall of Worlds]] for the arrival of further emissaries of &#039;&#039;The Glass of the Heavens&#039;&#039; at six hours and fifteen minutes past midday upon the first day of the coming equinox.&lt;br /&gt;
===Whalefail (Leviathan)===&lt;br /&gt;
* &#039;&#039;&#039;Leviathan has failed to secure any of Damakhan&#039;s blades&lt;br /&gt;
&#039;&#039;[[Leviathan|She Who Counts the Ripples]]&#039;&#039; has [[To_fight_aloud#The_Forge|expressed an interest]] in the artefact known colloquially as the Sword of Damakhan. Wishing to secure the item for its historical value, the &#039;&#039;Fish of Why&#039;&#039; made an approach to &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039; who wields the blade as [[general]] of the [[Argent Sword]]. Through a special performance of [[Swim Leviathan&#039;s Depth]], discussion was had of what payment might be required to claim the blade. It seems that the [[Urizen|Urizeni]] were keen to replace their single sword with three other famous blades of Damakhan, tied to the three pillars of their nation. The &#039;&#039;Watcher Beneath the Waters&#039;&#039; agreed to consider the matter, believing that some or all of these swords were part of the collection of [[Zakalwe|Weapon Wise]]. By all accounts the &#039;&#039;Deep One&#039;&#039; was certain he could persuade Zakalwe to part with one of the blades. Clytemnestra was clear however that it would take all three swords to secure the final lesson of Damakhan.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, a morose herald of the &#039;&#039;Hierarch of the Deepest Depth&#039;&#039; delivered a message to the Castle of Thorns. &#039;&#039;The Unspeakable One Who Lies Beneath The Eternal Ocean&#039;&#039; has failed utterly to make Zakalwe see reason and hand over &#039;&#039;any&#039;&#039; of the swords Clytemnestra wants let alone all three of them. As a consequence, he wishes to assure the Urizen that he has withdrawn his statement of interest in acquiring the blade and will instead watch with interest as it continues to carve its path through history.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Tyrannical Discipline (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Emerald Scholar in Sable Ribbons desires poetry from Steinr poets&lt;br /&gt;
* &#039;&#039;&#039;Performances of Whispering Shadow Courtiers can be enhanced to claim a bounty of crystal fire if they involve both an appropriate poem and poet&lt;br /&gt;
[[Whisper_Gallery#Members of the Court|The Emerald Scholar in Sable Ribbons]] is a known lover of poetry and is looking for some new reading material to &amp;quot;pass the time&amp;quot;. In particular, it has apparently acquired a taste for the poetry of the [[Steinr]] of [[Wintermark]]. During the Spring Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both poem and Steinr poet into the performance will receive three [[Vis#Crystal Fire|crystal fire]] in thanks. Each poet may only make one submission, but magicians of any people or nation may help as many Steinr wordsmiths as please them. It&#039;s not entirely clear how anyone knows this is the case; anyone speaking of it is invariably reporting something they heard from a friend of a friend or read somewhere they cannot put their finger on. There may be a nefarious plan here, or it might just be that the Scholar is simply interested in art. With the Whisper Gallery, it is sometimes hard to separate the two.&lt;br /&gt;
&lt;br /&gt;
Obviously there are several problems with this. The Whisper Gallery are under [[alignment#enmity|enmity]] of the [[Conclave]]. Whispering Shadow Courtiers is interdicted by that enmity. Accepting boons from an eternal under enmity is a crime. Of course, none of this is of the last concern to Emerald Scholar in Sable Ribbons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the Steinr poet is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Torch of Shadows (Janon)===&lt;br /&gt;
* &#039;&#039;&#039;Janon welcomes Vellenka Vanyanova as the new Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds will attend Anvil at 19:00 on Friday to dispense Janon&#039;s blessings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have also been seen throughout the Empire making similar offers to the people&#039;&#039;&#039;&lt;br /&gt;
Last season the conclave elected a new [[Shadowed Torchbearer]], &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, and [[Janon]] is quick to send her congratulations. The &#039;&#039;Muse of Fire&#039;&#039; loves to meet new people, and expresses hope that their new friend&#039;s tenure will burn fast and bright, leaving behind only beautiful ashes to inspire those who come after. In order to properly greet his new agent in the Empire, &#039;&#039;Freedom&#039;s Flame&#039;&#039; will send heralds to Anvil via the Hall of Worlds at 19:00 on Friday in order to dispense blessings, respond to requests and hand over a list of demands. The &#039;&#039;Night Sword&#039;&#039; is not a being noted for restraint. What sie wants remains to be seen.&lt;br /&gt;
&lt;br /&gt;
In the meantime, reports of heralds of the &#039;&#039;Scribe of Burning Names&#039;&#039; are becoming more and more common across the Empire. This is not entirely surprising; the &#039;&#039;Voice of Zorech&#039;&#039; is under [[Alignment#Amity|amity]] and the doors are wide open to xir servants. What is causing some raised eyebrows is the fact that more and more often these heralds are offering to &#039;bless&#039; those they meet, just as their counterparts in Anvil have been doing. The number of people willing to take them up on their offer varies from place to place; there is far more interest among curious Freeborn than there is among the cautious and restrained chapter houses of Highguard.&lt;br /&gt;
&lt;br /&gt;
Where people do accept the gift, the outcome is always the same. The &#039;blessing&#039; turns out to be nothing more than [[Unfettered Anarchy]], a curse well-known to the Empire. There are some minor consequences - arguments, brawls, and acts of civil disobedience from the afflicted. Magistrates reiterate once again that being cursed is no defence in the eyes of the law, and remind all citizens that responsibility for their actions is ultimately their own. Nonetheless, conservative onlookers observe this trend with a sceptical eye. Today the &#039;&#039;Firebrand&#039;&#039; offers blessings. What will it do tomorrow?&lt;br /&gt;
===Messups for Sadogua (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua has been having difficulty replying to his mail&lt;br /&gt;
* &#039;&#039;&#039;He intends to deal with it following the Arcane Colloquium on Saturday evening in the Hall of Worlds&lt;br /&gt;
* &#039;&#039;&#039;He wants to be clear he is definitely not Dumon&lt;br /&gt;
Over the last six months, claims the little black and yellow herald in the peculiar hat, the [[Sadogua|Brother of Wizards]] has received quite a lot of [[Missive for Sadogua|messages]] from his friends in the Empire. Unfortunately, since the Autumn Equinox, he has been having a... the herald is clearly paraphrasing here... a dickens of a time responding. Something, he says, is messing with his ability to dispatch his return messages. The herald says that the &#039;&#039;Globbersnotch&#039;&#039; believes that there are only two possible causes - that it is something to do with the current &amp;quot;star crisis&amp;quot; going on in the Empire (this would likely be the matter discussed in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune), or more likely that it is part of a sinister plot by his wicked old foes the &#039;&#039;Circle of Zulgan Tash&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To resolve the matter, he intends to send someone with authority to deliver his letters to the Hall of Worlds on Saturday evening after the [[arcane Colloquium]]. He promises that this won&#039;t disrupt the [[Sevenfold Path]] or [[Silver Chalice]] meetings, and he&#039;ll - that is his representative - will be out of there before [[Conclave]] starts. Anyone who sent a &#039;&#039;Missive to Sadogua&#039;&#039; at the Autumn Equinox or the Winter Solstice should come along and pick up a response. One way or another there will be a response. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuming&#039;&#039; of course that the &#039;&#039;Father of Bats&#039;&#039; still has [[Alignment#Amity|amity]] of course. Apparently some of his friends have mentioned that the [[Synod]] has been [[387YE_Winter_Solstice_Synod_judgements#Judgement_24|discussing]] the &amp;quot;fact&amp;quot; that he is the entity the [[Iron Confederacy|Suranni]] know as  &amp;quot;[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]]&amp;quot;. He would very much like to go on record, again, to make it clear that he is &#039;&#039;definitely not&#039;&#039; Dumon the Liar as he has explained to assorted Imperial magicians at various points. The Hand of Dumon and their ilk occasionally insist he &#039;&#039;is&#039;&#039; Dumon the Liar but that&#039;s coming &#039;&#039;entirely&#039;&#039; from them. Assuming good faith, this may be a complete misunderstanding fostered by the hard work he did helping the Empire [[Shake_it_off#A_Lot_Of_Mana|rescue large numbers of Suranni wizards]]. Alternatively, this might be another bad faith attempt to blacken his name by a Varushkan given he understands the judgement was raised by someone called &#039;&#039;Vaclav&#039;&#039;.&lt;br /&gt;
===Closed Caucus (Lashonar)===&lt;br /&gt;
* &#039;&#039;&#039;Lashonar is very unhappy and has barred Imperial citizens from its Caucus Forum&lt;br /&gt;
* &#039;&#039;&#039;It has asked the magistrates to investigate the theft of its (now) illegal ritual text&lt;br /&gt;
The eternal [[Lashonar]] has been placed under [[Alignment#Enmity|enmity]] by the Imperial conclave, allegedly for [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Lashonar,_Enmity|spilling Imperial secrets to the Empire&#039;s foes]]. Last season there was a meeting under its auspices arranged by the people of [[Axos]] - a [[My_soul_at_liberty#The_Magpie_in_the_Room|gathering of the Liberty Pact]]. After that meeting, the [[inhabitants of the realms#Heralds|herald]] responsible for ferrying Imperial delegates back and forth unexpectedly took the opportunity to deliver an announcement from their patron. The Empire, it says, is spreading lies about it and its intentions. As a consequence, for the foreseeable future, the [Lashonar#Caucus_Forum|Caucus Forum]] is now closed to Imperial citizens. Previously, before the enmity, Lashonar had simply removed the ability of the [[Archmage of Night]] to request the Forum, no questions asked. Now, though, it will not consent to arrange &#039;&#039;any&#039;&#039; meetings for magicians of any nation that will include Imperial citizens. Instead, he will calmly explain why that is not possible - because the Empire have unfairly defamed the &#039;&#039;Keeper of the Gates of Wisdom&#039;&#039; when all they wanted was to help people talk to one another.&lt;br /&gt;
&lt;br /&gt;
Further details have since emerged, primarily in the form of messages delivered by tired wizards from [[Faraden]] of all places. If the Conclave ever wants to rectify this, they can use a [[declaration]] of [[Alignment#Acceptance|Acceptance]] to retract any claims that Lashonar is intentionally &amp;quot;spilling secrets&amp;quot; and to apologise for how they have treated her. Or they can just put up with being barred from the single most effective way for folk in all parts of the Known World to talk to one another. The &#039;&#039;Eater-of-Silence&#039;&#039; does not care either way.&lt;br /&gt;
&lt;br /&gt;
In addition, Lashonar would like to complain that he is the victim of a crime. He asked repeatedly for Imperial magicians to return the ritual text for the &#039;&#039;Summoning of the Loquacious Birds&#039;&#039; to him and they have refused. He would very much like the Imperial magistrates to investigate this theft, and reminds them that as a ritual that draws directly on the power of an eternal under enmity, it is almost certainly illegal to have it and ought to be destroyed. Or returned to its maker. Lashonar suggests they might like to start with the &#039;&#039;Guild of Ash and Embers&#039;&#039; in [[the League]] who were the last people to perform the ritual.&lt;br /&gt;
&lt;br /&gt;
Lashonar, it appears, is taking this all very personally, despite protestations to the contrary.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140377</id>
		<title>Monarchs and outcasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140377"/>
		<updated>2026-06-10T19:04:52Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Mycelium for Old Rope (Llofir) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=A sacred ibis.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Key of dreams]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[Ripple of echoes]]&#039;&#039;&#039; deals with magic of a mortal or mysterious prevenance and &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; deals specifically with the ongoing chaos relating to the [[Astronomancy|astronomantic]] [[Astronomancy#Constellations|constellations]].&lt;br /&gt;
==Spring==&lt;br /&gt;
===No Hiding Place (Irra Harah)===&lt;br /&gt;
* &#039;&#039;&#039;The Prince with a Thousand Foes is somewhat put out&lt;br /&gt;
Last season, a group of smiths and landskeepers [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|were invited]] by the [[Irra_Harah|&#039;&#039;Warrenwise&#039;&#039;]] to attend a meeting at the &#039;&#039;Hare Stone&#039;&#039; in order to help address a particular issue. With that issue resolved, the group departed with a number of gifts from &#039;&#039;Papa Otec&#039;&#039; in thanks, including an incredibly powerful [[:Category:Paraphernalia|coven stone]] called &#039;&#039;the Protector&#039;s Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Apparently, that same evening that same powerful coven stone was deliberately destroyed by a casting of [[Words of Ending]]. To say &#039;&#039;The Prince with a Thousand Foes&#039;&#039; is insulted and upset would be something of an fairly massive understatement. When a visiting herald informed the civil service of this, words along the lines of &amp;quot;let&#039;s see them cast [[Forge the Wooden Fastness]] in [[Mournwold#Alderly|Alderly]] again, I fucking dare them&amp;quot; were spoken in rather unkind tones to poor Jorgen. For the moment it doesn&#039;t seem that &#039;&#039;Shacklebreaker&#039;&#039; has taken any immediate action, but if the events surrounding the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] and past issues with the [[Frozen Citadel of Cathan Canae]] are anything to go by, it may not be wise to rely &#039;&#039;too&#039;&#039; much on Forge the Wooden Fastness until the &#039;&#039;Ward of the Young&#039;&#039; has been placated.&lt;br /&gt;
===Mycelium for Old Rope (Llofir)===&lt;br /&gt;
* &#039;&#039;&#039;Last season, Llofir offered the Navarr a boon offering help raising their army in return for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This season, Llofir is offering the equivalent of 20 mithril for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs must all be of the same type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs can be handed over to Avery Farkas on the Sunday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity will not be available after the Spring Equinox is over&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Llofir|Rotlord]] approached the Navarr seeking their help - they need a huge bounty of herbs to power the creation of a new Paludarium and were willing to offer weapons and armour made from mycelium to help fund a new Navarr army. They wanted up to a thousand herbs, and offered the equivalent of 15 mithril in exchange. It&#039;s not clear if a large sapient mushroom can be disappointed, but if it could then it would be when no herbs were forthcoming.&lt;br /&gt;
&lt;br /&gt;
After some consideration, the eternal has taken the assumption that the deal did not go ahead because the eternal did not offer enough in return. As a result, it has reiterated its offer but found more mycelium to pay for it. Now it offers the equivalent of &#039;&#039;&#039;20 mithril&#039;&#039;&#039; for &#039;&#039;&#039;1000 herbs&#039;&#039;&#039; - or proportionately less if preferred.&lt;br /&gt;
&lt;br /&gt;
Eventually someone is able to track down one of Llofir&#039;s heralds and explain that one reason no herbs were delivered may be because the eternal didn&#039;t specify how the herbs &#039;&#039;could&#039;&#039; be handed over. After due consideration, the heralds ask Avery Farkas, one of the Navarr egregores, to nominate someone to organise and collect the herbs. Once Avery has found a willing volunteer, they can gather all the herbs they can acquire and then hand them over to Avery on the final day. A herald will collect them after the summit is over and ensure that they get given to Llofir. &lt;br /&gt;
&lt;br /&gt;
There are two catches, the first is that the herbs must all be of the same type. Llofir&#039;s intends to consume all the herbs at the same time. The second is that the army must [[Mushroom,_mushroom,_mushroom#A_New_Army|be dedicated to the destruction of the vallorn]]. The army need not be linked to Llofir, it doesn&#039;t need to embrace the scouring quality - but the Senate motion to raise the army must clearly state that it is dedicated to the destruction of the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===Gilded Bouquet (Eleonaris)===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris reaches out to her allies in the Empire to offer aid with invocations of her &#039;&#039;Knights of Glory&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elodian herself, one of Eleonaris&#039; captains, is expected to arrive at 21:00 on Friday via the Hall of Worlds&lt;br /&gt;
All is well in the Empire, at least as far as the &#039;&#039;Lady of Pennants&#039;&#039; can tell, yet something must be amiss? Only three of her cohorts were summoned last season to join the Empire&#039;s great campaigns, half as many or fewer as were cast each season in the rest of the 387YE. Elodian, favoured herald of the &#039;&#039;Commander of the Golden Armies&#039;&#039; informs her that the Empire has been facing some issues with its regio recently, to which she is deeply distraught. Not back long from [[Where_the_slow_river_flows#Stormbreak|fighting alongside the Green Shields]] in [[Mitwold]], Elodian is quickly sent to travel to Anvil to offer some aid to help with further castings of the [[Knights of Glory]] and is expecting to arrive via the Hall of Worlds at around nine in the evening on Friday during the summit, to distribute these favours to any who might need them.&lt;br /&gt;
&lt;br /&gt;
Elodian comes with a purpose of her own, as well as the one set by the &#039;&#039;Lady of Pennants&#039;&#039;. Apparently, the soldiers of the [[Valiant Pegasus]] were acting awfully strange towards Elodian and her hammersmiths when fighting alongside them and the Green Shields in Mitwold this season. She is concerned that she may have in some way offended the Highborn, and so has asked the [[Archmage of Summer]] or her representative to meet her at the Hall of Worlds that she might be guided to the Chapel in the Highborn camp to speak to either &#039;&#039;&#039;Lucifer&#039;&#039;&#039; or the newly elected General of the Army. If her [[Root_and_branch#From_the_West|old comrade]] &#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, other Highborn or anyone else might be willing to show up to explain why she and her warband might be being [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|treated differently]], she would be very grateful.&lt;br /&gt;
==A Boon For All Seasons (Various)==&lt;br /&gt;
* &#039;&#039;&#039;The regents of the Summer Realm promised boons to Dawn for winning the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant, Meraud, Barien and Rhianos have each offered a boon to one of the Knight Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The eternals of the Summer Realm that currently enjoy the [[Alignment#Amity|amity]] of the [[Conclave]] promised to grant a boon to the nation that won [[Opening ceremonies|the Drottningbjotha]]. The team put together by Enchanter Vesper Lucentia on behalf of Dawn, was ultimately victorious, and so the three regents and their wise counsellor, Adamant, Meraud, Barien and Rhianos, prepare to make good on their promise.&lt;br /&gt;
&lt;br /&gt;
Their original plan was to create one grand boon together, with each regent competing to add something to the magic. Unfortunately, that group quickly fall to squabbling. Rhianos argues for an idea involving beautiful seahorses made from foam and spume, that would lead Dawnish knights on adventures, Barien suggests a plan involving weavers producing inspiring banners, while Adamant is insistent that what the Dawnish really want is for Koboldi to build an enormous tower on top of the highest mountain in Dawn so that they can reach the stars &amp;quot;and fix them&amp;quot;, while Meraud wants to unleash a trio of terrifying giants through the forests of Astolat so that the yeofolk can have tests of mettle trying to kill them. Eventually Barien is forced to accept that there is no possible way that the regents of Summer can cooperate and that very clearly none of them have the slightest idea what Dawn might want.&lt;br /&gt;
&lt;br /&gt;
After a lot more arguing there is a compromise, each lord will adopt a single [[knight-protector]], the closest to their heart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rhianos chooses the Knight-Protector of Spring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud chooses Artreus D&#039;Fauntine, the Knight-Protector of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien chooses the Knight-Protector of Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant chooses Aletheia Wooder, the Knight-Protector of Winter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the chosen knights will receive a favour from their summer patron. They can use their favour to request a boon from the eternal in question, activating the magic will allow the knight to send a short simple message to the summer realm. They should use this to let their patron know what their heart desires. Barien&#039;s herald is clear that this boon is for the Land of the Glorious Morning (by which he means Dawn). Barien expects whatever it is that Dawn most wants to magically manifest itself in the hearts of the Knight-Protectors. Barien is generally considered the wisest of all the Summer eternals, but all too often that is a very low bar.&lt;br /&gt;
&lt;br /&gt;
The Knight-Protector of Spring is due to be re-elected this season, so &#039;&#039;Furole&#039;&#039; has given his boon to the Dawnish egregore. Once the nation has made their choice then the new Knight-Protector will receive &#039;&#039;Lady Gullscry&#039;s&#039;&#039; favour. Likewise Barien intends to wait until the nation appoints a new Knight-Protector of Autumn and make the same arrangements. Neither Meraud nor Adamant are content to wait, so their favoured knights will receive their favours this season. Of course the knight-protector can choose &#039;&#039;when&#039;&#039; to use their boon, but the &#039;&#039;Iron Duke&#039;&#039;s suggests they do not wait &#039;&#039;too&#039;&#039; long. The lords of the Summer Realm can only aid the Empire while they have amity - and who knows how long the fickle affections of the [[Conclave]] will last?&lt;br /&gt;
&lt;br /&gt;
The herald also points out that the powers of the regents of Summer are as far from limitless as the Sun is distant from the Moon. These favours are the kind a knight should expect from their liege for winning an important tourney. Dawn&#039;s knight-protectors may ask for &#039;&#039;anything&#039;&#039;, the regents of the Summer realm will determine what they &#039;&#039;get&#039;&#039;. Perhaps Barien is not such a naïf after-all...&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===How to Succeed in Business (Ephisis)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Dispose of the Quicksilver&#039;s Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type: &#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; The beneficiary of the sale&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Benefit:&#039;&#039;&#039; 80 wains of white granite and 240 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Quicksilver&#039;s Flame will be dismantled and removed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the beginning of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Cannot proceed if a [[declaration]] of [[Alignment#Acceptance|acceptance]] prohibits the sale&lt;br /&gt;
* Cannot proceed if Ephisis is under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could sell the Quicksilver&#039;s Flame to the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sale requires a Senate motion to cede the fortification to the eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could use a declaration of acceptance to veto the sale&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Prince of Scales&#039;&#039; has a buyer with some very specific requirements. They wish to purchase a fortification, and by good fortune, the Quicksilver&#039;s Flame in [[Morrow]] is close enough to their specifications. As a result, the &#039;&#039;Grand Plutocrat&#039;&#039; is ready and willing to facilitate the exchange, assuming the Empire is prepared to sell. The City offers the construction cost of 80 wains of white granite and 240 crowns in return for the right to dismantle the fortification and remove it... lock, key and gatepost. &lt;br /&gt;
&lt;br /&gt;
The proposed sale has some constitutional implications, to put it mildly. The fortification is the property of the Empire; nobody, not even the Conclave, can simply dispose of it without the explicit approval of the Imperial [[Senate]]. Legally, it is very clear that the sale requires the fortification to be [[Powers_of_the_Imperial_Senate#Concedence|ceded to the eternal]] - and that can only happen with a successful [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
However, the [[Conclave]] have the responsibility to &#039;&#039;&amp;quot;ensure the fit and proper use of magic&amp;quot;&#039;&#039;, so this arrangement clearly falls squarely within their purview. After lengthy consideration, the Constitutional Court are not inclined to &#039;&#039;require&#039;&#039; the Conclave to approve the sale using a [[declaration]] - instead they have issued guidance that the concession could not proceed if the Conclave passed a declaration of [[Alignment#Acceptance|acceptance]] to reject the offer. While this is clearly a compromise, the Court hopes that it at least balances the constitutional rights of both houses without putting additional burdens on their capacity and time.&lt;br /&gt;
&lt;br /&gt;
If the Senate were minded to accept the sale, then the motion should state who will receive the sale funds. The offer remains available for one year, until the beginning of the Spring Equinox 389YE.&lt;br /&gt;
===The Final Vault (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;An Ephisis herald plans to auction entry to a final vault of the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Posters naming the owner of the vault will be provided at the Hub and the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 20:00 on Friday in the Hall of Worlds, using crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 11am and 1145am on the Saturday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Autumn regio of the Empire have been mercifully free of flyers recently. A week before the Spring Equinox, that changes. Several powerful autumn regio begin to spew forth flyers like a geyser erupting. The stream of papers forms a vaguely humanoid shape, which announces in a booming voice that &#039;&#039;Keel, respected herald of the Hidden Prince&#039;&#039; is ecstatic to announce their final auction for exclusive visitation to one of the City of Gold and Lead&#039;s vaults whose owner has long since defaulted on payment.&lt;br /&gt;
&lt;br /&gt;
There is an awkward apology with the unseasonable delay - unfortunately this particular vault has run into some trouble. The Lictors got themselves involved, demanding proof of the owner&#039;s untimely demise. Now that this has been provided, they are unable to stop the auction continuing. Hurrah!&lt;br /&gt;
&lt;br /&gt;
Posters will be left in the Hall of Worlds and the Hub detailing the owner of this season&#039;s vault - but Keel promises that this one is &amp;quot;a doozy&amp;quot; and &amp;quot;a fitting finale&amp;quot;. The auction itself will take place at 8pm on the Friday of the Spring Equinox in the Hall of Worlds. The currency will be crystal mana.&lt;br /&gt;
&lt;br /&gt;
Four slots, each lasting 5 minutes, will be auctioned. Each slot allows four people entry into the vault. Whilst inside, visitors may act as they wish. They will be permitted to leave with a small basked of goods (containing no paper) and a single piece of paper each should they wish. Any objects (besides the single piece of paper each) which do not fit in the basket, and any paper place in the basket must be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
As always, Keel warns that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value left for them to take. She hopes that in these circumstances, the lucky visitors would still enjoy a rare visit to the City - even though they will be of course unable to see any of it outside the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to reach the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
This season, the slots to visit the vault will only be available between 11am and 11:45am on the Saturday of the Spring Equinox. Availability should be assured before committing to bidding to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; &#039;&#039;&#039;Access Information&#039;&#039;&#039;&amp;lt;/br&amp;gt; Full access information for the vault encounters are available on request from any crew member with a radio. But in particular we wish to draw attention to the fact that this vault makes extensive use of written material, and sifting through written information to a time limit is a key aspect of the encounter.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One-Hahaha, Two-Hahaha (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead is offering to create proposals for a Counting House in Hercynia, Kallavesa or the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each would require the construction of a large edifice which would need to be ceded to Ephisis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The territories in question would see a boost in taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City must permit all trade bar the &#039;&#039;sale&#039;&#039; of people in the Counting House&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City will proceed to draw up a detailed proposal if requested to do so by the Conclave&#039;&#039;&#039;&lt;br /&gt;
Erlend Gunnulfsson has been pressing the heralds of the [[Ephisis|City of Gold and Lead]] to consider the creation of a fane, a grand structure dedicated to the marketplace, a site where coins can flow like water turning the wheels of commerce and bringing [[Prosperity]] to all. Surprisingly, the City initially rejected the idea of building such a structure in one of the great cities of [[the League]]. The reasoning was simple - the cities of [[the League]] are some of the richest and wealthiest places in the Empire - there is no doubt at all that building a counting house would provide profits there, but [[Holberg]], [[Temeschwar]], [[Sarvos]], [[Spiral#Apulian|Apulian]] and [[Tassato]] are all thriving! Businesses are open, prices are low, the markets are competitive. &lt;br /&gt;
&lt;br /&gt;
The City of Lead and Gold does not go rushing blindly into a busy marketplace. Not when there are other lands which businesses are scarce, prices are high and competition is sorely lacking. The purpose of a Counting House is not to make money - that is the purpose of the occupants of the Counting House. The reason to build a house, the reason to create one, is to encourage trade, to bolster businesses, to encourage the local economy to flourish.&lt;br /&gt;
&lt;br /&gt;
For this reason the factors of the &#039;&#039;Prince of Scales&#039;&#039; believe that the returns for everyone would be better if a Counting House was build somewhere where trade does not currently flourish. Having ruled out current territories where war is currently raging, the City has identified three territories that would all benefit significantly from the presence of a Counting House, namely [[Kallavesa]], [[The Barrens]] and [[Hercynia]]. The three are presented in order of which would benefit the most, but all three are very close, there is not much in it.&lt;br /&gt;
&lt;br /&gt;
Before they put further time into such a proposal, the hands of the &#039;&#039;Merchant Queen&#039;&#039; wish to be certain that a proposal would be welcomed. Arrangements would need to made, the Empire would need to pay for a substantial investment, at least thirty wains, possibly more, and the resulting edifice would need to be ceded to Ephisis once it was complete. They would then choose someone to operate the Counting House and look to make a profit thereby. Goods would then be widely available in the territory, people could come to the Counting House to buy and sell as they please, just as folk trade using [[Ephisis&#039; Scale]] now. That would be bound to increase taxation in the territory - boosting the Imperial and Anvil economy.&lt;br /&gt;
&lt;br /&gt;
Such are the many positive gains to be had from the wonders of trade. But the heralds note two concerns - the first is that trade in anything would need to be legal in the Counting House. Out of deference to the particular wishes of the Empire, the Counting House will not engage in any trade in people, an easy agreement to make since the current seat of the Voivode of Chains is empty and likely to remain so. However, they cannot stop the trade in any other physical goods, as such restrictions are anathema to the agents of the &#039;&#039;High Merchant&#039;&#039;. If a bustling trade in substances like bite, as takes place now via [[Ephisis&#039; Scale]], were going to prove a problem then it may be better not to proceed.&lt;br /&gt;
&lt;br /&gt;
Of course, the inhabitants of the City thinks it would be better if the Empire scrapped these foolish laws placing limits on trade altogether. But, they understand that mortals are often unwilling to do that, despite the many clear benefits that unrestricted access to the marketplace serves to lower prices for everyone. However, since the Counting House would need to be ceded anyway, legally all trades would be taking place under the auspices of the City of Gold and Lead, rather than being covered by [[Imperial law]]. Still, the heralds appreciate that legal technicalities may not solve all problems, and so they politely request that the Conclave use a declaration of acceptance &#039;&#039;if and only if&#039;&#039; they wish the City of Gold and Lead to make a formal proposal for the construction of Counting Houses in the three territories. &lt;br /&gt;
&lt;br /&gt;
Such a request should made with the full understanding that it would need to be ceded to the City, that the City would chose who ran the Counting House and that all trade - bar the sale of people would be fully legal within the premises. If the conclave indicate that those arrangements meet the Empire&#039;s need, then the City will spend the time and money needed to produce a detailed specification to be presented for consideration, as soon as it is available. The factors of the City of Gold and Lead understand if those conditions are not acceptable to the Empire, but on this occasion, the conditions are not negotiable.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of the Maggot (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Callidus is keen to reach out to the maggots of Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Several secretaries are expected to visit the Wintermark camp at 12.30 on Sunday&lt;br /&gt;
The [[Callidus|Prince of the Argent Tontine]] has received reports from his heralds that the wise and practical [[Wintermark_economic_interests#Maggot|maggots]] of Wintermark are an unfairly maligned group, and wishes to exalt and encourage them. To this end, he intends to send a small number of his secretaries to the Wintermark camp at around half past twelve on Sunday afternoon, to help any interested parties who wish to embolden and enhance their skills in maggotry for the coming year.&lt;br /&gt;
&lt;br /&gt;
Those who wish to barter for these boons are advised to be able to provide a token; a piece of jewellery, an amulet or personal talisman, or some similar trinket. In the event of successful negotiation, the heralds plan to invest a little bit of Autumn magic into this token.&lt;br /&gt;
&lt;br /&gt;
===Closing Orders (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039; Multitudo, herald of Callidus, will be showing up at 19:30 on Saturday to discuss the purchase of the sash of Guerra. &lt;br /&gt;
A herald of [[Callidus]], a short figure with curling horns and gold lines running over their skin, has delivered a letter to the civil service at [[Anvil]]. The letter contains an offer of a business deal, an opportunity for [[the Brass Coast]], [[Magpies]] and anyone else interested to purchase the Sash of [[Guerra]].&lt;br /&gt;
&lt;br /&gt;
This will be a direct sale at Anvil, as a member of the trade party will have the Sash on them. The deal will be done with Multitudo and a second party at 19:30 on Saturday of the Anvil Summit. The lackey of the &#039;&#039;Prince of the Argent Tontine&#039;&#039; stresses that this is one-time offer, to demonstrate what can be achieved if the Empire truly desires it. They do not intend to initiate such a services again, the finding of lost items, however the &#039;&#039;Golden Bargainer&#039;&#039; is more than willing to consider it in response to a [[Archmage#Plenipotentiary|plenipotentiary]] in which it was the sole subject.&lt;br /&gt;
&lt;br /&gt;
===The Hunt for Stephen of Sarcombe (Lictors)===&lt;br /&gt;
* &#039;&#039;&#039;The Sun Chamber has requested that the Lictors help track down and arrest Stephen of Sarcombe&lt;br /&gt;
The [[Lictors]] were delighted to receive a request for assistance from the Sun Chamber last season. That the future of the empire cares so deeply about arresting criminals and punishing oath breakers speaks well to its prospects. The Lictors will &#039;&#039;always&#039;&#039; be keen to offer their assistance in hunting down such individuals and providing all aid possible, and given their current level of [[Alignment#Amity|access]] to the Empire they are ideally placed to do so.&lt;br /&gt;
&lt;br /&gt;
There is however the small matter of proof. The accusations that the Sun Chamber have made are &#039;&#039;exceptionally&#039;&#039; serious and not to be levelled lightly. Under normal circumstances, the &#039;&#039;Brass Magistrates&#039;&#039; would ask to see contractual evidence to support, the cities of the Labyrinth always recommend a formal written contract for anything of import, so that these things can be independently verified, but they are aware that that is not always possible. And ultimately, an oath is still an oath, even if no record of it is ever made.&lt;br /&gt;
&lt;br /&gt;
In the case of Stephen of Sarcombe however, the Brass Magistrates have carried out an initial investigation and the situation remains occluded. The individual has sworn oaths of fealty, that much is true, just not to the Empire as far as the &#039;&#039;Reckoners&#039;&#039; can tell. Stephen was born in Mournwold, but the territory was under the rule of the Jotun at the time. The &#039;&#039;Chainbound&#039;&#039; have yet to find evidence that Stephen was ever oathbound to the Marches. &lt;br /&gt;
&lt;br /&gt;
Of course there may be more to discover. The Lictors have been invoked and consequences will follow. The &#039;&#039;City of Bar and Bond&#039;&#039; intends to dispatch one of their &#039;&#039;Reckoners&#039;&#039; to the Sodality Chamber at 8.30pm on the Friday of the Spring Equinox in order to discuss the specific nature of the Sodality&#039;s claims regarding Stephen&#039;s oathbreaking in order to consider what precise aid they may be able to render. The &#039;&#039;Furious Ones&#039;&#039; advise members of the Sun Chamber to gather what evidence they have in readiness, and prepare to make their case.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Question of Jetsam (Khobel Tavah)===&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah have confirmed that Eilian Sweetwater is entirely physically safe and will remain so indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eilian Sweetwater will be swiftly returned as befits &#039;&#039;lost flotsam&#039;&#039; if the Conclave makes a Declaration of Acceptance declaring themselves responsible for the consequences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Fleet Salvagemaster and the commissioner of Eilian&#039;s sabbatical are asked to attend a meeting on the Friday evening of the solstice at 22:10 to discuss the &#039;&#039;jetsam&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater is one of the more beloved prognosticators the Prognosticator&#039;s Office possesses. An experienced researcher with a can-do attitude that befits his long time as an active member of Storm&#039;s Run Striding, he is well-known for combining a passion for the lessons the Empire&#039;s history has to teach us with a willingness to put on his mud boots and wade into the practical constraints of a problem. Unfortunately, he has been missing for half a year - ever since his sabbatical pursuing a survey of the Empire&#039;s historical lighthouses was cut short by the [[Grendel]] invasion of Redoubt in the Autumn of 387YE. At the time, Eilian was investigating the ruins of the Lighthouse at Nikephoros, which had been destroyed in an earlier Grendel attack in the Winter of 386YE - he disappeared after the attack and has not been seen since.&lt;br /&gt;
&lt;br /&gt;
It is believed by some that he fled the Grendel into the caves below the lighthouse, where a powerful Winter regio lies in a cave known as the Cave of the Drowned. These rumours were given some support when, at a recent parley, the Winter eternal known as the Two-Who-Are-One, [[Khobel Tavah]], is said to have confirmed that Eilian was safe and in some sense under their protection. If this is true, however, it is not clear that Eilian is able to leave. Certainly, nothing of him has been heard since: until now. Some weeks before the Spring Equinox, a startling figure emerges from the door to the Hall of Worlds. Their gaunt, corpse-like appearance marks them as inhuman, a creature of the Realms. However, they are dressed in the garb of a Highborn sailor: the bell and the book at their belt suggest nothing more than a Steward of the Dead. Indeed, they identify themselves as the Speaker for the Drowned, herald of the Sunken Rope. They begin to relay a message from the eternal they serve.&lt;br /&gt;
&lt;br /&gt;
The figure recounts the missing part of the story of Eilian&#039;s flight. Separated from their companions on the island in the midst of the Grendel attack, Eilian fled wounded to the cave of the Drowned below the isle of Nikephoros. It seems the herald of [[Kimus]] known as Fotismos perished as they attempted to defend their charge. The drowned figure does not dwell on this point, mentioning only that the affairs of the &#039;&#039;Unblinking Eye&#039;&#039; are not theirs to comment upon but that the [[Archmage of Day|Archmage of the Sea Above]] probably ought to be informed.&lt;br /&gt;
&lt;br /&gt;
Alone and desperately afraid, Eilian believed in that moment that he would surely die. The Speaker says that a fervent and desperate plea from a terrified soul is exactly the kind of call that Fear Death by Water are responsive to. &amp;quot;There, in Her bosom and under His eye&amp;quot;, says the Speaker for the Drowned, &amp;quot;your missing &#039;&#039;lost flotsam&#039;&#039; is safe - [[Kaela|Queen Esk&#039;s]] touch cannot find him in the abyssal darkness of the uttermost salt. He is suspended in terror, and terror preserves.&amp;quot; They say this dispassionately - there is no sense of cruelty as one might expect from a representative of [[The Thrice-cursed Court]]. To the &#039;&#039;Speaker for the Drowned&#039;&#039;, it seems perfectly natural that one might exist in such a state - especially if one wanted to remain protected from harm.&lt;br /&gt;
&lt;br /&gt;
The Speaker explains that it is not the wish of Fear and Her Bride to deprive the Empire of their precious &#039;&#039;lost flotsam&#039;&#039;. Eilian is not theirs to keep - there are old laws of the sea regarding such things. However, the chamber in which he dwells, known as the Uttermost Salt, was not unoccupied. &amp;quot;There is &#039;&#039;jetsam&#039;&#039; there, too - something long sealed away by an old bargain. If the flotsam is to be released into your care - and he will need care - you should know that the &#039;&#039;jetsam&#039;&#039; within the Uttermost will also follow. The gate does not open for one alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned is clear that Eilian will be returned swiftly if the Conclave makes a Declaration of Acceptance - a suggested text is provided - thanking the Sunken Rope for taking care of their lost flotsam, and accepting all responsibility for what will follow and any doom that might subsequently fall. The Consorts of Dark Water are hopeful that his stay with them has given Eilian some ideas as to how the Lighthouse at Nikephoros, constructed as a grand regio in their name in times past, can be restored. If the Conclave decides they do &#039;&#039;not&#039;&#039; want to accept the consequences of his release, that is fine - Terror-Under-Wave will continue his preservation for as long as they wish. He will be physically entirely safe. There is no cause for alarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Speaker for the Drowned&#039;s suggested Declaration of Acceptance&amp;quot;&amp;gt;The Conclave thankfully claims Eilian Sweetwater as &#039;&#039;lost flotsam&#039;&#039; from Sunken Rope, and asks that the depths of the Uttermost Salt be emptied, that he might be immediately returned.&lt;br /&gt;
&lt;br /&gt;
In doing so, they accept full responsibility for the doom that will follow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorgen, the long-suffering [[Civil Service|civil servant]] who often fields visitors from the realms and asks what exactly this &#039;&#039;jetsam&#039;&#039; that will &amp;quot;follow&amp;quot; is, and what this &amp;quot;doom&amp;quot; that might subsequently fall might be. The Steward of the Drowned looks genuinely surprised at the question - it seems to have expected its cryptic utterances to be understood. After a little thought it says that it will arrange for a chamber to be adjoined to the Hall of Worlds at the time of favourable omen, so that the Empire may send its Receiver of Wreck to discuss the affair. &lt;br /&gt;
&lt;br /&gt;
When it is explained that no such position exists, it is finally agreed that the [[Golden Fleet Salvagemaster]], &#039;&#039;&#039;Caleb of the Cenotaph&#039;&#039;&#039;, and the hakima and public artist &#039;&#039;&#039;Allegra i Riqueza&#039;&#039;&#039; (who is responsible for Eilian&#039;s wellbeing) are invited to meet the Steward in the Hall of Worlds at 22:10 on the Friday of the Spring Equinox. They will adjourn to a chamber, where the matter of the &#039;&#039;jetsam&#039;&#039; will be discussed. The [[Conclave]] may want to defer their decision until this meeting has concluded - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
===Moments of Contemplation (Sorin)===&lt;br /&gt;
* &#039;&#039;&#039;The Tomb King invites five pairs of Imperial heroes to attend him in a chamber, beyond the Hall of Worlds, at 22:15 on the Saturday of the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named are Umarth Kannask, Odd Twiceborn, and Towlen Nighthaven. Each of these, and two others, must bring with them one who knows them intimately to enumerate their hypocrisies and weaknesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Should the Hungry Wolf be pleased that the Empire is learning well of his truth, then he consents to grant a ritual from the Book of Ahsaver to Towlen Nighthaven&#039;&#039;&#039;&lt;br /&gt;
Last season, the &#039;&#039;Tomb King&#039;&#039; [[The_thing_with_feathers#Moments_of_Silence_(Sorin)|sent his Sepulchral Pontifex]] to visit the Imperial Orcs with an offer. He is apparently quite pleased with the respect shown by the Unshackled at Anvil, and especially with the actions of &#039;&#039;&#039;Karrak&#039;&#039;&#039; and &#039;&#039;&#039;Stormsteel Skorr&#039;&#039;&#039;. The &#039;&#039;Whelpmaster&#039;&#039; also notes that one of their number, &#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039; has shown the wisdom and strength to take the title of [[Archmage of Winter]] from their predecessor. This too pleases the &#039;&#039;Lord of the Monolith&#039;&#039; as it means it should be even easier to arrange a [[Alignment#Acceptance|declaration of acceptance]] to offer him the contents of the tomb of Alicia-who-knew-the-path in Eoradal in exchange for the great boon that was offered. It would appear to be even more useful given the events in [[Mareave]] this season.&lt;br /&gt;
&lt;br /&gt;
[[Sorin|&#039;&#039;The Bleak Exarch&#039;&#039;]] notes the commitment the Empire has demonstrated toward his cause, that of ridding the self of weakness, but remains eternally unsatisfied, for the work is far from complete. He therefore invites &#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039; and &#039;&#039;&#039;Odd Twiceborn&#039;&#039;&#039; to share what wisdom they have learned now that their blessing of Sand-blasted Ties is fading, as well as &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039;, who has invoked their Pallid Charm to ask a favour of &#039;&#039;the Empty One&#039;&#039;. In addition, two others, of Umarth and Odd Twiceborn&#039;s choosing, are welcome to present themselves to &#039;&#039;the Silent Kingdom&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each of these five will enter the chamber separately, at the invitation of a [[Inhabitants_of_the_realms#Heralds|herald]], there to meet &#039;&#039;the Lord of the Monolith&#039;&#039; himself. However, they will bring with them a partner. This person should know the invitee well, but be little known to &#039;&#039;the Father of Draughir&#039;&#039;. Preferably, they should not be a mage at all, for the cause goes much beyond the practice of magic. They will have a short amount of time to explain to &#039;&#039;the Prince in Rags&#039;&#039; what hypocrisies and weaknesses the invitee still has to overcome. To illustrate, Towlen Nighthaven may bring a friend, and that friend will speak to Sorin of Towlen Nighthaven&#039;s hypocrisies. &lt;br /&gt;
&lt;br /&gt;
The heralds explain that Towlen Nighthaven has requested help reclaiming the Book of Ahsaver. Their lord is not inclined to do so, but will offer a ritual taken from there to him, if the citizens of the Empire can prove they have begun to understand his wisdom in the chamber before him.&lt;br /&gt;
&lt;br /&gt;
===Bound by Obligation (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;Tharim&#039;s herald has presented a boon on behalf of the eternal Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkans that send a bloodied handprint along with any Tribute to the Thrice Cursed Court will receive a boon from Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The boon will grant the user a way to contact the eternal&#039;&#039;&#039;&lt;br /&gt;
Beneath a waning moon, a creature trussed in rusted chains emerges from the Imperial Regio ahead of the summit. It speaks through a jaw bound by iron, its gesture&#039;s constrained by the scrape of iron upon iron. It is clearly a herald of [[Tharim]], but it explains that &#039;&#039;Stoneheart&#039;&#039; is held by black iron law of a sworn oath, and so it is here to carry a message on behalf of the vile wretch [[Agramant]]. &lt;br /&gt;
&lt;br /&gt;
Grinding and chipping its teeth behind the jagged tines encasing its mouth, the herald recites the message. In remembrance of the Howler&#039;s favoured collaborator Milos Durenovich - so cruelly butchered as they sought to secure the survival of their people - &#039;&#039;Ropechewer&#039;&#039; shall offer the people of [[Varushka]] a boon. Throughout the coming summit, any citizen of Varushka who sends a bloodied handprint alongside a [[Tribute to the Thrice Cursed Court]] shall receive, with their allotment of [[vis#Heart&#039;s Blood|heart&#039;s blood]], a bloodied twig - a talisman allowing its user to send a missive to &#039;&#039;Drowner&#039;&#039; in his icy abode.&lt;br /&gt;
&lt;br /&gt;
With a rattling groan and a look of palpable disgust, the herald then proceeds to depart once more into the regio, shedding flakes of corroded metal that dust the dewy grass underfoot with each step.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===The Turning of the Wheel (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon is sending two of its heralds at 10:15 on Saturday, tasked with a public relations mission&#039;&#039;&#039;&lt;br /&gt;
[[Sinokenon]] is an [[eternal]] whose relationship with the Empire has generally been consistently cordial, if never close. It has tended to pay most attention to the Empire at times when the ruling [[the Throne|Throne]] of the era has been able to successfully bend the institutions of the Empire to a single cause; nevertheless, even in less unified times it has rarely shown the Empire animosity. It has helped the Empire in recent years, most notably assisting the Archmage of Day to warn the people of [[Tsark]] of a planned raid by the [[Axos|Axou]] and the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
Recently, it attempted to help the foreigners of the [[Mirror_and_the_flame#The_Silver_Flame_of_Unity|Silver Flame enclave]] with their negotiations with the Empire. However, these efforts seem to have been unsuccessful, and the Conclave chose to [[387YE_Winter_Solstice_Conclave_sessions#Alignment:_Sinokenon,_Neutrality|rebuke]] Sinokenon&#039;s advances. While the Silver Flame have [[LINK|their own response]] to the failure of those efforts, Sinokenon&#039;s heralds have reached out to the [[Civil Service|civil service]] expressing what appears to be genuine confusion and concern. They profess to be alarmed by the very idea that Sinokenon would ever seek to subvert or countermand the [[Imperial Constitution]].&lt;br /&gt;
&lt;br /&gt;
The ministers of the &#039;&#039;Silver Ministry&#039;&#039; appear to believe that this must be some kind of misunderstanding. They have assured the civil service that Sinokenon has never been more certain that the Empire is going in the right direction. Their ministers have made clear that, in particular, they regard Emperor Vesna as a particularly gifted occupant of the Throne. They point to [[Push_for_victory|the recent Imperial address]] as proof of her statecraft. Apparently, &#039;&#039;That Which Lives In Its Name&#039;&#039; had been minded to petition the Archmage of Day for the Conclave&#039;s amity - but has now put these plans on hold. Instead, two of its ministers - the Senior and Junior Minister for Casinean Public Relations - have been instructed to visit Anvil at the Spring Equinox on the Saturday morning, so as to best gauge Sinokenon&#039;s reputation at the present time and to take steps to alleviate any dismay or misapprehension. &lt;br /&gt;
&lt;br /&gt;
Arriving around 10:15 and staying until a little after 13:00, they would be delighted to meet with the Archmage of Day as part of this visit; however, Sinokenon&#039;s heralds are clear that the real focus will be talking to the foundation-stones of the Imperial hierarchy - the ordinary people who make it work - and distributing gifts and pamphlets that demonstrate Sinokenon&#039;s beneficial intentions. They appear confident that by raising their reputation with the foundation of Imperial society in this manner, they will comprehensively dissolve any negative reputation for the &#039;&#039;Turning Mirror&#039;&#039; that might exist. It remains to be seen whether or not they are remotely correct in their assumptions.&lt;br /&gt;
&lt;br /&gt;
===Out in the Open (Roshanwe)===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe has asked for a meeting with the Archmage of Day &lt;br /&gt;
* &#039;&#039;&#039;A herald of the Navigator aims to arrive in the Hall of Worlds at 22:00 on Saturday&lt;br /&gt;
In a prompt and timely manner, but not too much in advance of the Spring Equinox, a message from the &#039;&#039;Finder of the Path&#039;&#039; is delivered in very neat handwriting to the civil servants working at the [[Astolat#Castle of Thorns|Castle of Thorns]]. This is all considered normal and usual, until the contents are read.&lt;br /&gt;
&lt;br /&gt;
A trusted herald of the &#039;&#039;Navigator&#039;&#039; intends to arrive in the Hall of Worlds on Saturday at 22:00 and hopes to speak with the [[Archmage of Day]] or their designated representative, regarding a particular matter. This is not a secret matter, as such, but simply something better discussed in person. Ideally without any eavesdroppers. The Archmage of Day is welcome to discuss their conversation with anyone they choose after the herald has left, but a degree of discretion is requested until that time.&lt;br /&gt;
&lt;br /&gt;
One last important note, this herald will &#039;&#039;not&#039;&#039; be talking about lighthouses, despite them being of great interest to the &#039;&#039;Beacon&#039;&#039;. If they choose to take the alleged expertise of [[Khobel Tavah]] on building them, over hers, as they did with [[Kimus]] when building the lighthouse at Apulian, that&#039;s absolutely fine. Of course, if Eilian Sweetwater had come to the &#039;&#039;Mariner&#039;&#039; when producing the [[For_those_in_peril_on_the_sea|appraisal]] on the matter, even to ask her opinion, he might not be in such dire straits as he is now, but what&#039;s done is done. If the Empire ever &#039;&#039;did&#039;&#039; want to talk to &#039;&#039;The Finder of the Path&#039;&#039; on the topic however, a [[Archmage#Plenipotentiary|plenipotentiary]] on the topic would be very pleasing.&lt;br /&gt;
&lt;br /&gt;
===Staring at the Sun (Kimus)===&lt;br /&gt;
* &#039;&#039;&#039;Kimus brings word of a collaborative effort between itself and a coven of seers from Redoubt to better understand the threat of Cold Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizeni, particularly the current seat of the Brilliant Star, Volidus, should expect the eternal&#039;s heralds at 18:15 on Friday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Unfolding from [[Regio#The_Imperial_Regio|the Imperial regio]] as the sun is at its zenith but days before the Spring Equinox, a Vizier of [[Kimus|&#039;&#039;She Who Watches&#039;&#039;]] goes initially unnoticed amidst the sweltering heat of high spring. The herald is content to remain motionless as they observe the comings and goings of Anvil through its many staring eyes.&lt;br /&gt;
&lt;br /&gt;
When it is finally approached and asked why it is here, they seem to consider the question with the same unblinking intensity before finally responding. They explain that in distant [[Redoubt]], within the dead caldera of a long-dead volcano lies &#039;&#039;Terminus Sol&#039;&#039; a potent regio corrupted by the invasion of [[Cold Sun]]. At this very moment, the Vizier continues, a [[coven]] of [[seer|seers]] from [[Redoubt#Delving|Delving]] known as &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; is preparing to divine knowledge and understanding from the blinding fire of Cold Sun.&lt;br /&gt;
&lt;br /&gt;
This process, formulated with assistance from &#039;&#039;The Celestial Eye&#039;&#039;, depends on a final element - one that must be carried through the [[Sentinel Gate]]. The herald requests that representatives of [[Urizen]], in particular Volidus, the overseer of the Brilliant Star, should watch the [[Hall of Worlds]] for the arrival of further emissaries of &#039;&#039;The Glass of the Heavens&#039;&#039; at six hours and fifteen minutes past midday upon the first day of the coming equinox.&lt;br /&gt;
===Whalefail (Leviathan)===&lt;br /&gt;
* &#039;&#039;&#039;Leviathan has failed to secure any of Damakhan&#039;s blades&lt;br /&gt;
&#039;&#039;[[Leviathan|She Who Counts the Ripples]]&#039;&#039; has [[To_fight_aloud#The_Forge|expressed an interest]] in the artefact known colloquially as the Sword of Damakhan. Wishing to secure the item for its historical value, the &#039;&#039;Fish of Why&#039;&#039; made an approach to &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039; who wields the blade as [[general]] of the [[Argent Sword]]. Through a special performance of [[Swim Leviathan&#039;s Depth]], discussion was had of what payment might be required to claim the blade. It seems that the [[Urizen|Urizeni]] were keen to replace their single sword with three other famous blades of Damakhan, tied to the three pillars of their nation. The &#039;&#039;Watcher Beneath the Waters&#039;&#039; agreed to consider the matter, believing that some or all of these swords were part of the collection of [[Zakalwe|Weapon Wise]]. By all accounts the &#039;&#039;Deep One&#039;&#039; was certain he could persuade Zakalwe to part with one of the blades. Clytemnestra was clear however that it would take all three swords to secure the final lesson of Damakhan.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, a morose herald of the &#039;&#039;Hierarch of the Deepest Depth&#039;&#039; delivered a message to the Castle of Thorns. &#039;&#039;The Unspeakable One Who Lies Beneath The Eternal Ocean&#039;&#039; has failed utterly to make Zakalwe see reason and hand over &#039;&#039;any&#039;&#039; of the swords Clytemnestra wants let alone all three of them. As a consequence, he wishes to assure the Urizen that he has withdrawn his statement of interest in acquiring the blade and will instead watch with interest as it continues to carve its path through history.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Tyrannical Discipline (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Emerald Scholar in Sable Ribbons desires poetry from Steinr poets&lt;br /&gt;
* &#039;&#039;&#039;Performances of Whispering Shadow Courtiers can be enhanced to claim a bounty of crystal fire if they involve both an appropriate poem and poet&lt;br /&gt;
[[Whisper_Gallery#Members of the Court|The Emerald Scholar in Sable Ribbons]] is a known lover of poetry and is looking for some new reading material to &amp;quot;pass the time&amp;quot;. In particular, it has apparently acquired a taste for the poetry of the [[Steinr]] of [[Wintermark]]. During the Spring Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both poem and Steinr poet into the performance will receive three [[Vis#Crystal Fire|crystal fire]] in thanks. Each poet may only make one submission, but magicians of any people or nation may help as many Steinr wordsmiths as please them. It&#039;s not entirely clear how anyone knows this is the case; anyone speaking of it is invariably reporting something they heard from a friend of a friend or read somewhere they cannot put their finger on. There may be a nefarious plan here, or it might just be that the Scholar is simply interested in art. With the Whisper Gallery, it is sometimes hard to separate the two.&lt;br /&gt;
&lt;br /&gt;
Obviously there are several problems with this. The Whisper Gallery are under [[alignment#enmity|enmity]] of the [[Conclave]]. Whispering Shadow Courtiers is interdicted by that enmity. Accepting boons from an eternal under enmity is a crime. Of course, none of this is of the last concern to Emerald Scholar in Sable Ribbons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the Steinr poet is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Torch of Shadows (Janon)===&lt;br /&gt;
* &#039;&#039;&#039;Janon welcomes Vellenka Vanyanova as the new Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds will attend Anvil at 19:00 on Friday to dispense Janon&#039;s blessings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have also been seen throughout the Empire making similar offers to the people&#039;&#039;&#039;&lt;br /&gt;
Last season the conclave elected a new [[Shadowed Torchbearer]], &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, and [[Janon]] is quick to send her congratulations. The &#039;&#039;Muse of Fire&#039;&#039; loves to meet new people, and expresses hope that their new friend&#039;s tenure will burn fast and bright, leaving behind only beautiful ashes to inspire those who come after. In order to properly greet his new agent in the Empire, &#039;&#039;Freedom&#039;s Flame&#039;&#039; will send heralds to Anvil via the Hall of Worlds at 19:00 on Friday in order to dispense blessings, respond to requests and hand over a list of demands. The &#039;&#039;Night Sword&#039;&#039; is not a being noted for restraint. What sie wants remains to be seen.&lt;br /&gt;
&lt;br /&gt;
In the meantime, reports of heralds of the &#039;&#039;Scribe of Burning Names&#039;&#039; are becoming more and more common across the Empire. This is not entirely surprising; the &#039;&#039;Voice of Zorech&#039;&#039; is under [[Alignment#Amity|amity]] and the doors are wide open to xir servants. What is causing some raised eyebrows is the fact that more and more often these heralds are offering to &#039;bless&#039; those they meet, just as their counterparts in Anvil have been doing. The number of people willing to take them up on their offer varies from place to place; there is far more interest among curious Freeborn than there is among the cautious and restrained chapter houses of Highguard.&lt;br /&gt;
&lt;br /&gt;
Where people do accept the gift, the outcome is always the same. The &#039;blessing&#039; turns out to be nothing more than [[Unfettered Anarchy]], a curse well-known to the Empire. There are some minor consequences - arguments, brawls, and acts of civil disobedience from the afflicted. Magistrates reiterate once again that being cursed is no defence in the eyes of the law, and remind all citizens that responsibility for their actions is ultimately their own. Nonetheless, conservative onlookers observe this trend with a sceptical eye. Today the &#039;&#039;Firebrand&#039;&#039; offers blessings. What will it do tomorrow?&lt;br /&gt;
===Messups for Sadogua (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua has been having difficulty replying to his mail&lt;br /&gt;
* &#039;&#039;&#039;He intends to deal with it following the Arcane Colloquium on Saturday evening in the Hall of Worlds&lt;br /&gt;
* &#039;&#039;&#039;He wants to be clear he is definitely not Dumon&lt;br /&gt;
Over the last six months, claims the little black and yellow herald in the peculiar hat, the [[Sadogua|Brother of Wizards]] has received quite a lot of [[Missive for Sadogua|messages]] from his friends in the Empire. Unfortunately, since the Autumn Equinox, he has been having a... the herald is clearly paraphrasing here... a dickens of a time responding. Something, he says, is messing with his ability to dispatch his return messages. The herald says that the &#039;&#039;Globbersnotch&#039;&#039; believes that there are only two possible causes - that it is something to do with the current &amp;quot;star crisis&amp;quot; going on in the Empire (this would likely be the matter discussed in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune), or more likely that it is part of a sinister plot by his wicked old foes the &#039;&#039;Circle of Zulgan Tash&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To resolve the matter, he intends to send someone with authority to deliver his letters to the Hall of Worlds on Saturday evening after the [[arcane Colloquium]]. He promises that this won&#039;t disrupt the [[Sevenfold Path]] or [[Silver Chalice]] meetings, and he&#039;ll - that is his representative - will be out of there before [[Conclave]] starts. Anyone who sent a &#039;&#039;Missive to Sadogua&#039;&#039; at the Autumn Equinox or the Winter Solstice should come along and pick up a response. One way or another there will be a response. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuming&#039;&#039; of course that the &#039;&#039;Father of Bats&#039;&#039; still has [[Alignment#Amity|amity]] of course. Apparently some of his friends have mentioned that the [[Synod]] has been [[387YE_Winter_Solstice_Synod_judgements#Judgement_24|discussing]] the &amp;quot;fact&amp;quot; that he is the entity the [[Iron Confederacy|Suranni]] know as  &amp;quot;[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]]&amp;quot;. He would very much like to go on record, again, to make it clear that he is &#039;&#039;definitely not&#039;&#039; Dumon the Liar as he has explained to assorted Imperial magicians at various points. The Hand of Dumon and their ilk occasionally insist he &#039;&#039;is&#039;&#039; Dumon the Liar but that&#039;s coming &#039;&#039;entirely&#039;&#039; from them. Assuming good faith, this may be a complete misunderstanding fostered by the hard work he did helping the Empire [[Shake_it_off#A_Lot_Of_Mana|rescue large numbers of Suranni wizards]]. Alternatively, this might be another bad faith attempt to blacken his name by a Varushkan given he understands the judgement was raised by someone called &#039;&#039;Vaclav&#039;&#039;.&lt;br /&gt;
===Closed Caucus (Lashonar)===&lt;br /&gt;
* &#039;&#039;&#039;Lashonar is very unhappy and has barred Imperial citizens from its Caucus Forum&lt;br /&gt;
* &#039;&#039;&#039;It has asked the magistrates to investigate the theft of its (now) illegal ritual text&lt;br /&gt;
The eternal [[Lashonar]] has been placed under [[Alignment#Enmity|enmity]] by the Imperial conclave, allegedly for [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Lashonar,_Enmity|spilling Imperial secrets to the Empire&#039;s foes]]. Last season there was a meeting under its auspices arranged by the people of [[Axos]] - a [[My_soul_at_liberty#The_Magpie_in_the_Room|gathering of the Liberty Pact]]. After that meeting, the [[inhabitants of the realms#Heralds|herald]] responsible for ferrying Imperial delegates back and forth unexpectedly took the opportunity to deliver an announcement from their patron. The Empire, it says, is spreading lies about it and its intentions. As a consequence, for the foreseeable future, the [Lashonar#Caucus_Forum|Caucus Forum]] is now closed to Imperial citizens. Previously, before the enmity, Lashonar had simply removed the ability of the [[Archmage of Night]] to request the Forum, no questions asked. Now, though, it will not consent to arrange &#039;&#039;any&#039;&#039; meetings for magicians of any nation that will include Imperial citizens. Instead, he will calmly explain why that is not possible - because the Empire have unfairly defamed the &#039;&#039;Keeper of the Gates of Wisdom&#039;&#039; when all they wanted was to help people talk to one another.&lt;br /&gt;
&lt;br /&gt;
Further details have since emerged, primarily in the form of messages delivered by tired wizards from [[Faraden]] of all places. If the Conclave ever wants to rectify this, they can use a [[declaration]] of [[Alignment#Acceptance|Acceptance]] to retract any claims that Lashonar is intentionally &amp;quot;spilling secrets&amp;quot; and to apologise for how they have treated her. Or they can just put up with being barred from the single most effective way for folk in all parts of the Known World to talk to one another. The &#039;&#039;Eater-of-Silence&#039;&#039; does not care either way.&lt;br /&gt;
&lt;br /&gt;
In addition, Lashonar would like to complain that he is the victim of a crime. He asked repeatedly for Imperial magicians to return the ritual text for the &#039;&#039;Summoning of the Loquacious Birds&#039;&#039; to him and they have refused. He would very much like the Imperial magistrates to investigate this theft, and reminds them that as a ritual that draws directly on the power of an eternal under enmity, it is almost certainly illegal to have it and ought to be destroyed. Or returned to its maker. Lashonar suggests they might like to start with the &#039;&#039;Guild of Ash and Embers&#039;&#039; in [[the League]] who were the last people to perform the ritual.&lt;br /&gt;
&lt;br /&gt;
Lashonar, it appears, is taking this all very personally, despite protestations to the contrary.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140352</id>
		<title>Monarchs and outcasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140352"/>
		<updated>2026-06-10T18:10:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* One-Hahaha, Two-Hahaha (Ephisus) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=A sacred ibis.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Key of dreams]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[Ripple of echoes]]&#039;&#039;&#039; deals with magic of a mortal or mysterious prevenance and &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; deals specifically with the ongoing chaos relating to the [[Astronomancy|astronomantic]] [[Astronomancy#Constellations|constellations]].&lt;br /&gt;
==Spring==&lt;br /&gt;
===No Hiding Place (Irra Harah)===&lt;br /&gt;
* &#039;&#039;&#039;The Prince with a Thousand Foes is somewhat put out&lt;br /&gt;
Last season, a group of Smiths and Landskeepers [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|were invited]] by the [[Irra_Harah|&#039;&#039;Warrenwise&#039;&#039;]] to attend a meeting at the &#039;&#039;Hare Stone&#039;&#039; in order to help address a particular issue. With that issue resolved, the group departed with a number of gifts from &#039;&#039;Papa Otec&#039;&#039; in thanks, including an incredibly powerful [[:Category:Paraphernalia|coven stone]] called &#039;&#039;the Protector&#039;s Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Apparently, that same evening that same powerful coven stone was deliberately destroyed by a casting of [[Words of Ending]]. To say &#039;&#039;The Prince with a Thousand Foes&#039;&#039; is insulted and upset would be something of an fairly massive understatement. When a visiting herald informed the civil service of this, words along the lines of &amp;quot;let&#039;s see them cast [[Forge the Wooden Fastness]] in [[Mournwold#Alderly|Alderly]] again, I fucking dare them&amp;quot; were spoken in rather unkind tones to poor Jorgen. For the moment it doesn&#039;t seem that &#039;&#039;Shacklebreaker&#039;&#039; has taken any immediate action, but if the events surrounding the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] and past issues with the [[Frozen Citadel of Cathan Canae]] are anything to go by, it may not be wise to rely &#039;&#039;too&#039;&#039; much on Forge the Wooden Fastness until the &#039;&#039;Ward of the Young&#039;&#039; has been placated.&lt;br /&gt;
===Mycelium for Old Rope (Llofir)===&lt;br /&gt;
* &#039;&#039;&#039;Last season, Llofir offered the Navarr a boon offering help raising their army in return for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This season, Llofir is offering the equivalent of 20 mithril for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs must all be of the same type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs can be handed over to Avery Farkas on the Sunday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity will not be available after the Spring Equinox is over&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Llofir|Rotlord]] approached the Navarr seeking their help - they need a huge bounty of herbs to power the creation of a new Paludarium and were willing to offer weapons and armour made from mycelium to help fund a new Navarr army. They wanted up to a thousand herbs, and offered the equivalent of 15 mithril in exchange. It&#039;s not clear if a large sapient mushroom can be disappointed, but if it could then it would be when no herbs were forthcoming.&lt;br /&gt;
&lt;br /&gt;
After some consideration, the eternal has taken the assumption that the deal did not go ahead because the eternal did not offer enough in return. As a result, it has reiterated its offer but found more mycelium to pay for it. Now it offers the equivalent of &#039;&#039;&#039;20 mithril&#039;&#039;&#039; for &#039;&#039;&#039;1000 herbs&#039;&#039;&#039; - or proportionately less if preferred.&lt;br /&gt;
&lt;br /&gt;
Eventually someone is able to track down one of Llofir&#039;s heralds and explain that one reason no herbs were delivered may be because the eternal didn&#039;t specify how the herbs &#039;&#039;could&#039;&#039; be handed over. After due consideration, the heralds ask Avery Farkas, one of the Navarr egregores, to nominate someone to organise and collect the herbs. Once Avery has found a willing volunteer, they can gather all the herbs they can acquire and then hand them over to Avery on the final day. A herald will collect them after the summit is over and ensure that they get given to Llofir. &lt;br /&gt;
&lt;br /&gt;
The only catch is that the herbs must all be of the same type. Llofir&#039;s intends to consume all the herbs at the same time.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===Gilded Bouquet (Eleonaris)===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris reaches out to her allies in the Empire to offer aid with invocations of her &#039;&#039;Knights of Glory&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elodian herself, one of Eleonaris&#039; captains, is expected to arrive at 21:00 on Friday via the Hall of Worlds&lt;br /&gt;
All is well in the Empire, at least as far as the &#039;&#039;Lady of Pennants&#039;&#039; can tell, yet something must be amiss? Only three of her cohorts were summoned last season to join the Empire&#039;s great campaigns, half as many or fewer as were cast each season in the rest of the 387YE. Elodian, favoured herald of the &#039;&#039;Commander of the Golden Armies&#039;&#039; informs her that the Empire has been facing some issues with its regio recently, to which she is deeply distraught. Not back long from [[Where_the_slow_river_flows#Stormbreak|fighting alongside the Green Shields]] in [[Mitwold]], Elodian is quickly sent to travel to Anvil to offer some aid to help with further castings of the [[Knights of Glory]] and is expecting to arrive via the Hall of Worlds at around nine in the evening on Friday during the summit, to distribute these favours to any who might need them.&lt;br /&gt;
&lt;br /&gt;
Elodian comes with a purpose of her own, as well as the one set by the &#039;&#039;Lady of Pennants&#039;&#039;. Apparently, the soldiers of the [[Valiant Pegasus]] were acting awfully strange towards Elodian and her hammersmiths when fighting alongside them and the Green Shields in Mitwold this season. She is concerned that she may have in some way offended the Highborn, and so has asked the [[Archmage of Summer]] or her representative to meet her at the Hall of Worlds that she might be guided to the Chapel in the Highborn camp to speak to either &#039;&#039;&#039;Lucifer&#039;&#039;&#039; or the newly elected General of the Army. If her [[Root_and_branch#From_the_West|old comrade]] &#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, other Highborn or anyone else might be willing to show up to explain why she and her warband might be being [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|treated differently]], she would be very grateful.&lt;br /&gt;
==A Boon For All Seasons (Various)==&lt;br /&gt;
* &#039;&#039;&#039;The regents of the Summer Realm promised boons to Dawn for winning the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant, Meraud, Barien and Rhianos have each offered a boon to one of the Knight Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The eternals of the Summer Realm that currently enjoy the [[Alignment#Amity|amity]] of the [[Conclave]] promised to grant a boon to the nation that won [[Opening ceremonies|the Drottningbjotha]]. The team put together by Enchanter Vesper Lucentia on behalf of Dawn, was ultimately victorious, and so the three regents and their wise counsellor, Adamant, Meraud, Barien and Rhianos, prepare to make good on their promise.&lt;br /&gt;
&lt;br /&gt;
Their original plan was to create one grand boon together, with each regent competing to add something to the magic. Unfortunately, that group quickly fall to squabbling. Rhianos argues for an idea involving beautiful seahorses made from foam and spume, that would lead Dawnish knights on adventures, Barien suggests a plan involving weavers producing inspiring banners, while Adamant is insistent that what the Dawnish really want is for Koboldi to build an enormous tower on top of the highest mountain in Dawn so that they can reach the stars &amp;quot;and fix them&amp;quot;, while Meraud wants to unleash a trio of terrifying giants through the forests of Astolat so that the yeofolk can have tests of mettle trying to kill them. Eventually Barien is forced to accept that there is no possible way that the regents of Summer can cooperate and that very clearly none of them have the slightest idea what Dawn might want.&lt;br /&gt;
&lt;br /&gt;
After a lot more arguing there is a compromise, each lord will adopt a single [[knight-protector]], the closest to their heart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rhianos chooses the Knight-Protector of Spring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud chooses Artreus D&#039;Fauntine, the Knight-Protector of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien chooses the Knight-Protector of Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant chooses Aletheia Wooder, the Knight-Protector of Winter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the chosen knights will receive a favour from their summer patron. They can use their favour to request a boon from the eternal in question, activating the magic will allow the knight to send a short simple message to the summer realm. They should use this to let their patron know what their heart desires. Barien&#039;s herald is clear that this boon is for the Land of the Glorious Morning (by which he means Dawn). Barien expects whatever it is that Dawn most wants to magically manifest itself in the hearts of the Knight-Protectors. Barien is generally considered the wisest of all the Summer eternals, but all too often that is a very low bar.&lt;br /&gt;
&lt;br /&gt;
The Knight-Protector of Spring is due to be re-elected this season, so &#039;&#039;Furole&#039;&#039; has given his boon to the Dawnish egregore. Once the nation has made their choice then the new Knight-Protector will receive &#039;&#039;Lady Gullscry&#039;s&#039;&#039; favour. Likewise Barien intends to wait until the nation appoints a new Knight-Protector of Autumn and make the same arrangements. Neither Meraud nor Adamant are content to wait, so their favoured knights will receive their favours this season. Of course the knight-protector can choose &#039;&#039;when&#039;&#039; to use their boon, but the &#039;&#039;Iron Duke&#039;&#039;s suggests they do not wait &#039;&#039;too&#039;&#039; long. The lords of the Summer Realm can only aid the Empire while they have amity - and who knows how long the fickle affections of the [[Conclave]] will last?&lt;br /&gt;
&lt;br /&gt;
The herald also points out that the powers of the regents of Summer are as far from limitless as the Sun is distant from the Moon. These favours are the kind a knight should expect from their liege for winning an important tourney. Dawn&#039;s knight-protectors may ask for &#039;&#039;anything&#039;&#039;, the regents of the Summer realm will determine what they &#039;&#039;get&#039;&#039;. Perhaps Barien is not such a naïf after-all...&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===How to Succeed in Business (Ephisis)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Dispose of the Quicksilver&#039;s Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type: &#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; The beneficiary of the sale&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Benefit:&#039;&#039;&#039; 80 wains of white granite and 240 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Quicksilver&#039;s Flame will be dismantled and removed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the beginning of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Cannot proceed if a [[declaration]] of [[Alignment#Acceptance|acceptance]] prohibits the sale&lt;br /&gt;
* Cannot proceed if Ephisis is under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could sell the Quicksilver&#039;s Flame to the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sale requires a Senate motion to cede the fortification to the eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could use a declaration of acceptance to veto the sale&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Prince of Scales&#039;&#039; has a buyer with some very specific requirements. They wish to purchase a fortification, and by good fortune, the Quicksilver&#039;s Flame in [[Morrow]] is close enough to their specifications. As a result, the &#039;&#039;Grand Plutocrat&#039;&#039; is ready and willing to facilitate the exchange, assuming the Empire is prepared to sell. The City offers the construction cost of 80 wains of white granite and 240 crowns in return for the right to dismantle the fortification and remove it... lock, key and gatepost. &lt;br /&gt;
&lt;br /&gt;
The proposed sale has some constitutional implications, to put it mildly. The fortification is the property of the Empire; nobody, not even the Conclave, can simply dispose of it without the explicit approval of the Imperial [[Senate]]. Legally, it is very clear that the sale requires the fortification to be [[Powers_of_the_Imperial_Senate#Concedence|ceded to the eternal]] - and that can only happen with a successful [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
However, the [[Conclave]] have the responsibility to &#039;&#039;&amp;quot;ensure the fit and proper use of magic&amp;quot;&#039;&#039;, so this arrangement clearly falls squarely within their purview. After lengthy consideration, the Constitutional Court are not inclined to &#039;&#039;require&#039;&#039; the Conclave to approve the sale using a [[declaration]] - instead they have issued guidance that the concession could not proceed if the Conclave passed a declaration of [[Alignment#Acceptance|acceptance]] to reject the offer. While this is clearly a compromise, the Court hopes that it at least balances the constitutional rights of both houses without putting additional burdens on their capacity and time.&lt;br /&gt;
&lt;br /&gt;
If the Senate were minded to accept the sale, then the motion should state who will receive the sale funds. The offer remains available for one year, until the beginning of the Spring Equinox 389YE.&lt;br /&gt;
===The Final Vault (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;An Ephisis herald plans to auction entry to a final vault of the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Posters naming the owner of the vault will be provided at the Hub and the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 20:00 on Friday in the Hall of Worlds, using crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 11am and 1145am on the Saturday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Autumn regio of the Empire have been mercifully free of flyers recently. A week before the Spring Equinox, that changes. Several powerful autumn regio begin to spew forth flyers like a geyser erupting. The stream of papers forms a vaguely humanoid shape, which announces in a booming voice that &#039;&#039;Keel, respected herald of the Hidden Prince&#039;&#039; is ecstatic to announce their final auction for exclusive visitation to one of the City of Gold and Lead&#039;s vaults whose owner has long since defaulted on payment.&lt;br /&gt;
&lt;br /&gt;
There is an awkward apology with the unseasonable delay - unfortunately this particular vault has run into some trouble. The Lictors got themselves involved, demanding proof of the owner&#039;s untimely demise. Now that this has been provided, they are unable to stop the auction continuing. Hurrah!&lt;br /&gt;
&lt;br /&gt;
Posters will be left in the Hall of Worlds and the Hub detailing the owner of this season&#039;s vault - but Keel promises that this one is &amp;quot;a doozy&amp;quot; and &amp;quot;a fitting finale&amp;quot;. The auction itself will take place at 8pm on the Friday of the Spring Equinox in the Hall of Worlds. The currency will be crystal mana.&lt;br /&gt;
&lt;br /&gt;
Four slots, each lasting 5 minutes, will be auctioned. Each slot allows four people entry into the vault. Whilst inside, visitors may act as they wish. They will be permitted to leave with a small basked of goods (containing no paper) and a single piece of paper each should they wish. Any objects (besides the single piece of paper each) which do not fit in the basket, and any paper place in the basket must be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
As always, Keel warns that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value left for them to take. She hopes that in these circumstances, the lucky visitors would still enjoy a rare visit to the City - even though they will be of course unable to see any of it outside the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to reach the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
This season, the slots to visit the vault will only be available between 11am and 11:45am on the Saturday of the Spring Equinox. Availability should be assured before committing to bidding to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; &#039;&#039;&#039;Access Information&#039;&#039;&#039;&amp;lt;/br&amp;gt; Full access information for the vault encounters are available on request from any crew member with a radio. But in particular we wish to draw attention to the fact that this vault makes extensive use of written material, and sifting through written information to a time limit is a key aspect of the encounter.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One-Hahaha, Two-Hahaha (Ephisus)===&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead is offering to create proposals for a Counting House in Hercynia, Kallavesa or the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each would require the construction of a large edifice which would need to be ceded to Ephisis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The territories in question would see a boost in taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City must permit all trade bar the &#039;&#039;sale&#039;&#039; of people in the Counting House&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City will proceed to draw up a detailed proposal if requested to do so by the Conclave&#039;&#039;&#039;&lt;br /&gt;
Erlend Gunnulfsson has been pressing the heralds of the [[Ephisis|City of Gold and Lead]] to consider the creation of a fane, a grand structure dedicated to the marketplace, a site where coins can flow like water turning the wheels of commerce and bringing [[Prosperity]] to all. Surprisingly, the City initially rejected the idea of building such a structure in one of the great cities of [[the League]]. The reasoning was simple - the cities of [[the League]] are some of the richest and wealthiest places in the Empire - there is no doubt at all that building a counting house would provide profits there, but [[Holberg]], [[Temeschwar]], [[Sarvos]], [[Spiral#Apulian|Apulian]] and [[Tassato]] are all thriving! Businesses are open, prices are low, the markets are competitive. &lt;br /&gt;
&lt;br /&gt;
The City of Lead and Gold does not go rushing blindly into a busy marketplace. Not when there are other lands which businesses are scarce, prices are high and competition is sorely lacking. The purpose of a Counting House is not to make money - that is the purpose of the occupants of the Counting House. The reason to build a house, the reason to create one, is to encourage trade, to bolster businesses, to encourage the local economy to flourish.&lt;br /&gt;
&lt;br /&gt;
For this reason the factors of the &#039;&#039;Prince of Scales&#039;&#039; believe that the returns for everyone would be better if a Counting House was build somewhere where trade does not currently flourish. Having ruled out current territories where war is currently raging, the City has identified three territories that would all benefit significantly from the presence of a Counting House, namely [[Kallavesa]], [[The Barrens]] and [[Hercynia]]. The three are presented in order of which would benefit the most, but all three are very close, there is not much in it.&lt;br /&gt;
&lt;br /&gt;
Before they put further time into such a proposal, the hands of the &#039;&#039;Merchant Queen&#039;&#039; wish to be certain that a proposal would be welcomed. Arrangements would need to made, the Empire would need to pay for a substantial investment, at least thirty wains, possibly more, and the resulting edifice would need to be ceded to Ephisus once it was complete. They would then choose someone to operate the Counting House and look to make a profit thereby. Goods would then be widely available in the territory, people could come to the Counting House to buy and sell as they please, just as folk trade using [[Ephisis&#039; Scale]] now. That would be bound to increase taxation in the territory - boosting the Imperial and Anvil economy.&lt;br /&gt;
&lt;br /&gt;
Such are the many positive gains to be had from the wonders of trade. But the heralds note two concerns - the first is that trade in anything would need to be legal in the Counting House. Out of deference to the particular wishes of the Empire, the Counting House will not engage in any trade in people, an easy agreement to make since the current seat of the Voivode of Chains is empty and likely to remain so. However, they cannot stop the trade in any other physical goods, as such restrictions are anathema to the agents of the &#039;&#039;High Merchant&#039;&#039;. If a bustling trade in substances like bite, as takes place now via [[Ephisus Scale]], were going to prove a problem then it may be better not to proceed.&lt;br /&gt;
&lt;br /&gt;
Of course, the inhabitants of the City thinks it would be better if the Empire scrapped these foolish laws placing limits on trade altogether. But, they understand that mortals are often unwilling to do that, despite the many clear benefits that unrestricted access to the marketplace serves to lower prices for everyone. However, since the Counting House would need to be ceded anyway, legally all trades would be taking place under the auspices of the City of Gold and Lead, rather than being covered by [[Imperial law]]. Still, the heralds appreciate that legal technicalities may not solve all problems, and so they politely request that the Conclave use a declaration of acceptance &#039;&#039;if and only if&#039;&#039; they wish the City of Gold and Lead to make a formal proposal for the construction of Counting Houses in the three territories. &lt;br /&gt;
&lt;br /&gt;
Such a request should made with the full understanding that it would need to be ceded to the City, that the City would chose who ran the Counting House and that all trade - bar the sale of people would be fully legal within the premises. If the conclave indicate that those arrangements meet the Empire&#039;s need, then the City will spend the time and money needed to produce a detailed specification to be presented for consideration, as soon as it is available. The factors of the City of Gold and Lead understand if those conditions are not acceptable to the Empire, but on this occasion, the conditions are not negotiable.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of the Maggot (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Callidus is keen to reach out to the maggots of Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Several secretaries are expected to visit the Wintermark camp at 12.30 on Sunday&lt;br /&gt;
The [[Callidus|Prince of the Argent Tontine]] has received reports from his heralds that the wise and practical [[Wintermark_economic_interests#Maggot|maggots]] of Wintermark are an unfairly maligned group, and wishes to exalt and encourage them. To this end, he intends to send a small number of his secretaries to the Wintermark camp at around half past twelve on Sunday afternoon, to help any interested parties who wish to embolden and enhance their skills in maggotry for the coming year.&lt;br /&gt;
&lt;br /&gt;
Those who wish to barter for these boons are advised to be able to provide a token; a piece of jewellery, an amulet or personal talisman, or some similar trinket. In the event of successful negotiation, the heralds plan to invest a little bit of Autumn magic into this token.&lt;br /&gt;
&lt;br /&gt;
===Closing Orders (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039; Multitudo, herald of Callidus, will be showing up at 19:30 on Saturday to discuss the purchase of the sash of Guerra. &lt;br /&gt;
A herald of [[Callidus]], a short figure with curling horns and gold lines running over their skin, has delivered a letter to the civil service at [[Anvil]]. The letter contains an offer of a business deal, an opportunity for [[the Brass Coast]], [[Magpies]] and anyone else interested to purchase the Sash of [[Guerra]].&lt;br /&gt;
&lt;br /&gt;
This will be a direct sale at Anvil, as a member of the trade party will have the Sash on them. The deal will be done with Multitudo and a second party at 19:30 on Saturday of the Anvil Summit. The lackey of the &#039;&#039;Prince of the Argent Tontine&#039;&#039; stresses that this is one-time offer, to demonstrate what can be achieved if the Empire truly desires it. They do not intend to initiate such a services again, the finding of lost items, however the &#039;&#039;Golden Bargainer&#039;&#039; is more than willing to consider it in response to a [[Archmage#Plenipotentiary|plenipotentiary]] in which it was the sole subject.&lt;br /&gt;
&lt;br /&gt;
===The Hunt for Stephen of Sarcombe (Lictors)===&lt;br /&gt;
* &#039;&#039;&#039;The Sun Chamber has requested that the Lictors help track down and arrest Stephen of Sarcombe&lt;br /&gt;
The [[Lictors]] were delighted to receive a request for assistance from the Sun Chamber last season. That the future of the empire cares so deeply about arresting criminals and punishing oath breakers speaks well to its prospects. The Lictors will &#039;&#039;always&#039;&#039; be keen to offer their assistance in hunting down such individuals and providing all aid possible, and given their current level of [[Alignment#Amity|access]] to the Empire they are ideally placed to do so.&lt;br /&gt;
&lt;br /&gt;
There is however the small matter of proof. The accusations that the Sun Chamber have made are &#039;&#039;exceptionally&#039;&#039; serious and not to be levelled lightly. Under normal circumstances, the &#039;&#039;Brass Magistrates&#039;&#039; would ask to see contractual evidence to support, the cities of the Labyrinth always recommend a formal written contract for anything of import, so that these things can be independently verified, but they are aware that that is not always possible. And ultimately, an oath is still an oath, even if no record of it is ever made.&lt;br /&gt;
&lt;br /&gt;
In the case of Stephen of Sarcombe however, the Brass Magistrates have carried out an initial investigation and the situation remains occluded. The individual has sworn oaths of fealty, that much is true, just not to the Empire as far as the &#039;&#039;Reckoners&#039;&#039; can tell. Stephen was born in Mournwold, but the territory was under the rule of the Jotun at the time. The &#039;&#039;Chainbound&#039;&#039; have yet to find evidence that Stephen was ever oathbound to the Marches. &lt;br /&gt;
&lt;br /&gt;
Of course there may be more to discover. The Lictors have been invoked and consequences will follow. The &#039;&#039;City of Bar and Bond&#039;&#039; intends to dispatch one of their &#039;&#039;Reckoners&#039;&#039; to the Sodality Chamber at 8.30pm on the Friday of the Spring Equinox in order to discuss the specific nature of the Sodality&#039;s claims regarding Stephen&#039;s oathbreaking in order to consider what precise aid they may be able to render. The &#039;&#039;Furious Ones&#039;&#039; advise members of the Sun Chamber to gather what evidence they have in readiness, and prepare to make their case.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Question of Jetsam (Khobel Tavah)===&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah have confirmed that Eilian Sweetwater is entirely physically safe and will remain so indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eilian Sweetwater will be swiftly returned as befits &#039;&#039;lost flotsam&#039;&#039; if the Conclave makes a Declaration of Acceptance declaring themselves responsible for the consequences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Fleet Salvagemaster and the commissioner of Eilian&#039;s sabbatical are asked to attend a meeting on the Friday evening of the solstice at 22:10 to discuss the &#039;&#039;jetsam&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater is one of the more beloved prognosticators the Prognosticator&#039;s Office possesses. An experienced researcher with a can-do attitude that befits his long time as an active member of Storm&#039;s Run Striding, he is well-known for combining a passion for the lessons the Empire&#039;s history has to teach us with a willingness to put on his mud boots and wade into the practical constraints of a problem. Unfortunately, he has been missing for half a year - ever since his sabbatical pursuing a survey of the Empire&#039;s historical lighthouses was cut short by the [[Grendel]] invasion of Redoubt in the Autumn of 387YE. At the time, Eilian was investigating the ruins of the Lighthouse at Nikephoros, which had been destroyed in an earlier Grendel attack in the Winter of 386YE - he disappeared after the attack and has not been seen since.&lt;br /&gt;
&lt;br /&gt;
It is believed by some that he fled the Grendel into the caves below the lighthouse, where a powerful Winter regio lies in a cave known as the Cave of the Drowned. These rumours were given some support when, at a recent parley, the Winter eternal known as the Two-Who-Are-One, [[Khobel Tavah]], is said to have confirmed that Eilian was safe and in some sense under their protection. If this is true, however, it is not clear that Eilian is able to leave. Certainly, nothing of him has been heard since: until now. Some weeks before the Spring Equinox, a startling figure emerges from the door to the Hall of Worlds. Their gaunt, corpse-like appearance marks them as inhuman, a creature of the Realms. However, they are dressed in the garb of a Highborn sailor: the bell and the book at their belt suggest nothing more than a Steward of the Dead. Indeed, they identify themselves as the Speaker for the Drowned, herald of the Sunken Rope. They begin to relay a message from the eternal they serve.&lt;br /&gt;
&lt;br /&gt;
The figure recounts the missing part of the story of Eilian&#039;s flight. Separated from their companions on the island in the midst of the Grendel attack, Eilian fled wounded to the cave of the Drowned below the isle of Nikephoros. It seems the herald of [[Kimus]] known as Fotismos perished as they attempted to defend their charge. The drowned figure does not dwell on this point, mentioning only that the affairs of the &#039;&#039;Unblinking Eye&#039;&#039; are not theirs to comment upon but that the [[Archmage of Day|Archmage of the Sea Above]] probably ought to be informed.&lt;br /&gt;
&lt;br /&gt;
Alone and desperately afraid, Eilian believed in that moment that he would surely die. The Speaker says that a fervent and desperate plea from a terrified soul is exactly the kind of call that Fear Death by Water are responsive to. &amp;quot;There, in Her bosom and under His eye&amp;quot;, says the Speaker for the Drowned, &amp;quot;your missing &#039;&#039;lost flotsam&#039;&#039; is safe - [[Kaela|Queen Esk&#039;s]] touch cannot find him in the abyssal darkness of the uttermost salt. He is suspended in terror, and terror preserves.&amp;quot; They say this dispassionately - there is no sense of cruelty as one might expect from a representative of [[The Thrice-cursed Court]]. To the &#039;&#039;Speaker for the Drowned&#039;&#039;, it seems perfectly natural that one might exist in such a state - especially if one wanted to remain protected from harm.&lt;br /&gt;
&lt;br /&gt;
The Speaker explains that it is not the wish of Fear and Her Bride to deprive the Empire of their precious &#039;&#039;lost flotsam&#039;&#039;. Eilian is not theirs to keep - there are old laws of the sea regarding such things. However, the chamber in which he dwells, known as the Uttermost Salt, was not unoccupied. &amp;quot;There is &#039;&#039;jetsam&#039;&#039; there, too - something long sealed away by an old bargain. If the flotsam is to be released into your care - and he will need care - you should know that the &#039;&#039;jetsam&#039;&#039; within the Uttermost will also follow. The gate does not open for one alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned is clear that Eilian will be returned swiftly if the Conclave makes a Declaration of Acceptance - a suggested text is provided - thanking the Sunken Rope for taking care of their lost flotsam, and accepting all responsibility for what will follow and any doom that might subsequently fall. The Consorts of Dark Water are hopeful that his stay with them has given Eilian some ideas as to how the Lighthouse at Nikephoros, constructed as a grand regio in their name in times past, can be restored. If the Conclave decides they do &#039;&#039;not&#039;&#039; want to accept the consequences of his release, that is fine - Terror-Under-Wave will continue his preservation for as long as they wish. He will be physically entirely safe. There is no cause for alarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Speaker for the Drowned&#039;s suggested Declaration of Acceptance&amp;quot;&amp;gt;The Conclave thankfully claims Eilian Sweetwater as &#039;&#039;lost flotsam&#039;&#039; from Sunken Rope, and asks that the depths of the Uttermost Salt be emptied, that he might be immediately returned.&lt;br /&gt;
&lt;br /&gt;
In doing so, they accept full responsibility for the doom that will follow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorgen, the long-suffering [[Civil Service|civil servant]] who often fields visitors from the realms and asks what exactly this &#039;&#039;jetsam&#039;&#039; that will &amp;quot;follow&amp;quot; is, and what this &amp;quot;doom&amp;quot; that might subsequently fall might be. The Steward of the Drowned looks genuinely surprised at the question - it seems to have expected its cryptic utterances to be understood. After a little thought it says that it will arrange for a chamber to be adjoined to the Hall of Worlds at the time of favourable omen, so that the Empire may send its Receiver of Wreck to discuss the affair. &lt;br /&gt;
&lt;br /&gt;
When it is explained that no such position exists, it is finally agreed that the [[Golden Fleet Salvagemaster]], &#039;&#039;&#039;Caleb of the Cenotaph&#039;&#039;&#039;, and the hakima and public artist &#039;&#039;&#039;Allegra i Riqueza&#039;&#039;&#039; (who is responsible for Eilian&#039;s wellbeing) are invited to meet the Steward in the Hall of Worlds at 22:10 on the Friday of the Spring Equinox. They will adjourn to a chamber, where the matter of the &#039;&#039;jetsam&#039;&#039; will be discussed. The [[Conclave]] may want to defer their decision until this meeting has concluded - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
===Moments of Contemplation (Sorin)===&lt;br /&gt;
* &#039;&#039;&#039;The Tomb King invites five pairs of Imperial heroes to attend him in a chamber, beyond the Hall of Worlds, at 22:15 on the Saturday of the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named are Umarth Kannask, Odd Twiceborn, and Towlen Nighthaven. Each of these, and two others, must bring with them one who knows them intimately to enumerate their hypocrisies and weaknesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Should the Hungry Wolf be pleased that the Empire is learning well of his truth, then he consents to grant a ritual from the Book of Ahsaver to Towlen Nighthaven&#039;&#039;&#039;&lt;br /&gt;
Last season, the &#039;&#039;Tomb King&#039;&#039; [[The_thing_with_feathers#Moments_of_Silence_(Sorin)|sent his Sepulchral Pontifex]] to visit the Imperial Orcs with an offer. He is apparently quite pleased with the respect shown by the Unshackled at Anvil, and especially with the actions of &#039;&#039;&#039;Karrak&#039;&#039;&#039; and &#039;&#039;&#039;Stormsteel Skorr&#039;&#039;&#039;. The &#039;&#039;Whelpmaster&#039;&#039; also notes that one of their number, &#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039; has shown the wisdom and strength to take the title of [[Archmage of Winter]] from their predecessor. This too pleases the &#039;&#039;Lord of the Monolith&#039;&#039; as it means it should be even easier to arrange a [[Alignment#Acceptance|declaration of acceptance]] to offer him the contents of the tomb of Alicia-who-knew-the-path in Eoradal in exchange for the great boon that was offered. It would appear to be even more useful given the events in [[Mareave]] this season.&lt;br /&gt;
&lt;br /&gt;
[[Sorin|&#039;&#039;The Bleak Exarch&#039;&#039;]] notes the commitment the Empire has demonstrated toward his cause, that of ridding the self of weakness, but remains eternally unsatisfied, for the work is far from complete. He therefore invites &#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039; and &#039;&#039;&#039;Odd Twiceborn&#039;&#039;&#039; to share what wisdom they have learned now that their blessing of Sand-blasted Ties is fading, as well as &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039;, who has invoked their Pallid Charm to ask a favour of &#039;&#039;the Empty One&#039;&#039;. In addition, two others, of Umarth and Odd Twiceborn&#039;s choosing, are welcome to present themselves to &#039;&#039;the Silent Kingdom&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each of these five will enter the chamber separately, at the invitation of a [[Inhabitants_of_the_realms#Heralds|herald]], there to meet &#039;&#039;the Lord of the Monolith&#039;&#039; himself. However, they will bring with them a partner. This person should know the invitee well, but be little known to &#039;&#039;the Father of Draughir&#039;&#039;. Preferably, they should not be a mage at all, for the cause goes much beyond the practice of magic. They will have a short amount of time to explain to &#039;&#039;the Prince in Rags&#039;&#039; what hypocrisies and weaknesses the invitee still has to overcome. To illustrate, Towlen Nighthaven may bring a friend, and that friend will speak to Sorin of Towlen Nighthaven&#039;s hypocrisies. &lt;br /&gt;
&lt;br /&gt;
The heralds explain that Towlen Nighthaven has requested help reclaiming the Book of Ahsaver. Their lord is not inclined to do so, but will offer a ritual taken from there to him, if the citizens of the Empire can prove they have begun to understand his wisdom in the chamber before him.&lt;br /&gt;
&lt;br /&gt;
===Bound by Obligation (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;Tharim&#039;s herald has presented a boon on behalf of the eternal Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkans that send a bloodied handprint along with any Tribute to the Thrice Cursed Court will receive a boon from Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The boon will grant the user a way to contact the eternal&#039;&#039;&#039;&lt;br /&gt;
Beneath a waning moon, a creature trussed in rusted chains emerges from the Imperial Regio ahead of the summit. It speaks through a jaw bound by iron, its gesture&#039;s constrained by the scrape of iron upon iron. It is clearly a herald of [[Tharim]], but it explains that &#039;&#039;Stoneheart&#039;&#039; is held by black iron law of a sworn oath, and so it is here to carry a message on behalf of the vile wretch [[Agramant]]. &lt;br /&gt;
&lt;br /&gt;
Grinding and chipping its teeth behind the jagged tines encasing its mouth, the herald recites the message. In remembrance of the Howler&#039;s favoured collaborator Milos Durenovich - so cruelly butchered as they sought to secure the survival of their people - &#039;&#039;Ropechewer&#039;&#039; shall offer the people of [[Varushka]] a boon. Throughout the coming summit, any citizen of Varushka who sends a bloodied handprint alongside a [[Tribute to the Thrice Cursed Court]] shall receive, with their allotment of [[vis#Heart&#039;s Blood|heart&#039;s blood]], a bloodied twig - a talisman allowing its user to send a missive to &#039;&#039;Drowner&#039;&#039; in his icy abode.&lt;br /&gt;
&lt;br /&gt;
With a rattling groan and a look of palpable disgust, the herald then proceeds to depart once more into the regio, shedding flakes of corroded metal that dust the dewy grass underfoot with each step.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===The Turning of the Wheel (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon is sending two of its heralds at 10:15 on Saturday, tasked with a public relations mission&#039;&#039;&#039;&lt;br /&gt;
[[Sinokenon]] is an [[eternal]] whose relationship with the Empire has generally been consistently cordial, if never close. It has tended to pay most attention to the Empire at times when the ruling [[the Throne|Throne]] of the era has been able to successfully bend the institutions of the Empire to a single cause; nevertheless, even in less unified times it has rarely shown the Empire animosity. It has helped the Empire in recent years, most notably assisting the Archmage of Day to warn the people of [[Tsark]] of a planned raid by the [[Axos|Axou]] and the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
Recently, it attempted to help the foreigners of the [[Mirror_and_the_flame#The_Silver_Flame_of_Unity|Silver Flame enclave]] with their negotiations with the Empire. However, these efforts seem to have been unsuccessful, and the Conclave chose to [[387YE_Winter_Solstice_Conclave_sessions#Alignment:_Sinokenon,_Neutrality|rebuke]] Sinokenon&#039;s advances. While the Silver Flame have [[LINK|their own response]] to the failure of those efforts, Sinokenon&#039;s heralds have reached out to the [[Civil Service|civil service]] expressing what appears to be genuine confusion and concern. They profess to be alarmed by the very idea that Sinokenon would ever seek to subvert or countermand the [[Imperial Constitution]].&lt;br /&gt;
&lt;br /&gt;
The ministers of the &#039;&#039;Silver Ministry&#039;&#039; appear to believe that this must be some kind of misunderstanding. They have assured the civil service that Sinokenon has never been more certain that the Empire is going in the right direction. Their ministers have made clear that, in particular, they regard Emperor Vesna as a particularly gifted occupant of the Throne. They point to [[Push_for_victory|the recent Imperial address]] as proof of her statecraft. Apparently, &#039;&#039;That Which Lives In Its Name&#039;&#039; had been minded to petition the Archmage of Day for the Conclave&#039;s amity - but has now put these plans on hold. Instead, two of its ministers - the Senior and Junior Minister for Casinean Public Relations - have been instructed to visit Anvil at the Spring Equinox on the Saturday morning, so as to best gauge Sinokenon&#039;s reputation at the present time and to take steps to alleviate any dismay or misapprehension. &lt;br /&gt;
&lt;br /&gt;
Arriving around 10:15 and staying until a little after 13:00, they would be delighted to meet with the Archmage of Day as part of this visit; however, Sinokenon&#039;s heralds are clear that the real focus will be talking to the foundation-stones of the Imperial hierarchy - the ordinary people who make it work - and distributing gifts and pamphlets that demonstrate Sinokenon&#039;s beneficial intentions. They appear confident that by raising their reputation with the foundation of Imperial society in this manner, they will comprehensively dissolve any negative reputation for the &#039;&#039;Turning Mirror&#039;&#039; that might exist. It remains to be seen whether or not they are remotely correct in their assumptions.&lt;br /&gt;
&lt;br /&gt;
===Out in the Open (Roshanwe)===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe has asked for a meeting with the Archmage of Day &lt;br /&gt;
* &#039;&#039;&#039;A herald of the Navigator aims to arrive in the Hall of Worlds at 22:00 on Saturday&lt;br /&gt;
In a prompt and timely manner, but not too much in advance of the Spring Equinox, a message from the &#039;&#039;Finder of the Path&#039;&#039; is delivered in very neat handwriting to the civil servants working at the [[Astolat#Castle of Thorns|Castle of Thorns]]. This is all considered normal and usual, until the contents are read.&lt;br /&gt;
&lt;br /&gt;
A trusted herald of the &#039;&#039;Navigator&#039;&#039; intends to arrive in the Hall of Worlds on Saturday at 22:00 and hopes to speak with the [[Archmage of Day]] or their designated representative, regarding a particular matter. This is not a secret matter, as such, but simply something better discussed in person. Ideally without any eavesdroppers. The Archmage of Day is welcome to discuss their conversation with anyone they choose after the herald has left, but a degree of discretion is requested until that time.&lt;br /&gt;
&lt;br /&gt;
One last important note, this herald will &#039;&#039;not&#039;&#039; be talking about lighthouses, despite them being of great interest to the &#039;&#039;Beacon&#039;&#039;. If they choose to take the alleged expertise of [[Khobel Tavah]] on building them, over hers, as they did with [[Kimus]] when building the lighthouse at Apulian, that&#039;s absolutely fine. Of course, if Eilian Sweetwater had come to the &#039;&#039;Mariner&#039;&#039; when producing the [[For_those_in_peril_on_the_sea|appraisal]] on the matter, even to ask her opinion, he might not be in such dire straits as he is now, but what&#039;s done is done. If the Empire ever &#039;&#039;did&#039;&#039; want to talk to &#039;&#039;The Finder of the Path&#039;&#039; on the topic however, a [[Archmage#Plenipotentiary|plenipotentiary]] on the topic would be very pleasing.&lt;br /&gt;
&lt;br /&gt;
===Staring at the Sun (Kimus)===&lt;br /&gt;
* &#039;&#039;&#039;Kimus brings word of a collaborative effort between itself and a coven of seers from Redoubt to better understand the threat of Cold Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizeni, particularly the current seat of the Brilliant Star, Volidus, should expect the eternal&#039;s heralds at 18:15 on Friday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Unfolding from [[Regio#The_Imperial_Regio|the Imperial regio]] as the sun is at its zenith but days before the Spring Equinox, a Vizier of [[Kimus|&#039;&#039;She Who Watches&#039;&#039;]] goes initially unnoticed amidst the sweltering heat of high spring. The herald is content to remain motionless as they observe the comings and goings of Anvil through its many staring eyes.&lt;br /&gt;
&lt;br /&gt;
When it is finally approached and asked why it is here, they seem to consider the question with the same unblinking intensity before finally responding. They explain that in distant [[Redoubt]], within the dead caldera of a long-dead volcano lies &#039;&#039;Terminus Sol&#039;&#039; a potent regio corrupted by the invasion of [[Cold Sun]]. At this very moment, the Vizier continues, a [[coven]] of [[seer|seers]] from [[Redoubt#Delving|Delving]] known as &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; is preparing to divine knowledge and understanding from the blinding fire of Cold Sun.&lt;br /&gt;
&lt;br /&gt;
This process, formulated with assistance from &#039;&#039;The Celestial Eye&#039;&#039;, depends on a final element - one that must be carried through the [[Sentinel Gate]]. The herald requests that representatives of [[Urizen]], in particular Volidus, the overseer of the Brilliant Star, should watch the [[Hall of Worlds]] for the arrival of further emissaries of &#039;&#039;The Glass of the Heavens&#039;&#039; at six hours and fifteen minutes past midday upon the first day of the coming equinox.&lt;br /&gt;
===Whalefail (Leviathan)===&lt;br /&gt;
* &#039;&#039;&#039;Leviathan has failed to secure any of Damakhan&#039;s blades&lt;br /&gt;
&#039;&#039;[[Leviathan|She Who Counts the Ripples]]&#039;&#039; has [[To_fight_aloud#The_Forge|expressed an interest]] in the artefact known colloquially as the Sword of Damakhan. Wishing to secure the item for its historical value, the &#039;&#039;Fish of Why&#039;&#039; made an approach to &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039; who wields the blade as [[general]] of the [[Argent Sword]]. Through a special performance of [[Swim Leviathan&#039;s Depth]], discussion was had of what payment might be required to claim the blade. It seems that the [[Urizen|Urizeni]] were keen to replace their single sword with three other famous blades of Damakhan, tied to the three pillars of their nation. The &#039;&#039;Watcher Beneath the Waters&#039;&#039; agreed to consider the matter, believing that some or all of these swords were part of the collection of [[Zakalwe|Weapon Wise]]. By all accounts the &#039;&#039;Deep One&#039;&#039; was certain he could persuade Zakalwe to part with one of the blades. Clytemnestra was clear however that it would take all three swords to secure the final lesson of Damakhan.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, a morose herald of the &#039;&#039;Hierarch of the Deepest Depth&#039;&#039; delivered a message to the Castle of Thorns. &#039;&#039;The Unspeakable One Who Lies Beneath The Eternal Ocean&#039;&#039; has failed utterly to make Zakalwe see reason and hand over &#039;&#039;any&#039;&#039; of the swords Clytemnestra wants let alone all three of them. As a consequence, he wishes to assure the Urizen that he has withdrawn his statement of interest in acquiring the blade and will instead watch with interest as it continues to carve its path through history.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Tyrannical Discipline (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Emerald Scholar in Sable Ribbons desires poetry from Steinr poets&lt;br /&gt;
* &#039;&#039;&#039;Performances of Whispering Shadow Courtiers can be enhanced to claim a bounty of crystal fire if they involve both an appropriate poem and poet&lt;br /&gt;
[[Whisper_Gallery#Members of the Court|The Emerald Scholar in Sable Ribbons]] is a known lover of poetry and is looking for some new reading material to &amp;quot;pass the time&amp;quot;. In particular, it has apparently acquired a taste for the poetry of the [[Steinr]] of [[Wintermark]]. During the Spring Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both poem and Steinr poet into the performance will receive three [[Vis#Crystal Fire|crystal fire]] in thanks. Each poet may only make one submission, but magicians of any people or nation may help as many Steinr wordsmiths as please them. It&#039;s not entirely clear how anyone knows this is the case; anyone speaking of it is invariably reporting something they heard from a friend of a friend or read somewhere they cannot put their finger on. There may be a nefarious plan here, or it might just be that the Scholar is simply interested in art. With the Whisper Gallery, it is sometimes hard to separate the two.&lt;br /&gt;
&lt;br /&gt;
Obviously there are several problems with this. The Whisper Gallery are under [[alignment#enmity|enmity]] of the [[Conclave]]. Whispering Shadow Courtiers is interdicted by that enmity. Accepting boons from an eternal under enmity is a crime. Of course, none of this is of the last concern to Emerald Scholar in Sable Ribbons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the Steinr poet is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Torch of Shadows (Janon)===&lt;br /&gt;
* &#039;&#039;&#039;Janon welcomes Vellenka Vanyanova as the new Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds will attend Anvil at 19:00 on Friday to dispense Janon&#039;s blessings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have also been seen throughout the Empire making similar offers to the people&#039;&#039;&#039;&lt;br /&gt;
Last season the conclave elected a new [[Shadowed Torchbearer]], &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, and [[Janon]] is quick to send her congratulations. The &#039;&#039;Muse of Fire&#039;&#039; loves to meet new people, and expresses hope that their new friend&#039;s tenure will burn fast and bright, leaving behind only beautiful ashes to inspire those who come after. In order to properly greet his new agent in the Empire, &#039;&#039;Freedom&#039;s Flame&#039;&#039; will send heralds to Anvil via the Hall of Worlds at 19:00 on Friday in order to dispense blessings, respond to requests and hand over a list of demands. The &#039;&#039;Night Sword&#039;&#039; is not a being noted for restraint. What sie wants remains to be seen.&lt;br /&gt;
&lt;br /&gt;
In the meantime, reports of heralds of the &#039;&#039;Scribe of Burning Names&#039;&#039; are becoming more and more common across the Empire. This is not entirely surprising; the &#039;&#039;Voice of Zorech&#039;&#039; is under [[Alignment#Amity|amity]] and the doors are wide open to xir servants. What is causing some raised eyebrows is the fact that more and more often these heralds are offering to &#039;bless&#039; those they meet, just as their counterparts in Anvil have been doing. The number of people willing to take them up on their offer varies from place to place; there is far more interest among curious Freeborn than there is among the cautious and restrained chapter houses of Highguard.&lt;br /&gt;
&lt;br /&gt;
Where people do accept the gift, the outcome is always the same. The &#039;blessing&#039; turns out to be nothing more than [[Unfettered Anarchy]], a curse well-known to the Empire. There are some minor consequences - arguments, brawls, and acts of civil disobedience from the afflicted. Magistrates reiterate once again that being cursed is no defence in the eyes of the law, and remind all citizens that responsibility for their actions is ultimately their own. Nonetheless, conservative onlookers observe this trend with a sceptical eye. Today the &#039;&#039;Firebrand&#039;&#039; offers blessings. What will it do tomorrow?&lt;br /&gt;
===Messups for Sadogua (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua has been having difficulty replying to his mail&lt;br /&gt;
* &#039;&#039;&#039;He intends to deal with it following the Arcane Colloquium on Saturday evening in the Hall of Worlds&lt;br /&gt;
* &#039;&#039;&#039;He wants to be clear he is definitely not Dumon&lt;br /&gt;
Over the last six months, claims the little black and yellow herald in the peculiar hat, the [[Sadogua|Brother of Wizards]] has received quite a lot of [[Missive for Sadogua|messages]] from his friends in the Empire. Unfortunately, since the Autumn Equinox, he has been having a... the herald is clearly paraphrasing here... a dickens of a time responding. Something, he says, is messing with his ability to dispatch his return messages. The herald says that the &#039;&#039;Globbersnotch&#039;&#039; believes that there are only two possible causes - that it is something to do with the current &amp;quot;star crisis&amp;quot; going on in the Empire (this would likely be the matter discussed in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune), or more likely that it is part of a sinister plot by his wicked old foes the &#039;&#039;Circle of Zulgan Tash&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To resolve the matter, he intends to send someone with authority to deliver his letters to the Hall of Worlds on Saturday evening after the [[arcane Colloquium]]. He promises that this won&#039;t disrupt the [[Sevenfold Path]] or [[Silver Chalice]] meetings, and he&#039;ll - that is his representative - will be out of there before [[Conclave]] starts. Anyone who sent a &#039;&#039;Missive to Sadogua&#039;&#039; at the Autumn Equinox or the Winter Solstice should come along and pick up a response. One way or another there will be a response. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuming&#039;&#039; of course that the &#039;&#039;Father of Bats&#039;&#039; still has [[Alignment#Amity|amity]] of course. Apparently some of his friends have mentioned that the [[Synod]] has been [[387YE_Winter_Solstice_Synod_judgements#Judgement_24|discussing]] the &amp;quot;fact&amp;quot; that he is the entity the [[Iron Confederacy|Suranni]] know as  &amp;quot;[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]]&amp;quot;. He would very much like to go on record, again, to make it clear that he is &#039;&#039;definitely not&#039;&#039; Dumon the Liar as he has explained to assorted Imperial magicians at various points. The Hand of Dumon and their ilk occasionally insist he &#039;&#039;is&#039;&#039; Dumon the Liar but that&#039;s coming &#039;&#039;entirely&#039;&#039; from them. Assuming good faith, this may be a complete misunderstanding fostered by the hard work he did helping the Empire [[Shake_it_off#A_Lot_Of_Mana|rescue large numbers of Suranni wizards]]. Alternatively, this might be another bad faith attempt to blacken his name by a Varushkan given he understands the judgement was raised by someone called &#039;&#039;Vaclav&#039;&#039;.&lt;br /&gt;
===Closed Caucus (Lashonar)===&lt;br /&gt;
* &#039;&#039;&#039;Lashonar is very unhappy and has barred Imperial citizens from its Caucus Forum&lt;br /&gt;
* &#039;&#039;&#039;It has asked the magistrates to investigate the theft of its (now) illegal ritual text&lt;br /&gt;
The eternal [[Lashonar]] has been placed under [[Alignment#Enmity|enmity]] by the Imperial conclave, allegedly for [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Lashonar,_Enmity|spilling Imperial secrets to the Empire&#039;s foes]]. Last season there was a meeting under its auspices arranged by the people of [[Axos]] - a [[My_soul_at_liberty#The_Magpie_in_the_Room|gathering of the Liberty Pact]]. After that meeting, the [[inhabitants of the realms#Heralds|herald]] responsible for ferrying Imperial delegates back and forth unexpectedly took the opportunity to deliver an announcement from their patron. The Empire, it says, is spreading lies about it and its intentions. As a consequence, for the foreseeable future, the [Lashonar#Caucus_Forum|Caucus Forum]] is now closed to Imperial citizens. Previously, before the enmity, Lashonar had simply removed the ability of the [[Archmage of Night]] to request the Forum, no questions asked. Now, though, it will not consent to arrange &#039;&#039;any&#039;&#039; meetings for magicians of any nation that will include Imperial citizens. Instead, he will calmly explain why that is not possible - because the Empire have unfairly defamed the &#039;&#039;Keeper of the Gates of Wisdom&#039;&#039; when all they wanted was to help people talk to one another.&lt;br /&gt;
&lt;br /&gt;
Further details have since emerged, primarily in the form of messages delivered by tired wizards from [[Faraden]] of all places. If the Conclave ever wants to rectify this, they can use a [[declaration]] of [[Alignment#Acceptance|Acceptance]] to retract any claims that Lashonar is intentionally &amp;quot;spilling secrets&amp;quot; and to apologise for how they have treated her. Or they can just put up with being barred from the single most effective way for folk in all parts of the Known World to talk to one another. The &#039;&#039;Eater-of-Silence&#039;&#039; does not care either way.&lt;br /&gt;
&lt;br /&gt;
In addition, Lashonar would like to complain that he is the victim of a crime. He asked repeatedly for Imperial magicians to return the ritual text for the &#039;&#039;Summoning of the Loquacious Birds&#039;&#039; to him and they have refused. He would very much like the Imperial magistrates to investigate this theft, and reminds them that as a ritual that draws directly on the power of an eternal under enmity, it is almost certainly illegal to have it and ought to be destroyed. Or returned to its maker. Lashonar suggests they might like to start with the &#039;&#039;Guild of Ash and Embers&#039;&#039; in [[the League]] who were the last people to perform the ritual.&lt;br /&gt;
&lt;br /&gt;
Lashonar, it appears, is taking this all very personally, despite protestations to the contrary.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140351</id>
		<title>Monarchs and outcasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=140351"/>
		<updated>2026-06-10T18:09:44Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Final Vault (Ephisis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=A sacred ibis.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Key of dreams]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[Ripple of echoes]]&#039;&#039;&#039; deals with magic of a mortal or mysterious prevenance and &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; deals specifically with the ongoing chaos relating to the [[Astronomancy|astronomantic]] [[Astronomancy#Constellations|constellations]].&lt;br /&gt;
==Spring==&lt;br /&gt;
===No Hiding Place (Irra Harah)===&lt;br /&gt;
* &#039;&#039;&#039;The Prince with a Thousand Foes is somewhat put out&lt;br /&gt;
Last season, a group of Smiths and Landskeepers [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|were invited]] by the [[Irra_Harah|&#039;&#039;Warrenwise&#039;&#039;]] to attend a meeting at the &#039;&#039;Hare Stone&#039;&#039; in order to help address a particular issue. With that issue resolved, the group departed with a number of gifts from &#039;&#039;Papa Otec&#039;&#039; in thanks, including an incredibly powerful [[:Category:Paraphernalia|coven stone]] called &#039;&#039;the Protector&#039;s Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Apparently, that same evening that same powerful coven stone was deliberately destroyed by a casting of [[Words of Ending]]. To say &#039;&#039;The Prince with a Thousand Foes&#039;&#039; is insulted and upset would be something of an fairly massive understatement. When a visiting herald informed the civil service of this, words along the lines of &amp;quot;let&#039;s see them cast [[Forge the Wooden Fastness]] in [[Mournwold#Alderly|Alderly]] again, I fucking dare them&amp;quot; were spoken in rather unkind tones to poor Jorgen. For the moment it doesn&#039;t seem that &#039;&#039;Shacklebreaker&#039;&#039; has taken any immediate action, but if the events surrounding the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] and past issues with the [[Frozen Citadel of Cathan Canae]] are anything to go by, it may not be wise to rely &#039;&#039;too&#039;&#039; much on Forge the Wooden Fastness until the &#039;&#039;Ward of the Young&#039;&#039; has been placated.&lt;br /&gt;
===Mycelium for Old Rope (Llofir)===&lt;br /&gt;
* &#039;&#039;&#039;Last season, Llofir offered the Navarr a boon offering help raising their army in return for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This season, Llofir is offering the equivalent of 20 mithril for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs must all be of the same type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs can be handed over to Avery Farkas on the Sunday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity will not be available after the Spring Equinox is over&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Llofir|Rotlord]] approached the Navarr seeking their help - they need a huge bounty of herbs to power the creation of a new Paludarium and were willing to offer weapons and armour made from mycelium to help fund a new Navarr army. They wanted up to a thousand herbs, and offered the equivalent of 15 mithril in exchange. It&#039;s not clear if a large sapient mushroom can be disappointed, but if it could then it would be when no herbs were forthcoming.&lt;br /&gt;
&lt;br /&gt;
After some consideration, the eternal has taken the assumption that the deal did not go ahead because the eternal did not offer enough in return. As a result, it has reiterated its offer but found more mycelium to pay for it. Now it offers the equivalent of &#039;&#039;&#039;20 mithril&#039;&#039;&#039; for &#039;&#039;&#039;1000 herbs&#039;&#039;&#039; - or proportionately less if preferred.&lt;br /&gt;
&lt;br /&gt;
Eventually someone is able to track down one of Llofir&#039;s heralds and explain that one reason no herbs were delivered may be because the eternal didn&#039;t specify how the herbs &#039;&#039;could&#039;&#039; be handed over. After due consideration, the heralds ask Avery Farkas, one of the Navarr egregores, to nominate someone to organise and collect the herbs. Once Avery has found a willing volunteer, they can gather all the herbs they can acquire and then hand them over to Avery on the final day. A herald will collect them after the summit is over and ensure that they get given to Llofir. &lt;br /&gt;
&lt;br /&gt;
The only catch is that the herbs must all be of the same type. Llofir&#039;s intends to consume all the herbs at the same time.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===Gilded Bouquet (Eleonaris)===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris reaches out to her allies in the Empire to offer aid with invocations of her &#039;&#039;Knights of Glory&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elodian herself, one of Eleonaris&#039; captains, is expected to arrive at 21:00 on Friday via the Hall of Worlds&lt;br /&gt;
All is well in the Empire, at least as far as the &#039;&#039;Lady of Pennants&#039;&#039; can tell, yet something must be amiss? Only three of her cohorts were summoned last season to join the Empire&#039;s great campaigns, half as many or fewer as were cast each season in the rest of the 387YE. Elodian, favoured herald of the &#039;&#039;Commander of the Golden Armies&#039;&#039; informs her that the Empire has been facing some issues with its regio recently, to which she is deeply distraught. Not back long from [[Where_the_slow_river_flows#Stormbreak|fighting alongside the Green Shields]] in [[Mitwold]], Elodian is quickly sent to travel to Anvil to offer some aid to help with further castings of the [[Knights of Glory]] and is expecting to arrive via the Hall of Worlds at around nine in the evening on Friday during the summit, to distribute these favours to any who might need them.&lt;br /&gt;
&lt;br /&gt;
Elodian comes with a purpose of her own, as well as the one set by the &#039;&#039;Lady of Pennants&#039;&#039;. Apparently, the soldiers of the [[Valiant Pegasus]] were acting awfully strange towards Elodian and her hammersmiths when fighting alongside them and the Green Shields in Mitwold this season. She is concerned that she may have in some way offended the Highborn, and so has asked the [[Archmage of Summer]] or her representative to meet her at the Hall of Worlds that she might be guided to the Chapel in the Highborn camp to speak to either &#039;&#039;&#039;Lucifer&#039;&#039;&#039; or the newly elected General of the Army. If her [[Root_and_branch#From_the_West|old comrade]] &#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, other Highborn or anyone else might be willing to show up to explain why she and her warband might be being [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|treated differently]], she would be very grateful.&lt;br /&gt;
==A Boon For All Seasons (Various)==&lt;br /&gt;
* &#039;&#039;&#039;The regents of the Summer Realm promised boons to Dawn for winning the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant, Meraud, Barien and Rhianos have each offered a boon to one of the Knight Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The eternals of the Summer Realm that currently enjoy the [[Alignment#Amity|amity]] of the [[Conclave]] promised to grant a boon to the nation that won [[Opening ceremonies|the Drottningbjotha]]. The team put together by Enchanter Vesper Lucentia on behalf of Dawn, was ultimately victorious, and so the three regents and their wise counsellor, Adamant, Meraud, Barien and Rhianos, prepare to make good on their promise.&lt;br /&gt;
&lt;br /&gt;
Their original plan was to create one grand boon together, with each regent competing to add something to the magic. Unfortunately, that group quickly fall to squabbling. Rhianos argues for an idea involving beautiful seahorses made from foam and spume, that would lead Dawnish knights on adventures, Barien suggests a plan involving weavers producing inspiring banners, while Adamant is insistent that what the Dawnish really want is for Koboldi to build an enormous tower on top of the highest mountain in Dawn so that they can reach the stars &amp;quot;and fix them&amp;quot;, while Meraud wants to unleash a trio of terrifying giants through the forests of Astolat so that the yeofolk can have tests of mettle trying to kill them. Eventually Barien is forced to accept that there is no possible way that the regents of Summer can cooperate and that very clearly none of them have the slightest idea what Dawn might want.&lt;br /&gt;
&lt;br /&gt;
After a lot more arguing there is a compromise, each lord will adopt a single [[knight-protector]], the closest to their heart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rhianos chooses the Knight-Protector of Spring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud chooses Artreus D&#039;Fauntine, the Knight-Protector of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien chooses the Knight-Protector of Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant chooses Aletheia Wooder, the Knight-Protector of Winter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the chosen knights will receive a favour from their summer patron. They can use their favour to request a boon from the eternal in question, activating the magic will allow the knight to send a short simple message to the summer realm. They should use this to let their patron know what their heart desires. Barien&#039;s herald is clear that this boon is for the Land of the Glorious Morning (by which he means Dawn). Barien expects whatever it is that Dawn most wants to magically manifest itself in the hearts of the Knight-Protectors. Barien is generally considered the wisest of all the Summer eternals, but all too often that is a very low bar.&lt;br /&gt;
&lt;br /&gt;
The Knight-Protector of Spring is due to be re-elected this season, so &#039;&#039;Furole&#039;&#039; has given his boon to the Dawnish egregore. Once the nation has made their choice then the new Knight-Protector will receive &#039;&#039;Lady Gullscry&#039;s&#039;&#039; favour. Likewise Barien intends to wait until the nation appoints a new Knight-Protector of Autumn and make the same arrangements. Neither Meraud nor Adamant are content to wait, so their favoured knights will receive their favours this season. Of course the knight-protector can choose &#039;&#039;when&#039;&#039; to use their boon, but the &#039;&#039;Iron Duke&#039;&#039;s suggests they do not wait &#039;&#039;too&#039;&#039; long. The lords of the Summer Realm can only aid the Empire while they have amity - and who knows how long the fickle affections of the [[Conclave]] will last?&lt;br /&gt;
&lt;br /&gt;
The herald also points out that the powers of the regents of Summer are as far from limitless as the Sun is distant from the Moon. These favours are the kind a knight should expect from their liege for winning an important tourney. Dawn&#039;s knight-protectors may ask for &#039;&#039;anything&#039;&#039;, the regents of the Summer realm will determine what they &#039;&#039;get&#039;&#039;. Perhaps Barien is not such a naïf after-all...&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===How to Succeed in Business (Ephisis)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Dispose of the Quicksilver&#039;s Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type: &#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; The beneficiary of the sale&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Benefit:&#039;&#039;&#039; 80 wains of white granite and 240 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Quicksilver&#039;s Flame will be dismantled and removed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the beginning of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Cannot proceed if a [[declaration]] of [[Alignment#Acceptance|acceptance]] prohibits the sale&lt;br /&gt;
* Cannot proceed if Ephisis is under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could sell the Quicksilver&#039;s Flame to the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sale requires a Senate motion to cede the fortification to the eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could use a declaration of acceptance to veto the sale&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Prince of Scales&#039;&#039; has a buyer with some very specific requirements. They wish to purchase a fortification, and by good fortune, the Quicksilver&#039;s Flame in [[Morrow]] is close enough to their specifications. As a result, the &#039;&#039;Grand Plutocrat&#039;&#039; is ready and willing to facilitate the exchange, assuming the Empire is prepared to sell. The City offers the construction cost of 80 wains of white granite and 240 crowns in return for the right to dismantle the fortification and remove it... lock, key and gatepost. &lt;br /&gt;
&lt;br /&gt;
The proposed sale has some constitutional implications, to put it mildly. The fortification is the property of the Empire; nobody, not even the Conclave, can simply dispose of it without the explicit approval of the Imperial [[Senate]]. Legally, it is very clear that the sale requires the fortification to be [[Powers_of_the_Imperial_Senate#Concedence|ceded to the eternal]] - and that can only happen with a successful [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
However, the [[Conclave]] have the responsibility to &#039;&#039;&amp;quot;ensure the fit and proper use of magic&amp;quot;&#039;&#039;, so this arrangement clearly falls squarely within their purview. After lengthy consideration, the Constitutional Court are not inclined to &#039;&#039;require&#039;&#039; the Conclave to approve the sale using a [[declaration]] - instead they have issued guidance that the concession could not proceed if the Conclave passed a declaration of [[Alignment#Acceptance|acceptance]] to reject the offer. While this is clearly a compromise, the Court hopes that it at least balances the constitutional rights of both houses without putting additional burdens on their capacity and time.&lt;br /&gt;
&lt;br /&gt;
If the Senate were minded to accept the sale, then the motion should state who will receive the sale funds. The offer remains available for one year, until the beginning of the Spring Equinox 389YE.&lt;br /&gt;
===The Final Vault (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;An Ephisis herald plans to auction entry to a final vault of the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Posters naming the owner of the vault will be provided at the Hub and the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 20:00 on Friday in the Hall of Worlds, using crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 11am and 1145am on the Saturday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Autumn regio of the Empire have been mercifully free of flyers recently. A week before the Spring Equinox, that changes. Several powerful autumn regio begin to spew forth flyers like a geyser erupting. The stream of papers forms a vaguely humanoid shape, which announces in a booming voice that &#039;&#039;Keel, respected herald of the Hidden Prince&#039;&#039; is ecstatic to announce their final auction for exclusive visitation to one of the City of Gold and Lead&#039;s vaults whose owner has long since defaulted on payment.&lt;br /&gt;
&lt;br /&gt;
There is an awkward apology with the unseasonable delay - unfortunately this particular vault has run into some trouble. The Lictors got themselves involved, demanding proof of the owner&#039;s untimely demise. Now that this has been provided, they are unable to stop the auction continuing. Hurrah!&lt;br /&gt;
&lt;br /&gt;
Posters will be left in the Hall of Worlds and the Hub detailing the owner of this season&#039;s vault - but Keel promises that this one is &amp;quot;a doozy&amp;quot; and &amp;quot;a fitting finale&amp;quot;. The auction itself will take place at 8pm on the Friday of the Spring Equinox in the Hall of Worlds. The currency will be crystal mana.&lt;br /&gt;
&lt;br /&gt;
Four slots, each lasting 5 minutes, will be auctioned. Each slot allows four people entry into the vault. Whilst inside, visitors may act as they wish. They will be permitted to leave with a small basked of goods (containing no paper) and a single piece of paper each should they wish. Any objects (besides the single piece of paper each) which do not fit in the basket, and any paper place in the basket must be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
As always, Keel warns that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value left for them to take. She hopes that in these circumstances, the lucky visitors would still enjoy a rare visit to the City - even though they will be of course unable to see any of it outside the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to reach the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
This season, the slots to visit the vault will only be available between 11am and 11:45am on the Saturday of the Spring Equinox. Availability should be assured before committing to bidding to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; &#039;&#039;&#039;Access Information&#039;&#039;&#039;&amp;lt;/br&amp;gt; Full access information for the vault encounters are available on request from any crew member with a radio. But in particular we wish to draw attention to the fact that this vault makes extensive use of written material, and sifting through written information to a time limit is a key aspect of the encounter.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==One-Hahaha, Two-Hahaha (Ephisus)==&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead is offering to create proposals for a Counting House in Hercynia, Kallavesa or the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each would require the construction of a large edifice which would need to be ceded to Ephisis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The territories in question would see a boost in taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City must permit all trade bar the &#039;&#039;sale&#039;&#039; of people in the Counting House&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City will proceed to draw up a detailed proposal if requested to do so by the Conclave&#039;&#039;&#039;&lt;br /&gt;
Erlend Gunnulfsson has been pressing the heralds of the [[Ephisis|City of Gold and Lead]] to consider the creation of a fane, a grand structure dedicated to the marketplace, a site where coins can flow like water turning the wheels of commerce and bringing [[Prosperity]] to all. Surprisingly, the City initially rejected the idea of building such a structure in one of the great cities of [[the League]]. The reasoning was simple - the cities of [[the League]] are some of the richest and wealthiest places in the Empire - there is no doubt at all that building a counting house would provide profits there, but [[Holberg]], [[Temeschwar]], [[Sarvos]], [[Spiral#Apulian|Apulian]] and [[Tassato]] are all thriving! Businesses are open, prices are low, the markets are competitive. &lt;br /&gt;
&lt;br /&gt;
The City of Lead and Gold does not go rushing blindly into a busy marketplace. Not when there are other lands which businesses are scarce, prices are high and competition is sorely lacking. The purpose of a Counting House is not to make money - that is the purpose of the occupants of the Counting House. The reason to build a house, the reason to create one, is to encourage trade, to bolster businesses, to encourage the local economy to flourish.&lt;br /&gt;
&lt;br /&gt;
For this reason the factors of the &#039;&#039;Prince of Scales&#039;&#039; believe that the returns for everyone would be better if a Counting House was build somewhere where trade does not currently flourish. Having ruled out current territories where war is currently raging, the City has identified three territories that would all benefit significantly from the presence of a Counting House, namely [[Kallavesa]], [[The Barrens]] and [[Hercynia]]. The three are presented in order of which would benefit the most, but all three are very close, there is not much in it.&lt;br /&gt;
&lt;br /&gt;
Before they put further time into such a proposal, the hands of the &#039;&#039;Merchant Queen&#039;&#039; wish to be certain that a proposal would be welcomed. Arrangements would need to made, the Empire would need to pay for a substantial investment, at least thirty wains, possibly more, and the resulting edifice would need to be ceded to Ephisus once it was complete. They would then choose someone to operate the Counting House and look to make a profit thereby. Goods would then be widely available in the territory, people could come to the Counting House to buy and sell as they please, just as folk trade using [[Ephisis&#039; Scale]] now. That would be bound to increase taxation in the territory - boosting the Imperial and Anvil economy.&lt;br /&gt;
&lt;br /&gt;
Such are the many positive gains to be had from the wonders of trade. But the heralds note two concerns - the first is that trade in anything would need to be legal in the Counting House. Out of deference to the particular wishes of the Empire, the Counting House will not engage in any trade in people, an easy agreement to make since the current seat of the Voivode of Chains is empty and likely to remain so. However, they cannot stop the trade in any other physical goods, as such restrictions are anathema to the agents of the &#039;&#039;High Merchant&#039;&#039;. If a bustling trade in substances like bite, as takes place now via [[Ephisus Scale]], were going to prove a problem then it may be better not to proceed.&lt;br /&gt;
&lt;br /&gt;
Of course, the inhabitants of the City thinks it would be better if the Empire scrapped these foolish laws placing limits on trade altogether. But, they understand that mortals are often unwilling to do that, despite the many clear benefits that unrestricted access to the marketplace serves to lower prices for everyone. However, since the Counting House would need to be ceded anyway, legally all trades would be taking place under the auspices of the City of Gold and Lead, rather than being covered by [[Imperial law]]. Still, the heralds appreciate that legal technicalities may not solve all problems, and so they politely request that the Conclave use a declaration of acceptance &#039;&#039;if and only if&#039;&#039; they wish the City of Gold and Lead to make a formal proposal for the construction of Counting Houses in the three territories. &lt;br /&gt;
&lt;br /&gt;
Such a request should made with the full understanding that it would need to be ceded to the City, that the City would chose who ran the Counting House and that all trade - bar the sale of people would be fully legal within the premises. If the conclave indicate that those arrangements meet the Empire&#039;s need, then the City will spend the time and money needed to produce a detailed specification to be presented for consideration, as soon as it is available. The factors of the City of Gold and Lead understand if those conditions are not acceptable to the Empire, but on this occasion, the conditions are not negotiable.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of the Maggot (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Callidus is keen to reach out to the maggots of Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Several secretaries are expected to visit the Wintermark camp at 12.30 on Sunday&lt;br /&gt;
The [[Callidus|Prince of the Argent Tontine]] has received reports from his heralds that the wise and practical [[Wintermark_economic_interests#Maggot|maggots]] of Wintermark are an unfairly maligned group, and wishes to exalt and encourage them. To this end, he intends to send a small number of his secretaries to the Wintermark camp at around half past twelve on Sunday afternoon, to help any interested parties who wish to embolden and enhance their skills in maggotry for the coming year.&lt;br /&gt;
&lt;br /&gt;
Those who wish to barter for these boons are advised to be able to provide a token; a piece of jewellery, an amulet or personal talisman, or some similar trinket. In the event of successful negotiation, the heralds plan to invest a little bit of Autumn magic into this token.&lt;br /&gt;
&lt;br /&gt;
===Closing Orders (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039; Multitudo, herald of Callidus, will be showing up at 19:30 on Saturday to discuss the purchase of the sash of Guerra. &lt;br /&gt;
A herald of [[Callidus]], a short figure with curling horns and gold lines running over their skin, has delivered a letter to the civil service at [[Anvil]]. The letter contains an offer of a business deal, an opportunity for [[the Brass Coast]], [[Magpies]] and anyone else interested to purchase the Sash of [[Guerra]].&lt;br /&gt;
&lt;br /&gt;
This will be a direct sale at Anvil, as a member of the trade party will have the Sash on them. The deal will be done with Multitudo and a second party at 19:30 on Saturday of the Anvil Summit. The lackey of the &#039;&#039;Prince of the Argent Tontine&#039;&#039; stresses that this is one-time offer, to demonstrate what can be achieved if the Empire truly desires it. They do not intend to initiate such a services again, the finding of lost items, however the &#039;&#039;Golden Bargainer&#039;&#039; is more than willing to consider it in response to a [[Archmage#Plenipotentiary|plenipotentiary]] in which it was the sole subject.&lt;br /&gt;
&lt;br /&gt;
===The Hunt for Stephen of Sarcombe (Lictors)===&lt;br /&gt;
* &#039;&#039;&#039;The Sun Chamber has requested that the Lictors help track down and arrest Stephen of Sarcombe&lt;br /&gt;
The [[Lictors]] were delighted to receive a request for assistance from the Sun Chamber last season. That the future of the empire cares so deeply about arresting criminals and punishing oath breakers speaks well to its prospects. The Lictors will &#039;&#039;always&#039;&#039; be keen to offer their assistance in hunting down such individuals and providing all aid possible, and given their current level of [[Alignment#Amity|access]] to the Empire they are ideally placed to do so.&lt;br /&gt;
&lt;br /&gt;
There is however the small matter of proof. The accusations that the Sun Chamber have made are &#039;&#039;exceptionally&#039;&#039; serious and not to be levelled lightly. Under normal circumstances, the &#039;&#039;Brass Magistrates&#039;&#039; would ask to see contractual evidence to support, the cities of the Labyrinth always recommend a formal written contract for anything of import, so that these things can be independently verified, but they are aware that that is not always possible. And ultimately, an oath is still an oath, even if no record of it is ever made.&lt;br /&gt;
&lt;br /&gt;
In the case of Stephen of Sarcombe however, the Brass Magistrates have carried out an initial investigation and the situation remains occluded. The individual has sworn oaths of fealty, that much is true, just not to the Empire as far as the &#039;&#039;Reckoners&#039;&#039; can tell. Stephen was born in Mournwold, but the territory was under the rule of the Jotun at the time. The &#039;&#039;Chainbound&#039;&#039; have yet to find evidence that Stephen was ever oathbound to the Marches. &lt;br /&gt;
&lt;br /&gt;
Of course there may be more to discover. The Lictors have been invoked and consequences will follow. The &#039;&#039;City of Bar and Bond&#039;&#039; intends to dispatch one of their &#039;&#039;Reckoners&#039;&#039; to the Sodality Chamber at 8.30pm on the Friday of the Spring Equinox in order to discuss the specific nature of the Sodality&#039;s claims regarding Stephen&#039;s oathbreaking in order to consider what precise aid they may be able to render. The &#039;&#039;Furious Ones&#039;&#039; advise members of the Sun Chamber to gather what evidence they have in readiness, and prepare to make their case.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Question of Jetsam (Khobel Tavah)===&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah have confirmed that Eilian Sweetwater is entirely physically safe and will remain so indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eilian Sweetwater will be swiftly returned as befits &#039;&#039;lost flotsam&#039;&#039; if the Conclave makes a Declaration of Acceptance declaring themselves responsible for the consequences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Fleet Salvagemaster and the commissioner of Eilian&#039;s sabbatical are asked to attend a meeting on the Friday evening of the solstice at 22:10 to discuss the &#039;&#039;jetsam&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater is one of the more beloved prognosticators the Prognosticator&#039;s Office possesses. An experienced researcher with a can-do attitude that befits his long time as an active member of Storm&#039;s Run Striding, he is well-known for combining a passion for the lessons the Empire&#039;s history has to teach us with a willingness to put on his mud boots and wade into the practical constraints of a problem. Unfortunately, he has been missing for half a year - ever since his sabbatical pursuing a survey of the Empire&#039;s historical lighthouses was cut short by the [[Grendel]] invasion of Redoubt in the Autumn of 387YE. At the time, Eilian was investigating the ruins of the Lighthouse at Nikephoros, which had been destroyed in an earlier Grendel attack in the Winter of 386YE - he disappeared after the attack and has not been seen since.&lt;br /&gt;
&lt;br /&gt;
It is believed by some that he fled the Grendel into the caves below the lighthouse, where a powerful Winter regio lies in a cave known as the Cave of the Drowned. These rumours were given some support when, at a recent parley, the Winter eternal known as the Two-Who-Are-One, [[Khobel Tavah]], is said to have confirmed that Eilian was safe and in some sense under their protection. If this is true, however, it is not clear that Eilian is able to leave. Certainly, nothing of him has been heard since: until now. Some weeks before the Spring Equinox, a startling figure emerges from the door to the Hall of Worlds. Their gaunt, corpse-like appearance marks them as inhuman, a creature of the Realms. However, they are dressed in the garb of a Highborn sailor: the bell and the book at their belt suggest nothing more than a Steward of the Dead. Indeed, they identify themselves as the Speaker for the Drowned, herald of the Sunken Rope. They begin to relay a message from the eternal they serve.&lt;br /&gt;
&lt;br /&gt;
The figure recounts the missing part of the story of Eilian&#039;s flight. Separated from their companions on the island in the midst of the Grendel attack, Eilian fled wounded to the cave of the Drowned below the isle of Nikephoros. It seems the herald of [[Kimus]] known as Fotismos perished as they attempted to defend their charge. The drowned figure does not dwell on this point, mentioning only that the affairs of the &#039;&#039;Unblinking Eye&#039;&#039; are not theirs to comment upon but that the [[Archmage of Day|Archmage of the Sea Above]] probably ought to be informed.&lt;br /&gt;
&lt;br /&gt;
Alone and desperately afraid, Eilian believed in that moment that he would surely die. The Speaker says that a fervent and desperate plea from a terrified soul is exactly the kind of call that Fear Death by Water are responsive to. &amp;quot;There, in Her bosom and under His eye&amp;quot;, says the Speaker for the Drowned, &amp;quot;your missing &#039;&#039;lost flotsam&#039;&#039; is safe - [[Kaela|Queen Esk&#039;s]] touch cannot find him in the abyssal darkness of the uttermost salt. He is suspended in terror, and terror preserves.&amp;quot; They say this dispassionately - there is no sense of cruelty as one might expect from a representative of [[The Thrice-cursed Court]]. To the &#039;&#039;Speaker for the Drowned&#039;&#039;, it seems perfectly natural that one might exist in such a state - especially if one wanted to remain protected from harm.&lt;br /&gt;
&lt;br /&gt;
The Speaker explains that it is not the wish of Fear and Her Bride to deprive the Empire of their precious &#039;&#039;lost flotsam&#039;&#039;. Eilian is not theirs to keep - there are old laws of the sea regarding such things. However, the chamber in which he dwells, known as the Uttermost Salt, was not unoccupied. &amp;quot;There is &#039;&#039;jetsam&#039;&#039; there, too - something long sealed away by an old bargain. If the flotsam is to be released into your care - and he will need care - you should know that the &#039;&#039;jetsam&#039;&#039; within the Uttermost will also follow. The gate does not open for one alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned is clear that Eilian will be returned swiftly if the Conclave makes a Declaration of Acceptance - a suggested text is provided - thanking the Sunken Rope for taking care of their lost flotsam, and accepting all responsibility for what will follow and any doom that might subsequently fall. The Consorts of Dark Water are hopeful that his stay with them has given Eilian some ideas as to how the Lighthouse at Nikephoros, constructed as a grand regio in their name in times past, can be restored. If the Conclave decides they do &#039;&#039;not&#039;&#039; want to accept the consequences of his release, that is fine - Terror-Under-Wave will continue his preservation for as long as they wish. He will be physically entirely safe. There is no cause for alarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Speaker for the Drowned&#039;s suggested Declaration of Acceptance&amp;quot;&amp;gt;The Conclave thankfully claims Eilian Sweetwater as &#039;&#039;lost flotsam&#039;&#039; from Sunken Rope, and asks that the depths of the Uttermost Salt be emptied, that he might be immediately returned.&lt;br /&gt;
&lt;br /&gt;
In doing so, they accept full responsibility for the doom that will follow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorgen, the long-suffering [[Civil Service|civil servant]] who often fields visitors from the realms and asks what exactly this &#039;&#039;jetsam&#039;&#039; that will &amp;quot;follow&amp;quot; is, and what this &amp;quot;doom&amp;quot; that might subsequently fall might be. The Steward of the Drowned looks genuinely surprised at the question - it seems to have expected its cryptic utterances to be understood. After a little thought it says that it will arrange for a chamber to be adjoined to the Hall of Worlds at the time of favourable omen, so that the Empire may send its Receiver of Wreck to discuss the affair. &lt;br /&gt;
&lt;br /&gt;
When it is explained that no such position exists, it is finally agreed that the [[Golden Fleet Salvagemaster]], &#039;&#039;&#039;Caleb of the Cenotaph&#039;&#039;&#039;, and the hakima and public artist &#039;&#039;&#039;Allegra i Riqueza&#039;&#039;&#039; (who is responsible for Eilian&#039;s wellbeing) are invited to meet the Steward in the Hall of Worlds at 22:10 on the Friday of the Spring Equinox. They will adjourn to a chamber, where the matter of the &#039;&#039;jetsam&#039;&#039; will be discussed. The [[Conclave]] may want to defer their decision until this meeting has concluded - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
===Moments of Contemplation (Sorin)===&lt;br /&gt;
* &#039;&#039;&#039;The Tomb King invites five pairs of Imperial heroes to attend him in a chamber, beyond the Hall of Worlds, at 22:15 on the Saturday of the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named are Umarth Kannask, Odd Twiceborn, and Towlen Nighthaven. Each of these, and two others, must bring with them one who knows them intimately to enumerate their hypocrisies and weaknesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Should the Hungry Wolf be pleased that the Empire is learning well of his truth, then he consents to grant a ritual from the Book of Ahsaver to Towlen Nighthaven&#039;&#039;&#039;&lt;br /&gt;
Last season, the &#039;&#039;Tomb King&#039;&#039; [[The_thing_with_feathers#Moments_of_Silence_(Sorin)|sent his Sepulchral Pontifex]] to visit the Imperial Orcs with an offer. He is apparently quite pleased with the respect shown by the Unshackled at Anvil, and especially with the actions of &#039;&#039;&#039;Karrak&#039;&#039;&#039; and &#039;&#039;&#039;Stormsteel Skorr&#039;&#039;&#039;. The &#039;&#039;Whelpmaster&#039;&#039; also notes that one of their number, &#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039; has shown the wisdom and strength to take the title of [[Archmage of Winter]] from their predecessor. This too pleases the &#039;&#039;Lord of the Monolith&#039;&#039; as it means it should be even easier to arrange a [[Alignment#Acceptance|declaration of acceptance]] to offer him the contents of the tomb of Alicia-who-knew-the-path in Eoradal in exchange for the great boon that was offered. It would appear to be even more useful given the events in [[Mareave]] this season.&lt;br /&gt;
&lt;br /&gt;
[[Sorin|&#039;&#039;The Bleak Exarch&#039;&#039;]] notes the commitment the Empire has demonstrated toward his cause, that of ridding the self of weakness, but remains eternally unsatisfied, for the work is far from complete. He therefore invites &#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039; and &#039;&#039;&#039;Odd Twiceborn&#039;&#039;&#039; to share what wisdom they have learned now that their blessing of Sand-blasted Ties is fading, as well as &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039;, who has invoked their Pallid Charm to ask a favour of &#039;&#039;the Empty One&#039;&#039;. In addition, two others, of Umarth and Odd Twiceborn&#039;s choosing, are welcome to present themselves to &#039;&#039;the Silent Kingdom&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each of these five will enter the chamber separately, at the invitation of a [[Inhabitants_of_the_realms#Heralds|herald]], there to meet &#039;&#039;the Lord of the Monolith&#039;&#039; himself. However, they will bring with them a partner. This person should know the invitee well, but be little known to &#039;&#039;the Father of Draughir&#039;&#039;. Preferably, they should not be a mage at all, for the cause goes much beyond the practice of magic. They will have a short amount of time to explain to &#039;&#039;the Prince in Rags&#039;&#039; what hypocrisies and weaknesses the invitee still has to overcome. To illustrate, Towlen Nighthaven may bring a friend, and that friend will speak to Sorin of Towlen Nighthaven&#039;s hypocrisies. &lt;br /&gt;
&lt;br /&gt;
The heralds explain that Towlen Nighthaven has requested help reclaiming the Book of Ahsaver. Their lord is not inclined to do so, but will offer a ritual taken from there to him, if the citizens of the Empire can prove they have begun to understand his wisdom in the chamber before him.&lt;br /&gt;
&lt;br /&gt;
===Bound by Obligation (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;Tharim&#039;s herald has presented a boon on behalf of the eternal Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkans that send a bloodied handprint along with any Tribute to the Thrice Cursed Court will receive a boon from Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The boon will grant the user a way to contact the eternal&#039;&#039;&#039;&lt;br /&gt;
Beneath a waning moon, a creature trussed in rusted chains emerges from the Imperial Regio ahead of the summit. It speaks through a jaw bound by iron, its gesture&#039;s constrained by the scrape of iron upon iron. It is clearly a herald of [[Tharim]], but it explains that &#039;&#039;Stoneheart&#039;&#039; is held by black iron law of a sworn oath, and so it is here to carry a message on behalf of the vile wretch [[Agramant]]. &lt;br /&gt;
&lt;br /&gt;
Grinding and chipping its teeth behind the jagged tines encasing its mouth, the herald recites the message. In remembrance of the Howler&#039;s favoured collaborator Milos Durenovich - so cruelly butchered as they sought to secure the survival of their people - &#039;&#039;Ropechewer&#039;&#039; shall offer the people of [[Varushka]] a boon. Throughout the coming summit, any citizen of Varushka who sends a bloodied handprint alongside a [[Tribute to the Thrice Cursed Court]] shall receive, with their allotment of [[vis#Heart&#039;s Blood|heart&#039;s blood]], a bloodied twig - a talisman allowing its user to send a missive to &#039;&#039;Drowner&#039;&#039; in his icy abode.&lt;br /&gt;
&lt;br /&gt;
With a rattling groan and a look of palpable disgust, the herald then proceeds to depart once more into the regio, shedding flakes of corroded metal that dust the dewy grass underfoot with each step.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===The Turning of the Wheel (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon is sending two of its heralds at 10:15 on Saturday, tasked with a public relations mission&#039;&#039;&#039;&lt;br /&gt;
[[Sinokenon]] is an [[eternal]] whose relationship with the Empire has generally been consistently cordial, if never close. It has tended to pay most attention to the Empire at times when the ruling [[the Throne|Throne]] of the era has been able to successfully bend the institutions of the Empire to a single cause; nevertheless, even in less unified times it has rarely shown the Empire animosity. It has helped the Empire in recent years, most notably assisting the Archmage of Day to warn the people of [[Tsark]] of a planned raid by the [[Axos|Axou]] and the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
Recently, it attempted to help the foreigners of the [[Mirror_and_the_flame#The_Silver_Flame_of_Unity|Silver Flame enclave]] with their negotiations with the Empire. However, these efforts seem to have been unsuccessful, and the Conclave chose to [[387YE_Winter_Solstice_Conclave_sessions#Alignment:_Sinokenon,_Neutrality|rebuke]] Sinokenon&#039;s advances. While the Silver Flame have [[LINK|their own response]] to the failure of those efforts, Sinokenon&#039;s heralds have reached out to the [[Civil Service|civil service]] expressing what appears to be genuine confusion and concern. They profess to be alarmed by the very idea that Sinokenon would ever seek to subvert or countermand the [[Imperial Constitution]].&lt;br /&gt;
&lt;br /&gt;
The ministers of the &#039;&#039;Silver Ministry&#039;&#039; appear to believe that this must be some kind of misunderstanding. They have assured the civil service that Sinokenon has never been more certain that the Empire is going in the right direction. Their ministers have made clear that, in particular, they regard Emperor Vesna as a particularly gifted occupant of the Throne. They point to [[Push_for_victory|the recent Imperial address]] as proof of her statecraft. Apparently, &#039;&#039;That Which Lives In Its Name&#039;&#039; had been minded to petition the Archmage of Day for the Conclave&#039;s amity - but has now put these plans on hold. Instead, two of its ministers - the Senior and Junior Minister for Casinean Public Relations - have been instructed to visit Anvil at the Spring Equinox on the Saturday morning, so as to best gauge Sinokenon&#039;s reputation at the present time and to take steps to alleviate any dismay or misapprehension. &lt;br /&gt;
&lt;br /&gt;
Arriving around 10:15 and staying until a little after 13:00, they would be delighted to meet with the Archmage of Day as part of this visit; however, Sinokenon&#039;s heralds are clear that the real focus will be talking to the foundation-stones of the Imperial hierarchy - the ordinary people who make it work - and distributing gifts and pamphlets that demonstrate Sinokenon&#039;s beneficial intentions. They appear confident that by raising their reputation with the foundation of Imperial society in this manner, they will comprehensively dissolve any negative reputation for the &#039;&#039;Turning Mirror&#039;&#039; that might exist. It remains to be seen whether or not they are remotely correct in their assumptions.&lt;br /&gt;
&lt;br /&gt;
===Out in the Open (Roshanwe)===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe has asked for a meeting with the Archmage of Day &lt;br /&gt;
* &#039;&#039;&#039;A herald of the Navigator aims to arrive in the Hall of Worlds at 22:00 on Saturday&lt;br /&gt;
In a prompt and timely manner, but not too much in advance of the Spring Equinox, a message from the &#039;&#039;Finder of the Path&#039;&#039; is delivered in very neat handwriting to the civil servants working at the [[Astolat#Castle of Thorns|Castle of Thorns]]. This is all considered normal and usual, until the contents are read.&lt;br /&gt;
&lt;br /&gt;
A trusted herald of the &#039;&#039;Navigator&#039;&#039; intends to arrive in the Hall of Worlds on Saturday at 22:00 and hopes to speak with the [[Archmage of Day]] or their designated representative, regarding a particular matter. This is not a secret matter, as such, but simply something better discussed in person. Ideally without any eavesdroppers. The Archmage of Day is welcome to discuss their conversation with anyone they choose after the herald has left, but a degree of discretion is requested until that time.&lt;br /&gt;
&lt;br /&gt;
One last important note, this herald will &#039;&#039;not&#039;&#039; be talking about lighthouses, despite them being of great interest to the &#039;&#039;Beacon&#039;&#039;. If they choose to take the alleged expertise of [[Khobel Tavah]] on building them, over hers, as they did with [[Kimus]] when building the lighthouse at Apulian, that&#039;s absolutely fine. Of course, if Eilian Sweetwater had come to the &#039;&#039;Mariner&#039;&#039; when producing the [[For_those_in_peril_on_the_sea|appraisal]] on the matter, even to ask her opinion, he might not be in such dire straits as he is now, but what&#039;s done is done. If the Empire ever &#039;&#039;did&#039;&#039; want to talk to &#039;&#039;The Finder of the Path&#039;&#039; on the topic however, a [[Archmage#Plenipotentiary|plenipotentiary]] on the topic would be very pleasing.&lt;br /&gt;
&lt;br /&gt;
===Staring at the Sun (Kimus)===&lt;br /&gt;
* &#039;&#039;&#039;Kimus brings word of a collaborative effort between itself and a coven of seers from Redoubt to better understand the threat of Cold Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizeni, particularly the current seat of the Brilliant Star, Volidus, should expect the eternal&#039;s heralds at 18:15 on Friday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Unfolding from [[Regio#The_Imperial_Regio|the Imperial regio]] as the sun is at its zenith but days before the Spring Equinox, a Vizier of [[Kimus|&#039;&#039;She Who Watches&#039;&#039;]] goes initially unnoticed amidst the sweltering heat of high spring. The herald is content to remain motionless as they observe the comings and goings of Anvil through its many staring eyes.&lt;br /&gt;
&lt;br /&gt;
When it is finally approached and asked why it is here, they seem to consider the question with the same unblinking intensity before finally responding. They explain that in distant [[Redoubt]], within the dead caldera of a long-dead volcano lies &#039;&#039;Terminus Sol&#039;&#039; a potent regio corrupted by the invasion of [[Cold Sun]]. At this very moment, the Vizier continues, a [[coven]] of [[seer|seers]] from [[Redoubt#Delving|Delving]] known as &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; is preparing to divine knowledge and understanding from the blinding fire of Cold Sun.&lt;br /&gt;
&lt;br /&gt;
This process, formulated with assistance from &#039;&#039;The Celestial Eye&#039;&#039;, depends on a final element - one that must be carried through the [[Sentinel Gate]]. The herald requests that representatives of [[Urizen]], in particular Volidus, the overseer of the Brilliant Star, should watch the [[Hall of Worlds]] for the arrival of further emissaries of &#039;&#039;The Glass of the Heavens&#039;&#039; at six hours and fifteen minutes past midday upon the first day of the coming equinox.&lt;br /&gt;
===Whalefail (Leviathan)===&lt;br /&gt;
* &#039;&#039;&#039;Leviathan has failed to secure any of Damakhan&#039;s blades&lt;br /&gt;
&#039;&#039;[[Leviathan|She Who Counts the Ripples]]&#039;&#039; has [[To_fight_aloud#The_Forge|expressed an interest]] in the artefact known colloquially as the Sword of Damakhan. Wishing to secure the item for its historical value, the &#039;&#039;Fish of Why&#039;&#039; made an approach to &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039; who wields the blade as [[general]] of the [[Argent Sword]]. Through a special performance of [[Swim Leviathan&#039;s Depth]], discussion was had of what payment might be required to claim the blade. It seems that the [[Urizen|Urizeni]] were keen to replace their single sword with three other famous blades of Damakhan, tied to the three pillars of their nation. The &#039;&#039;Watcher Beneath the Waters&#039;&#039; agreed to consider the matter, believing that some or all of these swords were part of the collection of [[Zakalwe|Weapon Wise]]. By all accounts the &#039;&#039;Deep One&#039;&#039; was certain he could persuade Zakalwe to part with one of the blades. Clytemnestra was clear however that it would take all three swords to secure the final lesson of Damakhan.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, a morose herald of the &#039;&#039;Hierarch of the Deepest Depth&#039;&#039; delivered a message to the Castle of Thorns. &#039;&#039;The Unspeakable One Who Lies Beneath The Eternal Ocean&#039;&#039; has failed utterly to make Zakalwe see reason and hand over &#039;&#039;any&#039;&#039; of the swords Clytemnestra wants let alone all three of them. As a consequence, he wishes to assure the Urizen that he has withdrawn his statement of interest in acquiring the blade and will instead watch with interest as it continues to carve its path through history.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Tyrannical Discipline (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Emerald Scholar in Sable Ribbons desires poetry from Steinr poets&lt;br /&gt;
* &#039;&#039;&#039;Performances of Whispering Shadow Courtiers can be enhanced to claim a bounty of crystal fire if they involve both an appropriate poem and poet&lt;br /&gt;
[[Whisper_Gallery#Members of the Court|The Emerald Scholar in Sable Ribbons]] is a known lover of poetry and is looking for some new reading material to &amp;quot;pass the time&amp;quot;. In particular, it has apparently acquired a taste for the poetry of the [[Steinr]] of [[Wintermark]]. During the Spring Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both poem and Steinr poet into the performance will receive three [[Vis#Crystal Fire|crystal fire]] in thanks. Each poet may only make one submission, but magicians of any people or nation may help as many Steinr wordsmiths as please them. It&#039;s not entirely clear how anyone knows this is the case; anyone speaking of it is invariably reporting something they heard from a friend of a friend or read somewhere they cannot put their finger on. There may be a nefarious plan here, or it might just be that the Scholar is simply interested in art. With the Whisper Gallery, it is sometimes hard to separate the two.&lt;br /&gt;
&lt;br /&gt;
Obviously there are several problems with this. The Whisper Gallery are under [[alignment#enmity|enmity]] of the [[Conclave]]. Whispering Shadow Courtiers is interdicted by that enmity. Accepting boons from an eternal under enmity is a crime. Of course, none of this is of the last concern to Emerald Scholar in Sable Ribbons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the Steinr poet is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Torch of Shadows (Janon)===&lt;br /&gt;
* &#039;&#039;&#039;Janon welcomes Vellenka Vanyanova as the new Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds will attend Anvil at 19:00 on Friday to dispense Janon&#039;s blessings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have also been seen throughout the Empire making similar offers to the people&#039;&#039;&#039;&lt;br /&gt;
Last season the conclave elected a new [[Shadowed Torchbearer]], &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, and [[Janon]] is quick to send her congratulations. The &#039;&#039;Muse of Fire&#039;&#039; loves to meet new people, and expresses hope that their new friend&#039;s tenure will burn fast and bright, leaving behind only beautiful ashes to inspire those who come after. In order to properly greet his new agent in the Empire, &#039;&#039;Freedom&#039;s Flame&#039;&#039; will send heralds to Anvil via the Hall of Worlds at 19:00 on Friday in order to dispense blessings, respond to requests and hand over a list of demands. The &#039;&#039;Night Sword&#039;&#039; is not a being noted for restraint. What sie wants remains to be seen.&lt;br /&gt;
&lt;br /&gt;
In the meantime, reports of heralds of the &#039;&#039;Scribe of Burning Names&#039;&#039; are becoming more and more common across the Empire. This is not entirely surprising; the &#039;&#039;Voice of Zorech&#039;&#039; is under [[Alignment#Amity|amity]] and the doors are wide open to xir servants. What is causing some raised eyebrows is the fact that more and more often these heralds are offering to &#039;bless&#039; those they meet, just as their counterparts in Anvil have been doing. The number of people willing to take them up on their offer varies from place to place; there is far more interest among curious Freeborn than there is among the cautious and restrained chapter houses of Highguard.&lt;br /&gt;
&lt;br /&gt;
Where people do accept the gift, the outcome is always the same. The &#039;blessing&#039; turns out to be nothing more than [[Unfettered Anarchy]], a curse well-known to the Empire. There are some minor consequences - arguments, brawls, and acts of civil disobedience from the afflicted. Magistrates reiterate once again that being cursed is no defence in the eyes of the law, and remind all citizens that responsibility for their actions is ultimately their own. Nonetheless, conservative onlookers observe this trend with a sceptical eye. Today the &#039;&#039;Firebrand&#039;&#039; offers blessings. What will it do tomorrow?&lt;br /&gt;
===Messups for Sadogua (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua has been having difficulty replying to his mail&lt;br /&gt;
* &#039;&#039;&#039;He intends to deal with it following the Arcane Colloquium on Saturday evening in the Hall of Worlds&lt;br /&gt;
* &#039;&#039;&#039;He wants to be clear he is definitely not Dumon&lt;br /&gt;
Over the last six months, claims the little black and yellow herald in the peculiar hat, the [[Sadogua|Brother of Wizards]] has received quite a lot of [[Missive for Sadogua|messages]] from his friends in the Empire. Unfortunately, since the Autumn Equinox, he has been having a... the herald is clearly paraphrasing here... a dickens of a time responding. Something, he says, is messing with his ability to dispatch his return messages. The herald says that the &#039;&#039;Globbersnotch&#039;&#039; believes that there are only two possible causes - that it is something to do with the current &amp;quot;star crisis&amp;quot; going on in the Empire (this would likely be the matter discussed in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune), or more likely that it is part of a sinister plot by his wicked old foes the &#039;&#039;Circle of Zulgan Tash&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To resolve the matter, he intends to send someone with authority to deliver his letters to the Hall of Worlds on Saturday evening after the [[arcane Colloquium]]. He promises that this won&#039;t disrupt the [[Sevenfold Path]] or [[Silver Chalice]] meetings, and he&#039;ll - that is his representative - will be out of there before [[Conclave]] starts. Anyone who sent a &#039;&#039;Missive to Sadogua&#039;&#039; at the Autumn Equinox or the Winter Solstice should come along and pick up a response. One way or another there will be a response. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuming&#039;&#039; of course that the &#039;&#039;Father of Bats&#039;&#039; still has [[Alignment#Amity|amity]] of course. Apparently some of his friends have mentioned that the [[Synod]] has been [[387YE_Winter_Solstice_Synod_judgements#Judgement_24|discussing]] the &amp;quot;fact&amp;quot; that he is the entity the [[Iron Confederacy|Suranni]] know as  &amp;quot;[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]]&amp;quot;. He would very much like to go on record, again, to make it clear that he is &#039;&#039;definitely not&#039;&#039; Dumon the Liar as he has explained to assorted Imperial magicians at various points. The Hand of Dumon and their ilk occasionally insist he &#039;&#039;is&#039;&#039; Dumon the Liar but that&#039;s coming &#039;&#039;entirely&#039;&#039; from them. Assuming good faith, this may be a complete misunderstanding fostered by the hard work he did helping the Empire [[Shake_it_off#A_Lot_Of_Mana|rescue large numbers of Suranni wizards]]. Alternatively, this might be another bad faith attempt to blacken his name by a Varushkan given he understands the judgement was raised by someone called &#039;&#039;Vaclav&#039;&#039;.&lt;br /&gt;
===Closed Caucus (Lashonar)===&lt;br /&gt;
* &#039;&#039;&#039;Lashonar is very unhappy and has barred Imperial citizens from its Caucus Forum&lt;br /&gt;
* &#039;&#039;&#039;It has asked the magistrates to investigate the theft of its (now) illegal ritual text&lt;br /&gt;
The eternal [[Lashonar]] has been placed under [[Alignment#Enmity|enmity]] by the Imperial conclave, allegedly for [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Lashonar,_Enmity|spilling Imperial secrets to the Empire&#039;s foes]]. Last season there was a meeting under its auspices arranged by the people of [[Axos]] - a [[My_soul_at_liberty#The_Magpie_in_the_Room|gathering of the Liberty Pact]]. After that meeting, the [[inhabitants of the realms#Heralds|herald]] responsible for ferrying Imperial delegates back and forth unexpectedly took the opportunity to deliver an announcement from their patron. The Empire, it says, is spreading lies about it and its intentions. As a consequence, for the foreseeable future, the [Lashonar#Caucus_Forum|Caucus Forum]] is now closed to Imperial citizens. Previously, before the enmity, Lashonar had simply removed the ability of the [[Archmage of Night]] to request the Forum, no questions asked. Now, though, it will not consent to arrange &#039;&#039;any&#039;&#039; meetings for magicians of any nation that will include Imperial citizens. Instead, he will calmly explain why that is not possible - because the Empire have unfairly defamed the &#039;&#039;Keeper of the Gates of Wisdom&#039;&#039; when all they wanted was to help people talk to one another.&lt;br /&gt;
&lt;br /&gt;
Further details have since emerged, primarily in the form of messages delivered by tired wizards from [[Faraden]] of all places. If the Conclave ever wants to rectify this, they can use a [[declaration]] of [[Alignment#Acceptance|Acceptance]] to retract any claims that Lashonar is intentionally &amp;quot;spilling secrets&amp;quot; and to apologise for how they have treated her. Or they can just put up with being barred from the single most effective way for folk in all parts of the Known World to talk to one another. The &#039;&#039;Eater-of-Silence&#039;&#039; does not care either way.&lt;br /&gt;
&lt;br /&gt;
In addition, Lashonar would like to complain that he is the victim of a crime. He asked repeatedly for Imperial magicians to return the ritual text for the &#039;&#039;Summoning of the Loquacious Birds&#039;&#039; to him and they have refused. He would very much like the Imperial magistrates to investigate this theft, and reminds them that as a ritual that draws directly on the power of an eternal under enmity, it is almost certainly illegal to have it and ought to be destroyed. Or returned to its maker. Lashonar suggests they might like to start with the &#039;&#039;Guild of Ash and Embers&#039;&#039; in [[the League]] who were the last people to perform the ritual.&lt;br /&gt;
&lt;br /&gt;
Lashonar, it appears, is taking this all very personally, despite protestations to the contrary.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Bloodwater_Marsh.pdf&amp;diff=140172</id>
		<title>File:Bloodwater Marsh.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Bloodwater_Marsh.pdf&amp;diff=140172"/>
		<updated>2026-06-09T12:23:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=140171</id>
		<title>Other monstrous geographies</title>
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		<updated>2026-06-09T12:21:35Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective Threat: Druj Counter Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:388YE Spring]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monstrous Geographies.jpg|caption=Even without the Druj miasma there is plenty to fear in Sarangrave. The bottomless lakes and the creatures that dwell in their depths; the marshes and the woods that hide Druj assassins; and the shadow of the past that hangs over the entire wetland.|align=left|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The End of Winter==&lt;br /&gt;
The [[Rivers of Life]] flow through the [[Sarangrave]]. [[Spring magic]] in the clouds, in the streams, the ponds, in the water-bottles of the soldiers. In the Feverwater, in unplumbed depths of the lake of [[Sarangrave#Kroll|Kroll]]. They bring with them the promise of life, of wounds that will swiftly heal. They bring a threat as well - the blood-sucking, stinging insects of the Druj-corrupted wetlands swarm and bite in unprecedented numbers. There is a balance of a kind, though, to this indiscriminate magic. Wounds are less likely to fester in the filthy marshes, at least. Sickness less likely to spread. The rains of life fall on the just and the corrupt, equally.&lt;br /&gt;
&lt;br /&gt;
The Druj have kept their stronghold in the south. The massive [[Sarangrave#Tower of the Skink|Tower of the Skink]] looms over the [[Sarangrave#Thornfen|Thornfen]]. The Marshlizard Clan remains the final sept of the Druj still holding out against Imperial armies. To the south of the titanic castle, the [[Axos|Axou]] of [[Axos#Gates_of_Ipotavo|Ipotavo]] continue their own assault. They batter the massive fortified gate from which the [[orc|orcs]] of [[the Mallum]] sent out their raiders to attack [[Axos#Axou Territories|Kabanja]]. The portal is firmly closed, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
Of the forces engaged with the Druj last season, only the [[Boyar&#039;s Hasta]], the [[Summer Storm]], and the [[Lions of Adelmar]] have remained. The [[Granite Pillar]] and the [[Golden Axe]] have pulled back to [[Dawn]], to recover perhaps from the horror of the Sarangrave. The [[Druj miasma]] still hangs heavily over the entire territory, of course, stronger and thicker than anywhere the Empire has encountered it before. It is no surprise that those who fight under such conditions need to fall back, to recover from wounds not just physical but spiritual as well.&lt;br /&gt;
&lt;br /&gt;
In their place come the [[Eastern Sky]], [[Gryphon&#039;s Pride]], and [[Citadel Guard]] out of [[Semmerholm]], and the [[Navarr]] of the [[Quiet Step]] from [[Astolat]]. They pass swiftly through [[the Barrens#The Bleaks|the Bleaks]]; the Karass mark their passage silently, their faces unreadable. From there, across the [[Sarangrave#Turan Flats|Turan Flats]] to the wreck of Thornfen.&lt;br /&gt;
&lt;br /&gt;
Last season, the Druj [[Fire_and_the_flood#Jarangir&#039;s_Levy|broke Jarangir’s Levy]], unleashing a flood that scattered attackers and defenders alike. The waters have subsided now, for the moment at least, but they have washed away the few roads, as well as wrecking farms and smaller settlements across the northern region. It is in the wake of that flood that the Empire renews its assault against the Tower of the Skink.&lt;br /&gt;
&lt;br /&gt;
==Wall Like A Dam==&lt;br /&gt;
The Tower has weathered the joint Imperial and Axou attack so far. Even with their [[Fire_and_the_flood#Shield_of_Our_Ancestors|martial &amp;quot;necromantia&amp;quot;]], the ability of the allies to work together is limited thanks to the massive castle that lies between them. Spectral messengers still flit back and forth through the impassable hills, bearing messages and allowing the separate forces to coordinate, but it is no substitute for actually fighting together. The Empire, likewise, makes use of magic to help the disparate forces [[Clarity of the Master Strategist|adapt their strategies]] to the ever-shifting battlefield, and the wicked cunning of the Druj.&lt;br /&gt;
The garrison of the Tower itself is massive, well-equipped with potions and blade venoms, supported by the desperate residents of the fortress and those who fled the town of Sephals to that uncertain sanctuary. Five armies of the Empire move to lay siege to the place.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Aurum De Castellan, General of the Eastern Sky&amp;quot;&amp;gt;Soldiers of the Eastern Sky, we stand now before the tower of the Skink. Our path is clear: A Glorious charge to bring an end to the taint of the Mallum. We will pay a heavy price but I will be there at your side and I will be the first over the walls and the last out. Fight with courage, gird yourself in pride and look to your loyalty. Glory to Dawn and Glory to the Empire.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Our Lions of Adelmar, for nine months we have pushed into the Mallum, stood proud against the venoms of the Druj and had the Courage to not only take on their most vicious cruelties, but to keep pushing and to keep winning. Resolve yourselves, our work amidst the Druj is still at hand. May your Swords turn to claws as you rip and rend the tower&#039;s stone. Even in their cruel desperation, let us show them what a lioness can do. May the knights of the Summer realm who join us repeat our tales. Now, hold your Virtues at heart and hand, and let them guide you back into war again.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, last season we did well repelling the Druj from Sanath and the Tower of the Skink. This season we keep pushing to take that tower. Be vigilant, we do not know where we will find Druj In the Swamp. Eyes up and open. We are after the slave masters and true Druj, leave the slaves be. Be careful, keep pushing and use pit fights to keep spirits up. We can do this.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;My earliest memory is of the lightstone in my bedroom failing. I thought the Druj were coming for me. My cousin, a few years older than me, had told us stories she&#039;d heard about the Druj. I&#039;d asked my mother about them, and she told me as she thought I could bear. I had to get out of bed, feeling through the dark, and down two flights of stairs to find the light. I thought monsters with poison knives were chasing me the whole way. For years, people - Young and old, human and orc, Urizen and Dawnish and Highborn and sept - have woken up in the night and thought the Druj were coming for them - and been right. The fear they spread is anathema to virtue. There is no place for them in Utopia. We stand halfway up the mountain of their destruction and must only finish the climb. Sentinels. If you would bring light to their darkness. If you would save every child terrified of the night. If you will climb this mountain with me. Consider the Drowned Man.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neve Agra, General of the Quiet Step&amp;quot;&amp;gt;Quiet Step, we advance into the Sarangrave and engage Druj forces. Support allied lines, protect the forest and drive the enemy out. Use the terrain to strike fast and act with ambition. Do whatever it takes to secure victory. Sarangrave must be clear of Druj forces. For us, for Urizen, for the Empire to grow and flourish. Listen for the Whispers of the forest and the trods will guide those who move with purpose. If the wind shifts, heed its warning. If the silence deepens, Prepare. You are Navarr. You are the storm in the leaves, the shadows between the branches and the voice that answers intrusion with fury. Go to the Sarangrave and ensure that when this war is over, the forest still stands and our enemies do not.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Eastern Sky are in the fore, leading the way for a great host of warbands under the command of Imperial [[military unit|captains, champions, and heroes]]. They are inspired by the [[Army_qualities#Favoured|favour]] of [[Eleonaris]], the [[Summer magic|Summer]] [[enchantment]] flowing through and around them guided by a half dozen courtiers from the demesne of the &#039;&#039;Queen of the Pennants&#039;&#039;. Utterly committed to victory, no matter what it might cost, they pay a heavy price for their zeal even with the healing power of the waters this season.&lt;br /&gt;
&lt;br /&gt;
Fortunately these knights of Dawn do not fight alone. The Lions of Adelmar are at their side, their shield raised, ready to [[Army_qualities#Guardian|guard]] their fellows from the barbed arrows and envenomed spears of the Druj. The favour of Eleonaris is with the Lions, as well. Under the command of the stag-headed Ser Helvennan fight a cohort of warriors from the [[Knights of Glory|Fields of Glory]]. Resplendent in gold-and-scarlet chain, the warriors of the Fields of Glory, they inspire all who battle the Druj this season, their wroth waxing greater and greater each time they encounter another sign of the corruption of the Mallum. Love and Glory together, at the heart of the fray, the bright banners of Dawn undimmed by the mud and blood that surround them.&lt;br /&gt;
&lt;br /&gt;
Dawn at the heart then, against a grand stronghold of the Druj (and if there is an echo of [[Cost|that terrible battle]] two years past when the [[Hounds of Glory]] paid their ultimate price, it is spoken of with Pride). The Unshackled and the Urizen move more [[Army orders#Steady Conquest|steadily]], refusing to risk the lives of their soldiers more than necessary. Trapped like this, desperate, the tyrants of the Mallum are at their most cruel. They remain alert to the wiles of the Druj ensuring the stealthy guerrillas of the Sarangrave do not have leave to ravage the baggage trains or the flanks of the Imperial force. &lt;br /&gt;
&lt;br /&gt;
The General of the Citadel Guard has invoked the stars, reminded the sentinels and war-magicians of the lesson of [[the Drowned Shepherd]]; that &amp;lt;i&amp;gt;things end&amp;lt;/i&amp;gt;. That the Druj, ultimately will end - and if there are [[astronomancy|astronomancers]] who worry about the invocation of a [[Astronomancy#Constellations|constellation]] in such time they speak only in whispers with their heads close together. The constellation that many still remember was once called the Drowned Man is an omen of ending, and it is dangerous to assume one knows what &#039;&#039;exactly&#039;&#039; is going to end when it is invoked.&lt;br /&gt;
&lt;br /&gt;
Finally, the Navarr of the Quiet Step. They are the storm in the leaves, fighting to ensure that the forest stands but the enemy does not. Where the Lions of Adelmar protect, the Navarr bring death. The cruel barbarity of the Druj is met with [[Army_qualities#Cunning|merciless cunning]], blow for blow. One cannot betray one’s enemies, after all. They exploit the forest and the marshes, not only in the Thornfen but in those other parts of Sarangrave where pockets of Druj assassins gather. A second war, quieter than the grand battle at the Tower of the Skink, is waged in the marshes this season.&lt;br /&gt;
&lt;br /&gt;
The Tower alone would represent a significant threat to all the forces in the Sarangrave this season. Its garrison however is also supplemented by three Druj armies - the corrupt witches of the [[Druj_armies#Tainted Basilisk|Tainted Basilisk]], the desperate guerrillas of the [[Druj_armies#Hidden Snake|Hidden Snake]], and the relentless malice of the [[Druj_armies#Poison Crane|Poison Crane]]. These armies, their septs scattered, have nowhere to go; they &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; resist the Empire or risk dissolution.&lt;br /&gt;
&lt;br /&gt;
And resist they do.&lt;br /&gt;
&lt;br /&gt;
==The Battle of Sephals==&lt;br /&gt;
Sephals is a ramshackle, spreading town. The floodwaters released by the broken levies have not been kind to it. The &amp;lt;i&amp;gt;Path of the Tail&amp;lt;/i&amp;gt;, the road that runs down toward town and tower, has been partially washed away. Regardless, that is the route the Empire follows. The Druj, again, launch a [[Army orders#Solid Defence|desperate defence]] of Sephals; they have not entirely finished moving the supplies of rice and grain and smoked meat out of the warehouses into the cellars of the Tower. In the past, the Druj have shown themselves more comfortable striking and withdrawing to attack from a different angle, from stealth, while their enemies are distracted. Here they have no such luxury, they must stand, and fight. The Poison Crane at least is prepared for the reality of being utterly outnumbered and outclassed; the Hidden Snake are experts at using the terrain to their advantage; the garrison of the Tower of the Skink know these streets, these defences, like nobody else. But there is only so much they can do. Perhaps if the Tainted Basilisk had been here to bring their magic to bear? But they are conspicuous by their absence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across Sephals for two days before the Druj break. Their withdrawal is disorganised, closer to a rout than a retreat. As a final spit in the face, the Poison Crane try to start a fire in one of the abandoned grain stores, packed with flour, knowing it will spread quickly.&lt;br /&gt;
&lt;br /&gt;
But even here the Druj are stymied. It begins to rain, just as the fire begins to spread. A thunderous downpour that not only extinguishes the flames, but restores attackers and defenders alike as the Empire attempts to mop up. The rain, after all, is full of cursed healing magic.&lt;br /&gt;
&lt;br /&gt;
“Even the weather hates the Druj!” The joke spreads quickly, even as tired soldiers deal with their wounds and gather their fallen. It is grim humour, almost Varushkan, and not everyone laughs. The astronomancers of Urizen, the witches of Dawn, the vates of the Quiet Step, the spiritweavers and the oathwrights are less certain. They look to the skies, and the muttering becomes a murmur. Does anyone remember when people started calling the Drowned Man by a different name? Can anyone else feel the magic in the rain, stronger than it has any right to be? Where is this going to end?&lt;br /&gt;
&lt;br /&gt;
This concerns are not dismissed, but what can be done with them? There is a town - a small city really - that must be administered. Several thousand orcs, a few hundred humans. The majority certainly slaves of the Druj but &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; of them? Even among the Druj, “slave” has different meanings as the [[Ossium#Ketsov|Ketsov]] or the [[Not_to_conquer#Menrothat|Menrothat]] or the [[Not_to_conquer#Karass|Karass]] could tell you. There are surely Druj among these wretched folk, and they introduce all the risk that come with allowing assassins and saboteurs to move around behind ones lines. If the [[Iron Helms]] were here some of them might make an unhelpfully pragmatic suggestion as to how to deal with that problem.&lt;br /&gt;
&lt;br /&gt;
The Axou have been very clear about their plans - once they claim Thornfen they will simply evict every orc living there without exception. For now, the Empire cannot safely simply let them go. A part of the town is set aside for the surviving folk of the Mallum, with Summer Storm soldiers doing their best to maintain order and ensure the Druj that are surely among them do no harm. They can do little to prevent scores being settled, and it is a rare morning that passes without a dead body found floating face down in a pond or an open sewer, arms spread as they drift lazily in the currents.&lt;br /&gt;
&lt;br /&gt;
==The Defence of Nesustak==&lt;br /&gt;
{{CaptionedImage|file=Centipede General.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002a.png|align=right|width=240}}&lt;br /&gt;
There are folk in Sarangrave who might be able to offer some aid to the Imperial forces in Sephals, but their attention is unfortunately elsewhere. While the bulk of the Druj forces are corralled in Thornfen, the tyrants of the Mallum are always unpredictable. Not long after the Winter Solstice, a significant force made up of Banded Snake sept survivors and members of the Thornwasp clan isolated from Thornfen by [[Sarangrave#Bendol|Bendol]] and Imperial armies, attack the rebels of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]]. Reinforced by supplies smuggled south from the Salt Flats, these counter-insurgents are hell bent of slaughtering as many of the rebels as they can. This is not an unfamiliar strategy by the Druj; they hate those who escape their clutches even more than they hate the Empire. So many times they have sought to make an example of those who throw off their yoke, in [[the Barrens]], in [[Ossium]], even in [[Holberg]]. This assault is no exception. It seems likely that they assume the Empire’s attention will be focused entirely in the south-east, at Thornfen. Their attack is double-pronged like an assassin’s blade. On hastily constructed rafts, surviving members of the Thornwasp paddle across the wide expanse of the Feverwater. The Banded Snake gather in secret in western Turan Flats and cross the river under cover of a moonless night.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ser Guy of the Twisted Rose, General of the Gryphon’s Pride&amp;quot;&amp;gt;Soldiers of the Pride! Three years ago, I stood with you as we marched forth through the mud and blood of the Steel Causeway and fell in behind the Hounds of Glory to break a dark and terrible bastion. The Hounds&#039; story ended there, but the tale they began there on the Plains of Teeth finishes its next chapter this Winter. Now, the Tower of the Skink will fall in turn. Another monument to wickedness will be laid low. In seasons to come, the pillars will fall as well. The pall of dread and despair that hangs over this land will fade. But that is not our foremost duty. Not this time. If the Druj strike out we will answer them. But there is only one thing the free peoples of Sarangrave have asked for, of our Empire, and they have asked it of us. Make for Nesustak. We will reach out to the Bloodwater Spears and aid them in raising watchtowers to defend themselves. We will show them that the Empire are not the monsters that they think we are. Only we can do this. We are called and so we come. A new dawn is breaking over the Sarangrave. We will make flowers grow here, too.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The rebels are not caught sleeping; they are vigilant for counterattack from the Druj. Indeed, they are in the midst of preparing their own defences. Barricades and palisades to protect their rickety settlements; watch towers against the threat to their borders; armed patrols to root out the remaining threats of the land they have claimed. They are supported in this by a few dozen [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Shacklebreaker]], whose swift feet and keen senses prove invaluable at keeping the loose alliance of survivors united. Their boons of health, healing, and [[Calls#Shatter|war]] are equally welcome. Unfortunately, with the Druj attackers comes a small host of heralds of the &amp;lt;i&amp;gt;[[Arhallogen|Centipede General]]&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;King of All Spiders&amp;lt;/i&amp;gt;. This stealthy assault, set on murder and mayhem, clearly suits the temperament of the &amp;lt;i&amp;gt;Scorpion Queen&amp;lt;/i&amp;gt; - and it can barely resist an opportunity to strike against those &amp;lt;i&amp;gt;Ward of the Young&amp;lt;/i&amp;gt; seeks to aid.&lt;br /&gt;
Unfortunately, as they have so many times before in this war for the Sarangrave, the Druj have miscalculated.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride came down through the Barrens with the other armies, but it did not accompany them to Thornfen. Instead, they struck camp in the western Turan Flats, and sent heralds of their own - mortal heralds - into Nesustak Forest. Under the quiet gaze of Irra Harrah’s childer, a cautious negotiation took place on the banks of the river. By all accounts, the Bloodwater Spears, one of the renegade septs of former Druj subjects, have reached out to the Dawnish army for support and the general has answered. Unfortunately, there are also many among the rebels who see the arrival of a Dawnish army on their borders as a thing of terror rather than reassurance.&lt;br /&gt;
&lt;br /&gt;
They have heard the stories of the Druj, of events in the Barrens, of the destruction of the [[Not_to_conquer#Vendarri|Vendarri]], the slaughter of the [[Not_to_conquer#Montanians|Montainians]], the brutal murders of the [[Not_to_conquer#The_Black_Wind|Black Wind]] and the attack by &amp;lt;i&amp;gt;this very army&amp;lt;/i&amp;gt; against the rebel heroes under the old banner of Rahvin. They have been told over and over that everyone who ever trusted the Empire has paid the ultimate price for it. So they do not welcome five thousand armoured warriors, no matter if they come beneath a banner of parley or not. Some few yeofolk are allowed to cross into Nesustak, to offer their expertise in constructing defences, but no knight is invited to join them. It is arguably more than might be expected; the Empire is used to the hammer-blow of the Druj miasma but its presence and its constant subtle creeping fingers of suspicion and fear make it very difficult for people to trust one another. That these septs have been able to come together at all is little short of a miracle.&lt;br /&gt;
&lt;br /&gt;
It would be easy for the Pride to crash across the river and force their will on the rebels of Nesustak, but their orders are clear. They are here to protect, not to conquer, and their presence in Turan will at least mean they are in position to intercept any attackers from the north.&lt;br /&gt;
{{CaptionedImage|file=GryphonPride_Colour.png|align=right|width=200}}&lt;br /&gt;
Then the Druj attack, and the Gryphon’s Pride acts. The Druj clearly expected the Dawnish to leave the rebels to their fate; the Banded Snake are taken by surprise when the knights and war-witches erupt into the forest to their rear. They are caught between the anvil of the defenders and the hammer of Glory, smashed and broken and left with little recourse but to flee.&lt;br /&gt;
&lt;br /&gt;
The Thornwasp from the south are more of a problem. As the knights march through Nesustak Forest, some of the rebels sadly scatter or seek to intercept them as an invading force. Wherever possible, the Dawnish seek to minimize losses to the confused warriors, their fellow defenders, but these people are &amp;lt;i&amp;gt;frightened&amp;lt;/i&amp;gt;. Even with the words of the Bloodwater Spears, there are accidents to be grieved. Yet these accidents cannot risk slowing the Dawnish response.&lt;br /&gt;
&lt;br /&gt;
The septs do their best to fight off the Thornwasp but they are not well armed, not as used to fighting as the tyrants of the Mallum even in their scattered state. Conversely, these ambushers are in no position to face the fury of an entire Dawnish army. At first they press inland, with some minor victories, but even so their actual aim - to slaughter the rebels - proves difficult to achieve. The heralds of Irra Harrah are no match for those of Arhallogen, but they do not attempt to fight. Instead, they serve as guides, getting people to safety - or helping defenders into positions where they can fight back.&lt;br /&gt;
{{CaptionedImage|file=GeneralGryphonsPride.png|caption=&#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=right|width=400}}&lt;br /&gt;
When the Gryphon’s Pride reaches the shores of the Feverwater, the Druj who once claimed Bloodwater Marshes have nowhere to go. Those who take to their rafts are easy marks for archers - orc and human alike. Those who stand and fight are quickly slain. When the first heavy rains of Spring begin to fall, the shores of the Feverwater are choked with dead Druj, their blood staining the drowning waters muddy red.&lt;br /&gt;
&lt;br /&gt;
After this, the rebels of Nesustak are more inclined to trust those who suggest the Pride is here to help not harm. Grudgingly, carefully, a detente is built. As the rains continue to beat down, the majority of the Dawnish forces withdraw back across the river to remain on watch but those who remain are, if not welcomed, at least tolerated. Few can deny that their aid has saved countless lives from the venom of the Druj, this time at least.&lt;br /&gt;
&lt;br /&gt;
Yet there are also difficult questions asked. What does this mean in the long run? The Empire has conquered Sarangrave and given these lands to strangers from the south to be their domain. What does this mean for the people left in the marshes? How is this better than being the slaves of the Buruk-Tepel? These are orc lands, the homelands of the Bloodwater Spears and the rest. What happens if they do not accept this Imperial domination? Where will the Gryphon’s Pride be when it is the Empire’s warriors looking to kill the free orcs of the Sarangrave - of the Mallum? There are impassioned exchanges, arguments on both sides, but no resolution is reached. The forest is safe for now but what of the future?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;When Ipotavo was besieged, when Kaban was lost, the Druj took many of our beloved away as slaves and prisoners. Many assume them lost to the wicked wills of the Mallum. Yet the Sorcerer-Queen Ipotavo used to say: those who truly oppose the False Divinity with all their heart and all their soul and all their might are loyal even through hardship and misfortune. Though we know not whether our loved ones still dwell on this side of the abyssal dark of the Labyrinth, we fight as if they do. We will take the Tower, and every moment we fight to do so we will fight as if we will hold them, warm and living, in our arms once more: but between us and them are many Druj: they die, unmourned.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
What of the future indeed…&lt;br /&gt;
&lt;br /&gt;
==At the Gate of Despair==&lt;br /&gt;
&lt;br /&gt;
Through curtains of rain the Imperial force marches south to the Tower. Few are prepared for the sheer size of the fortification; it spreads across the horizon occupying the space between the foothills connecting the Mallum and the lands of Axos to the south. Its towers are immense, dwarfing those of the Spires of the Dusk in their immensity. This is a chaotic structure of stone and weirwood, and mithril spikes, and ironbound ramparts. This is the last true stronghold of the Druj in Sarangrave, shouting defiance of the forces of virtue to the heavens.&lt;br /&gt;
&lt;br /&gt;
Not that it is easy to feel for its size through the sheets of rain falling all around. Its towers scrape the clouds, but to be fair the clouds are very low at the moment weighed down with water. The banners of the lizard and the snake hang limp and bedraggled, soaked through, cheap dyes running down the wall in streams of sickly green and bloody red.&lt;br /&gt;
&lt;br /&gt;
The walls are defended three ranks deep with Druj archers, but the rain makes it difficult for them to darken the sky any more than it already is. The Eastern Sky has great covered rams to manoeuvre into position, to assault the gates, but even they are a little taken aback at the sheer &#039;&#039;size&#039;&#039; of the things. Not of wood, not even weirwood, but of white granite these doors must need a team of slaves straining on a net of ropes to open and close. The rams of the Empire will struggle to do more than dent them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Aurum8565.png||caption=Dame Aurum De Castellan, General of the Eastern Sky|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=right|width=200}}&lt;br /&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=SummerStorm Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=QuietStep Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CitadelGuard Colour.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
A long siege suits the Druj better than the Empire, of course. The longer the Imperial forces are held here in Thornfen, the more time there is for the armies of the Mallum to rally their strength and return to squeeze them against the walls of the Tower, as the Banded Snake in Nesustak are being squeezed against the Feverwater by the Gryphon’s Pride.&lt;br /&gt;
&lt;br /&gt;
A triumphant charge can only take an army so far; to simply rush the Tower of the Skink would be to throw lives away pointlessly. A council is convened to discuss how best to assault the castle, to defeat the enemy sheltered within. A single ranking Axou, a &amp;lt;i&amp;gt;Toxatai&amp;lt;/i&amp;gt; war-necromantia, cousin of the Grand Ilarch of Ipotavo, has come at great risk through the foothills to attend in person.&lt;br /&gt;
&lt;br /&gt;
As the rain pounds the canvas above their heads, captains and commanders argue back and forth, seeking some solution to the walls and the gate. The opportunity to starve the defenders out is there, but there is no telling how well provisioned they are to withstand such a siege. The presence of two extra armies inside must be putting their supplies under pressure, but how much is difficult to say. There were many storehouses in Sephals and most were empty by the time the Druj were forced to abandon their position there. Worse, the healing power of the waters of life will help maintain the strength of the Druj just as it maintains the strength of the Empire.&lt;br /&gt;
&lt;br /&gt;
The heavy rains help, but also hinder. While it protects from long-range attacks, if it continues for much longer the Imperial armies risk becoming bogged down. And it shows little sign of letting up. Indeed, runners from the forces left behind in Sephals warn that the streets of the town are already starting to flood as the waters released from Jarangir’s Levy are deepened by a week of unrelenting rain.&lt;br /&gt;
&lt;br /&gt;
In the end, the decision is made to try and take the Tower while the opportunity still remains. A second heavy battering ram is constructed. Rather than being made of wood, it is formed from a white granite column ripped from a Druj palace in Sephals, carried south through the downpour by orcs of the Summer Storm, and shaped by Urizeni engineers. At the last moment, a contingent of Navarr arrive from elsewhere in Sarangrave with a quartet of [[Great Forest Orcs]] freed from the weirwood grove in Whisperwood. They set to work shaping a weirwood frame to carry the ram, with the aid of their Navarr friends. The Boyar&#039;s Hasta contributes an amount of looted mithril armour and weapons which, when swiftly melted down by Dawnish smiths, serve to bind and reinforce it with the snarling face of a great maned lion.&lt;br /&gt;
&lt;br /&gt;
The morning of the attack, the waters are already lapping at the walls of the Tower in places. The &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt; holds the marshwaters at bay - where it approaches the walls it is raised up in a manner that puts some in mind of &amp;lt;i&amp;gt;Otterway&amp;lt;/i&amp;gt; back in [[Bregasland]]. The Druj know that this is the key moment, that they will have to face this attack and stand against it. The defenders continue to loose arrows, but the main source of danger are the catapults positioned atop the ramparts. Massive rocks hail down, interspersed with filth, dead bodies, and effluent. Some are bound in iron, but its clear the Druj supplies of catapult stones are also waning slightly. A few barrels of pitch are launched, but the rain quickly extinguishes their threat.&lt;br /&gt;
&lt;br /&gt;
With the Eastern Sky at the forefront, the massive battering ram is slowly maneuvered into position. The armoured covering protects those within from missiles thrown from the walls, but the pounding of rocks and arrows almost drowns out that of the rain - almost. Again and again the great fist smashes against the northern gates of the Tower of the Skink. The defenders are not content to simply sit and trust to the sturdiness of their door however. &lt;br /&gt;
&lt;br /&gt;
The Druj are monstrous, but they are cunning. It becomes clear that they have created their own ways to get troops into and out of the Tower. Without warning, two thousand warriors erupt out of the marshes to the east and west of the &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt;. They fall on the Imperial forces on the flanks, fighting with bloodthirsty ruthlessness. It quickly becomes apparent that there are hidden tunnels under the walls that emerge nearly a quarter mile from the fortification itself and that for days now, the defenders have been carefully moving their troops into position.&lt;br /&gt;
&lt;br /&gt;
With the garrison come another thousand or so guerrillas of the Hidden Snake, and five hundred Poison Crane. All are equipped for killing, with venoms and poison, many dosed up on the battle-drugs the Druj call [[Double-sided_Blade#Warming_Armour|warspice]] and [[Double-sided_Blade#Weakning_Sun|corpse skin]] that grant near supernatural vitality but overwhelm the common sense and survival instinct of those who use them. This is a suicide attack, one aimed at breaking through the Empire&#039;s line to destroy the great ram. &lt;br /&gt;
&lt;br /&gt;
As the assault begins, the skies &#039;&#039;truly&#039;&#039; open. The wind rises, howling around the ramparts, driving the rain almost horizontal. Fighters struggle in the mud, their footing suddenly treacherous on the rainslick ground. Visibility plummets, a massive battle between Empire and Druj, between virtue and hate, reduced to a hundred scattered skirmishes by the walls of water. Thunder rumbles, barely audible over the pounding of the rain. Yet the deafening beat of the ram is louder still, ringing out across the battlefield like the heartbeat of some terrible beast of war. Orc and human, Druj and Imperial, alike fall in the sucking mud and the rising tides, eyes and lungs choking with earth and drowning with filthy water.&lt;br /&gt;
&lt;br /&gt;
And then, with the storm at its height, the lion-faced battering ram of stone and mithril hits something within the solid stone of the gate. A point of weakness that had endured for hundreds of years, since the doors were first raised. A fracture line buried in the rock where only a mighty blow would uncover it. Perhaps the terrible rhythm of the blows has weakened the gate. Perhaps it is something else. But whatever the reason, the hammering blow causes the stone first to crack and splinter, and then with a terrible roaring noise, to break.&lt;br /&gt;
&lt;br /&gt;
Another blow, another, battering against that point of weakness, opening the hole, pounding through the feet-thick stone. The flaw exposed, the gate begins to fragment apart. A terrible cry of despair goes up from inside the Tower of the Skink. The door is falling! After centuries of defiance, one of the two great doors of the Tower of the Skink is falling!&lt;br /&gt;
&lt;br /&gt;
The Lions of Adelmar are first through the breach, shields at the ready. Behind them, the soldiers of the Eastern Sky, and after them the rest of the Imperial forces pouring into the gatehouse of the Tower, as the waters of the flood poured over Jarangir’s Levy.&lt;br /&gt;
&lt;br /&gt;
Outside and inside, bloody slaughter leaves waves of blood on the stone, that mix with the mud to create a grim quagmire. Another cry goes up, another cry of despair. The Quiet Step erupt from the forests of the east, Navarr spears tearing into the Druj attackers assailing the flanks of the army. With spell, and spear, and sword, and axe, and unbreakable shield, the Empire fights the Druj at the Tower of the Skink under the roaring heavens, amid the thundering rain.&lt;br /&gt;
&lt;br /&gt;
The battle is not over simply because the gate has been breached. There are still two armies, and a garrison to match them, inside the castle who must be dealt with. There are screaming, fleeing orcs and humans in rags who will not fight. Sometimes the Druj use them to bait traps, or as shields of meat that cry and wail when forced toward the Empire’s soldiers. Even here there are traps, old and cunning, built into the stonework. Blades that snap from floor or ceiling if one moves the wrong way down a hall; walls that fall to allow defenders to attack from the side; chemicals that in a confined space blind or choke or assail the mind with terrible visions. All these and more the Druj have built into their home, driven by the fear that grips their own hearts. Fear of their enemies, of each other, making even their sanctuary a place where no-one is ever truly safe.&lt;br /&gt;
&lt;br /&gt;
Then the Axou are there, fighting their own way through the defenders. A small, fast moving group has slipped through the halls and courtyards of the castle to take the southern gate. The guards slain, they have managed to throw it wide and let the blades of Ipotavo go to work on the tyrants of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Even here, the clarity granted by Day magic helps ensure that the attackers are able to mount the most efficient assault they can, preventing allies harming each other. For the better part of a day the fighting rages on and on, turning the Tower of the Skink into a charnel house. Whoever wins here, it will be Death that holds dominion when the day is done.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the day &#039;&#039;is&#039;&#039; done. The Tower of the Skink still stands, but the banners of the Empire, of Dawn and Navarr, Urizen and the Unshackled, are raised over its ramparts. The fighting is not over - there are still Druj here in the nooks and the crannies - but the battle is won. The Tower of the Skink has fallen to the Empire and their allies, and with it the Thornfen. And with that victory, the dominion of the Druj over the Sarangrave is brought to a conclusive end.&lt;br /&gt;
&lt;br /&gt;
==Flight and Shadow==&lt;br /&gt;
The tower falls, the garrison scatters, but in the end the Poison Crane and the Hidden Snake are not entirely accounted for. They have taken significant losses, for sure, but the power of Spring magic protected them just as it did the Empire. When it is clear that the Tower is lost, many of the soldiers escape through the hidden tunnels beneath the fortification into the marshes. Scattered and hunted, they are forced to flee as best they can. They make their way north to the dubious safety of the Salt Flats, and they pay a heavy price for doing so. Easily another thousand Druj warriors fall as part of the rout, but in the end the armies manage to cross the border north through Kroll. It is a temporary sanctuary for the Druj; with the Sarangrave under the dominion of the Empire, they cannot help but begin to collapse. Soldiers will desert, no matter how much they fear the Buruk Tepel. The writing is on the wall for the armies of the Thornwasp, the Banded Snake, and the Marshlizard.&lt;br /&gt;
&lt;br /&gt;
As in Sephals there is the question of what to do with the orcs and humans left behind in the Tower. The Axou do not want them; the Empire cannot trust them. Arguments break out almost immediately, as outside the rain begins to fall. Yet even these arguments take second place to a more pressing question.&lt;br /&gt;
&lt;br /&gt;
Where are the magicians of the Tainted Basilisk?&lt;br /&gt;
&lt;br /&gt;
==End of All Songs==&lt;br /&gt;
Last season the Druj [[Each_age_a_lens#The_Mallum|sent an ultimatum]] to the Empire from the city of Leen in the Salt Flats. Quit the Sarangrave, or the Tainted Basilisk will release the [[vallorn]] of [[Sarangrave#Béantal_Dol|Béantal Dol]]. It seemed inconceivable to many that even the Druj would do such a thing. Others questioned whether even the Tainted Basilisk could achieve such a thing. What would it profit them to destroy the Sarangrave, their own people, likely themselves? What would it profit them indeed.&lt;br /&gt;
&lt;br /&gt;
Those who hoped the ghulai of the Tainted Basilisk might not be equal to the task of rousing Béantal Dol clung to false hope. These foul corrupted wizards have shown themselves not only capable, but willing to unleash the uncontrollable horror of the vallorn in Therunin. They have been exploring, examining, studying the matter for years - a pattern of odd encounters and inexplicable events slowly starting to come together into a skein of secrets and atrocity. They are also more than capable of moving through the Sarangrave under the shadow of [[Night magic]], avoiding those who might seek the stop them, bypassing the defences set against them. And it seems that this is exactly what they have done.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar’s Hasta&amp;quot;&amp;gt;Hasta! You have worked like the bee at summers head, watched like the Spider watches its web. Let&#039;s now use that vigilance to spy on the Druj, To see what vallorn waking tactics they may use. But before the road calls us, raise a tankard high to our cousins in Ossium slaying peelers where they lie. With Hounds Hall, new forces ride along our own, and the best heckle from me earns a throne. With Courage, there is not a line that cannot break, there is not a thing the Druj hold that we cannot take.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When Sephals fell, they were already in motion. An army of Druj [[Night magic#Obfuscation|obfuscated]] beneath a shroud. The thunderous rain must have seemed a boon to them, making it even easier for them to move east from Thornfen to the edges of Bendol. To where the great ring of Terunael warding stones holds in the floodtide of this ancient terror. A vallorn with the full power of [[Brocéliande]] or [[Axos#Axou Territories|Visokuma]], packed into a single region of verdant ruins.&lt;br /&gt;
&lt;br /&gt;
Unmarked, the Tainted Basilisk come to Bendol and as the gates of the Tower of the Skink begin to splinter, they begin their terrible work.&lt;br /&gt;
&lt;br /&gt;
Unmarked? Oh no, not wholly unmarked. For while the Gryphon’s Pride fought in Nesustak Forest, and the armies of the Empire assailed the Tower of the Skink, the Varushkan army of the Boyar’s Hasta wove its own strategy in the Sarangrave. Where the Navarr of the Quiet Step hunted the Druj, Varushkan scouts helped them uncover their boltholes and hidden lairs. In Nesustak they helped the Dawnish root out the assassins of the Thornwasp and the Banded Snake. And as the armies moved south it was their scouts and spies who warned of the threat from the Poison Crane and the Hidden Snake in time to allow the Quiet Step to reach the battlefield.&lt;br /&gt;
{{CaptionedImage|file=BoyarsHasta_Colour.webp|align=right|width=200}}&lt;br /&gt;
But mostly what they have been doing is watching for the Tainted Basilisk. Watching the eaves of Bendol. Watching the pathetic Grynbor as they honoured the aberration at the heart of Sarangrave. When the ghulai make their move, the Varushkans are ready to oppose them at every turn.&lt;br /&gt;
&lt;br /&gt;
Observation indicates that the Tainted Basilisk have splintered as they moved, still hidden under their Night magic shroud. They spread their forces around the outskirts of Bendol, at key positions about the circumference of the warding stones. Their shroud protects them only while they are moving; the longer they stay in one place the easier it is to see where they are, to see the mists that hide them from prying eyes gather. When their agents reach the outskirts of Turan, the Boyar’s Hasta strike. A sudden ambush, a vicious fight of scouts and [[Arkad#Vikari|vikari]] that leaves most of the Druj dead. Most, but not all. Some of the ghulai are taken alive, interrogated, forced to reveal their intent. &lt;br /&gt;
&lt;br /&gt;
They plan to breach the warding stones, to undo what the Terunael did in those last days after the disastrous ritual that brought the vallorn into being. They will unleash Béantal Dol, and it will wash across the Sarangrave, devouring armies and rebels alike. A fitting retribution, laughs one half-mad sorcerer. The folly of ancient humans, killing and consuming their distant heirs.&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=200}}&lt;br /&gt;
Immediately the Hasta start to move - sending messengers and mobilizing their forces to scour the outskirts of Bendol for more groups of ghulai. A second encampment is intercepted in Thornfen with the aid of the Navarr, but they are much better defended. As the Empire consolidates its hold on the Tower of the Skink, another battle erupts on the outskirts of the vallorn. The magicians of the Druj hold nothing back; unleashing spell and ritual alike to try and drive the Varushkans and the Navarr away. They are supported by Dawnish and Urizeni from Sephals, and together they risk everything to disrupt that final desperate ritual of destruction. [[Spring magic]], aimed at rending the ancient standing stones apart with the power of [[Spring magic#Ruin|ruin]].&lt;br /&gt;
&lt;br /&gt;
In the end though, despite this valiant effort, it is too late to stop the Tainted Basilisk from achieving their goal. There is simply too much ground to cover, and the Druj have laid their plans too well. Even as they retreated from the Imperial advance, they left their agents behind to prepare for this unlooked-for day. Ghulai, vikkari, warriors of every Arkad, left behind on the outskirts of the vallorn itself to facilitate one final strike against the Empire should the defence of the Sarangrave fail. And fail it has.&lt;br /&gt;
&lt;br /&gt;
Three days before the Spring Equinox, the deluge that has fallen uninterrupted from the cloud-choked sky since the liberation of Sephals ends as suddenly as it began. In that instant, every head in Sarangrave, no matter where they are in the marshlands, turns to look toward the heart of the territory. Whether arguing with Mallum orcs in Sephals, scouring the Tower of the Skink for remaining Druj, discussing the matter of freedom and security in the Nesustak Forest, or fretting about the Drowned Shepherd and the wisdom of invoking constellations in times such as this, everyone feels it. Like the air changes before a storm breaks, but this comes at the end of the storm. For a moment it overpowers even the banal humdrum thrum of the Druj miasma. An awareness in a split second of a profound finality, of an ending that has been waiting for a thousand years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
The last great working of the Terunael has been broken. The vallorn of Béantal Dol rises, shaking off the remnant of its chains. Fattened by months of Spring-infused waters, it stretches, rousing itself in a way it has never, ever done before since it was first trapped.&lt;br /&gt;
&lt;br /&gt;
And it begins to spread.&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;
==Game Information : Dominion==&lt;br /&gt;
* &#039;&#039;&#039;The region of Thornfen, and the Tower of the Skink, have fallen &lt;br /&gt;
* &#039;&#039;&#039;An administrative motion related to their disposition will be raised during the Spring Equinox&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Snake and Poison Crane have fled the territory taking serious casualties&lt;br /&gt;
* &#039;&#039;&#039;The remaining garrison of the Tower of the Skink has scattered across southern and eastern Sarangrave&lt;br /&gt;
The Empire has captured the region of Thornfen, and with it the Tower of the Skink. The entire territory save for the Nesustak Forest and Bendol are Imperial now. They achieved their goal with the aid of the Axou army of Ipotavo, and while that contribution was valuable it was relatively minor next to the impact of the Empire. There is an existing treaty with the Axou, signed when they joined the war in the Sarangrave, that indicates the intent to not contest Axou claim to Thornfen, including the Tower of the Skink, and the settlement Sephals. During the Spring Equinox, the Civil Service will raise an administrative motion during Friday evening Senate session to confirm that this is still their intent. This motion, if it passes, will be available for the Urizen assembly to [[veto]], as it effectively involves the concedence of a region under their control.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride spent the season defending, specifically offering aid to the rebels of the Nesustak Forest. Without their intervention, it is likely the rebels would have eventually repelled the attacking Druj but they would have suffered serious losses in the process. The Gryphon’s Pride ensured that the vicious Mallum septs were unable to enact their revenge, and while this has not lessened the rebels desire to see Sarangrave as a free land under their control it has helped to establish the Dawnish army as allies, albeit allies that many are still suspicious of.&lt;br /&gt;
&lt;br /&gt;
The Boyar’s Hasta committed themselves to supporting the other armies, but specifically to watching for signs of the Tainted Basilisk. Thanks to their vigilance, the ghulai of the Druj magical army were only partially successful in their goal. Further details are discussed below.&lt;br /&gt;
&lt;br /&gt;
The armies of the Hidden Snake and the Poison Crane were badly damaged during their defence of the Tower of the Skink, but not destroyed. They have managed to use the confusion to escape back to the Salt Flats of Sanath, but both armies took an additional 500 casualties each during their desperate retreat through Imperial-held Sarangrave, pursued and harried by the Empire. More troubling is the garrison of the Tower of the Skink. While the tower has fallen, and the garrison been seriously damaged, the orcs that make up the garrison have likewise managed to desert the sinking ship. As such Thornfen, Turan Flats, Kroll, and the Whisperwood have all gained the ‘’Outlaw Druj‘’ qualities. Until these outlaws are dealt with, any settlement of those regions are in danger. In addition, any commission built in the territory will have its labour costs increased by a fifth for each region under Imperial control with that quality.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Drowning==&lt;br /&gt;
* &#039;&#039;&#039;The Drowned Shepherd constellation has exerted unexpected influence in Sarangrave this season&lt;br /&gt;
* &#039;&#039;&#039;The name of the constellation has changed; nobody is sure where this change originates&lt;br /&gt;
This season, the influence of the [[The Drowned Shepherd|Drowned Shepherd]] constellation in Sarangrave has been unmistakable by those who know what to look for. It&#039;s unlikely that this is due to its invocation by the general of the Citadel Guard. More likely it is simply that events in the Sarangrave have foreshadowed a profound ending. The constellation is strongly associated with curses, and for all its perception as being generally helpful, [[Rivers of Life]] is still a [[curse]].&lt;br /&gt;
&lt;br /&gt;
There are two elements to this influence that are worth noting. The first is that the constellation appears to have a new name; the Drowned Shepherd. Previously known as the Drowned Man, there has been a notable shift in awareness over the last few months. Much as with the way the understanding of the names of the stars has shifted over the last year or two, so too has awareness of its name shifted. It&#039;s up to individual characters how to respond to this. Some will continue to call it the Drowned Man, but this name will feel increasingly archaic and old fashioned. It won&#039;t impact magic to use either name, but the name on the wiki has been changed. Speculation about the difference between what a Drowned Man and a Drowned Shepherd symbolise is encouraged.&lt;br /&gt;
&lt;br /&gt;
The other element is that the catastrophic rainstorm has caused water to rise all over the territory. In time that water may subside, but it has resulted in breached dams and ruined farms, herb gardens drowned, and even some structures collapsing. At the same time the unnatural vitality the Rivers of Life bring has been heightened - not only by preserving the lives of soldiers and civilians alike, but also resulting in an explosion in the population of creatures of the Sarangrave including bog octopuses, mosquitos, wasps, spiders, and other small fast-breeding creatures few of which are wholesome in their interactions with humans and orcs.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Béantal Dol==&lt;br /&gt;
{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn is the most monstrous of all geographies.|align=right|width=500}}&lt;br /&gt;
* &#039;&#039;&#039;The vallorn of Béantal Dol has been unleashed&lt;br /&gt;
* &#039;&#039;&#039;The Tainted Basilisk have been only partially successful and only two regions are seriously threatened&lt;br /&gt;
* &#039;&#039;&#039;There are opportunities to try and stem the flow of vallorn power in uptime and downtime following the event&lt;br /&gt;
* &#039;&#039;&#039;The warding stones that once surrounded Béantal Dol are gone&lt;br /&gt;
* &#039;&#039;&#039;The casualties caused by the vallorn expansion will not be affected by the vallorn miasma&lt;br /&gt;
The ghulai of the Tainted Basilisk have breached the circle of warding stones that contains the vallorn of Béantal Dol. Thanks to the Boyar’s Hasta their efforts have been only partially successful. Unfortunately, where the vallorn is concerned “partially successful” is still a significant threat.&lt;br /&gt;
&lt;br /&gt;
Two regions are directly threatened by the expanding vallorn - Nesustak Forest and Bloodwater Marsh. Had the wards simply collapsed, the vallorn would have burst forth towards the nearby fortification, the Tower of the Skink. Sadly, this release is no accident. The magicians of the Tainted Basilisk have seized an [[opportunity]] to deliberately weaken the wards in such a way as to direct the threat against the Empire and the rebels and away from their allies. There is a single [[#Battle_Opportunities|narrow window]] to take action and save one region or the other from desolation.&lt;br /&gt;
&lt;br /&gt;
The actions of the Boyar’s Hasta may still have saved the rest of the territory. They have managed to save most of the warding stones - not enough to hold the vallorn back, but enough to have a vital effect. The vallorn will wash over the stones, as it attempts to expand and in the process the magic that sustains them will be overwhelmed, and destroyed. By the start of the Summer Solstice, the warding stones will be no more - there is no way now to stop them being destroyed. However, they will serve to protect against the vallorn for one final time. In doing so they will absorb some of the devastating verdant power of the vallorn. By the start of the Summer Solstice, the vallorn of Béantal Dol will be to all intents and purposes a “normal” vallorn. It will still be disproportionately potent, but it will no longer present the threat of expanding to completely fill the Sarangrave that it previously did. That threat, like the warding stones, is ended.&lt;br /&gt;
&lt;br /&gt;
What happens to Nesustak Forest and the Bloodwater Marshes, however, will depend on [[#Battle_Opportunities|what the Empire chooses to do]]…&lt;br /&gt;
&lt;br /&gt;
The vallorn of Béantal Dol &#039;&#039;can&#039;&#039; be combatted following the Spring Equinox, but it will require a significant commitment of [[army|armies]] to prevent it consuming one or both of the threatened regions. Due to the long storing up of power, it will be attacking both regions separately with a strength of 30,000. To prevent it claiming the region and devouring almost everyone and everything in it, the Empire would need to ensure it did not get sufficient victory points to claim the region. If the vallorn is able to claim a toehold in the region, it would still be left with a quality similar to [[region qualities#Infested|infested]].&lt;br /&gt;
&lt;br /&gt;
The good news - and there is some good news - is that the brave actions of the Boyar&#039;s Hasta and the destruction of the remaining warding stones means that the vallorn will become quiescent again after this season, whatever happens. In addition, the explosive speed with which the vallorn is unfolding into the two regions means that any downtime fighting will &#039;&#039;not&#039;&#039; be taking place under the influence of the [[vallorn miasma]].&lt;br /&gt;
&lt;br /&gt;
==Participation : Power of the Druj==&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit supported an army in Sarangrave this season will receive a lingering wound&lt;br /&gt;
Any character whose military unit supported an army fighting in the Sarangrave this season will receive a lingering [[Combat#Traumatic_Wounds|traumatic wound]] in their pack. These wounds represent serious injuries or lingering [[curse|curses]] sustained during the fighting that the [[Rivers of Life]] have been unable to restore. Some of these wounds are potentially lethal if they are not treated before the end of the Spring Equinox, so those bearing them may wish to consult a [[surgical skills#Physick|Physick]].&lt;br /&gt;
In addition, however, every military unit that fought in the Sarangrave this season has been in a position to secure a small trove of [[herb|herbs]] and [[potion|potions]], and potentially other things as well. If your character would not have approved of your soldiers taking things from the defeated Druj, you can simply drop these additional items back at GOD when you pick up your pack.&lt;br /&gt;
&lt;br /&gt;
==Participation : Lions of Adelmar==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar last fought alongside the Knights of Glory during the Summer. As [[Even_darkness_must_pass#Sarangrave|mentioned then]], the use of Knights of Glory is having an unexpected effect on the armies relying on it. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
On the other hand, stag-headed &#039;&#039;Ser Helvennan&#039;&#039; and their warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the Lions of Adelmar. A character whose military unit supported this army may choose to have been impacted by the experience of battling in close proximity to the glorious heralds of [[Eleonaris]]. &lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you receive a bonus hero point during the Spring Equinox. This bonus increases their maximum number of hero points for the duration of the summit. &lt;br /&gt;
* If you do not have the hero skill, you receive a single temporary hero point, which is lost once it is used. It will have faded entirely by the end of the Spring Equinox, regardless.&lt;br /&gt;
&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a roleplaying effect that lasts until the end of the Spring Equinox: &#039;&#039;You feel a strong urge to attempt great deeds that invite attention You take particular pleasure in approval and adulation; being overlooked or dismissed may cause you to lose your temper. If you enter battle, you feel driven to prove your worth and show everyone your strength.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities: Twin Horrors==&lt;br /&gt;
* &#039;&#039;&#039;Two major conjunctions to Sarangrave have been identified for the Spring Equinox but the Military Council can take advantage of only one of them&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;quote by=&amp;quot;Moby Dick, Herman Melville&amp;quot;&amp;gt;To the last I grapple with thee; From hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The legendary spite of the Druj admits no peer. Defeated and broken by grappling with the Empire&#039;s armies in the Sarangrave they mean to plunge the territory into chaos - they would rather see their ancient homelands consumed by the vallorn than be claimed by the Empire. A final stab aimed at the heart of the people they hate so much. The leaders of the Tainted Basilisk have risked everything, unleashing the vallorn to ensure that everyone goes down together.&lt;br /&gt;
&lt;br /&gt;
==Nesustak Forest==&lt;br /&gt;
In Nesustak Forest, they have turned their ire on the septs that have betrayed the Druj by throwing off the shackles of their rule. This season they would have killed and slaughtered the rebels were it not for the timely intervention of the Gryphon&#039;s Pride. Their gloriously desperate defence placed a steel-clad wall of gleaming knights and robe-clad fearsome war witches around the rebels, stopping the Druj assault in its tracks. Shielded by the Dawnish soldiers Courage, heralds of [[Irra Harah|&#039;&#039;Shackle Smasher&#039;&#039;]] have worked tirelessly to save those they can.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction of the [[Sentinel Gate]] on the Saturday of the equinox that opens on the &#039;&#039;Feverbank Trees&#039;&#039; in Nesustak Forest. If offers a dangerous opportunity to try to save the region and the people who liv here from the onrushing vallorn. Driven by hate, the Druj will not give up easily however - their forces are already in the area, determined to see the slaughter through to the bloody end.&lt;br /&gt;
&lt;br /&gt;
===Objective: Ward the Feverbank Stones===&lt;br /&gt;
* &#039;&#039;&#039;The five ancient stones at &#039;&#039;Feverbank Trees&#039;&#039; that once held back the power of the vallorn are failing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Wardens of the Black Waste&#039;&#039; creates pwoerful wards against the vallorn that last for a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each stone that is warded will reduce the strength of the vallorn pushing into Neustak Forest this season by 6000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The five ancient stones that stand sentinel in &#039;&#039;Feverbank Trees&#039;&#039; have held back the power of this vallorn for hundreds of year. Created centuries ago by the Terunael people as their empire collapsed, they have been fatally weakened by the Druj creating an opening for the ancient enemy to escape through.  The valiant defense by the Boyar&#039;s Hasta has created a narrow opening, offering a chance to weaken the roiling advance of the vallorn into Nesustak Forest before it can become an unstoppable flood.&lt;br /&gt;
&lt;br /&gt;
While the magic of the stones is failing, they are still powerful winter totems, built to anchor a ward. Winter ritualists will need to cast [[Wardens of the Black Waste]] on each one of the ancient pillars. The stone will anchor the ritual, so fragile warding posts are not required, the ritual can simply target the pillar itself. This will also prevent the Druj from simply destroying the ward by scattering the post markers. The ritual will weaken any vallorn that approach nearby countering the spring magic that enervates them. Each warding placed upon the stones here will iteratively sap the strength of the encroaching vallorn mass, slowing the movements of giant ettercap and abominations, and draining the animating force that propels the vallornspawn onwards.&lt;br /&gt;
&lt;br /&gt;
Each stone that is still warded at the end of the battle will reduce the strength of the vallorn heading northwards by 6000. If all five pillars are warded, then the full force of the vallorn threatening Nesustak Forest this coming season will be held back, before it returns to quiescence. This will enable Imperial forces to concentrate fully on the vallorn presence that is advancing southwards into the Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
====Objective Threat: Druj Counter Rituals====&lt;br /&gt;
* &#039;&#039;&#039;Mages from the Tainted Basilisk threaten to counter any wardings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will seek to use a spring ritual to weaken any stone that has been restored&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The warded stones will need to be guarded, or the small covens hunted down and killed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detect magic can be used at any time to ascertain the status of a warding stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the vast majority of the Tainted Basilisk&#039;s ritual covens have been utterly destroyed by unleashing the vallorn, scant few have survived and are now preparing to ensure that the army&#039;s final work is seen to the end. Everyone of the army&#039;s remaining ghulai and cicatrix ritualists have spread across the area, tasked with breaking the power of the Terunael magic, and allowing the vallorn to issue forth.&lt;br /&gt;
&lt;br /&gt;
Once the Druj realise that the Empire is attempting to erect wards, they will direct any remaining ritualists to counter them. Druj ritualists will attempt to cast Spring rituals to overwhelm the wards on each stone, undoing the Empire&#039;s work. [[Detect magic]] can be cast on a stone at any time to check whether a ward is in place or not. If the ward is down then Warden of the Black Waste will need to be performed to restore it.&lt;br /&gt;
&lt;br /&gt;
The surest way to prevent the Druj from countering Imperial efforts is to hunt down and eliminate these small ritual teams before they can become a threat.&lt;br /&gt;
&lt;br /&gt;
===Objective: Break the Envenomed Claws===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envenomed Claws&#039;&#039; vikari are one of the last remnants of the Tainted Basilisk army&#039;s leadership&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing or scattering this force will destroy any chance of the army holding together&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the &#039;&#039;Claws&#039;&#039; are overrun, then the Tainted Basilisk will collapse, disbanding into scattered bands of Druj fighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The vikari of the &#039;&#039;Envenomed Claws&#039;&#039; are leading the remnants of the army active to the north of the vallorn of Béantal Dol. Feared mage-fighters, they are known to employ all manner of blade poisons on their weapons, and travel with several of the sadistic kallad torturers among their number. Redwillow Paste and Oil of Blackthorn will be used with wild abandon, whilst even worse concoctions will be dispensed by the remaining tepel in a panicked frenzy.&lt;br /&gt;
&lt;br /&gt;
The Envenomend Claws will be on the battlefield together, under a distinctive banner, along with key people that form an essential part of the leadership of the Tainted Basilisk. If the Empire can decisively engage the group and kill or scatter them, it will deal a devastating final blow to the Tainted Basilisk. Killing these prominent arkad fighters, the commanders, and any tepel with them, will seal the fate of the army. It will disband as the campaign season begins, breaking up into small units and warbands, all eager to go to ground. Individual bands under a charismatic or particularly cruel orc, will be a problem for Imperial heroes to deal with, but the military threat to Imperial armies will be ended.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Opportunity: Aid the Hares===&lt;br /&gt;
* &#039;&#039;&#039;Five Hares, heralds of Irra Harah are being hunted by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These lively companions will be keen to offer assistance against the Druj, running messages and helping out those in dire need&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Spring Archmage may claim a boon of Irra Harah if all five Hares survive the battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Irra Harrah|&#039;&#039;Shacklebreaker&#039;&#039;]] has sent his heralds to aid the rebels of Nesustak Forest. The &#039;&#039;Hares of the Desperate Folly&#039;&#039; are excitable, earnest, and incredibly persistent beings. They have been helping guide the lost and meek away from vicious blades and poisoned arrows. In response, the Druj have taken great delight in killing these servants of Irra Harah whenever they have been cornered.&lt;br /&gt;
&lt;br /&gt;
There are five Hares on the battlefield that could aid the Empire. They will not engage in direct conflict with the wicked orcs, but they can help in other ways if asked. The fleeting may offer services running messages across the battlefield to distant captains, the fretful may offer healing magics to those in dire need, while the fearful may seek to enchant heroes of the Empire with magical powers. &lt;br /&gt;
&lt;br /&gt;
If all five of the heralds survive the battle, then the [[Archmage of Spring]] can point out the service the Empire provided the next time they plenipotentiary the eternal. If the text of the plenipotentiary reminds Irra Harah that the Empire saved five of the Hares of the Desperate Folly, then the grateful eternal will create a boon to give the Archmage the next time they meet.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Feverbank Trees&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
==Bloodwater Marsh==&lt;br /&gt;
In Bloodwater Marsh, the plans of the Druj have been stymied by the actionsof the [[Boyar&#039;s Hasta]]. Without their [[Vigilance]], the vallorn would have already escaped the bounds of its prison and the entire territory would now be at risk. Their actions slowed the Druj and made it harder for them to tear down the wards that imprison the vallorn in the ancient gaol of [[Sarangrave#Béantal_Dol|Béantal Dol]]. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction of the [[Sentinel Gate]] on the Saturday of the equinox that opens at the &#039;&#039;Mantifent&#039;s Bier&#039;&#039; in Bloodwater Marsh. If offers a risky opportunity to try to save the region from the onrushing vallorn and rescure those who have been captured by the Druj. Maddened by fear, the Druj will never surrender - their soldiers are already here, determined to ensure that the fall of Sarangrave consumes everything.&lt;br /&gt;
&lt;br /&gt;
===Objective: Strengthen the Mantifent Stones===&lt;br /&gt;
* &#039;&#039;&#039;The five ancient stones at &#039;&#039;Mantifent&#039;s Bier&#039;&#039; that once held back the power of the vallorn are failing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Wardens of the Black Waste&#039;&#039; creates pwoerful wards against the vallorn that last for a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each stone that is warded will reduce the strength of the vallorn pushing into Bloodwater Marsh this season by 6000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The five ancient stones that stand sentinel in &#039;&#039;Mantifent&#039;s Bier&#039;&#039; have contained the power of this vallorn for hundreds of year. Created centuries ago by the Terunael people as their empire collapsed, they are threatened by the Druj. The actions of the Boyar&#039;s Hasta has checked the plans of the buruk tepel but they have only created a short delay. A small window has opened, just wide enough to offer a chance to stall the roiling advance of the vallorn into Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
While the magic of the stones is failing, they are still powerful winter totems, built to anchor a ward. Winter ritualists will need to cast [[Wardens of the Black Waste]] on each one of the ancient pillars. The stone will anchor the ritual, so fragile warding posts are not required, the ritual can simply target the pillar itself. This will also prevent the Druj from simply destroying the ward by scattering the post markers. The ritual will weaken any vallorn that approach countering the spring magic that enervates them. Each warding placed upon the stones here will iteratively sap the strength of the encroaching vallorn mass, slowing the movements of giant ettercap and abominations, and draining the animating force that propels the vallornspawn onwards.&lt;br /&gt;
&lt;br /&gt;
Each stone that is still warded at the end of the battle will reduce the strength of the vallorn heading southwards by 6000. If all five pillars are warded, then the full force of the vallorn threatening Bloodwater Marsh this coming season will be held back, before it returns to quiescence. This will enable Imperial forces to concentrate fully on the vallorn presence that is advancing southwards into the Nesustak Forest.&lt;br /&gt;
&lt;br /&gt;
====Objective Threat: Druj Counter Rituals====&lt;br /&gt;
* &#039;&#039;&#039;Mages from the Tainted Basilisk threaten to counter any wardings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will seek to use a spring ritual to remove any ward raised on a stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The warded stones will need to be guarded, or the small covens hunted down and killed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detect magic can be used at any time to ascertain the status of a warding stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the vast majority of the Tainted Basilisk&#039;s ritual covens have been utterly destroyed by unleashing the vallorn, scant few have survived and are now preparing to ensure that the army&#039;s final work is seen to the end. Everyone of the army&#039;s remaining ghulai and cicatrix ritualists have spread across the area, tasked with breaking the power of the Terunael magic, and allowing the vallorn to issue forth.&lt;br /&gt;
&lt;br /&gt;
Once the Druj realise that the Empire is attempting to erect wards, they will direct any remaining ritualists to counter them. Druj ritualists will attempt to cast Spring rituals to overwhelm the wards on each stone, undoing the Empire&#039;s work. [[Detect magic]] can be cast on a stone at any time to check whether a ward is in place or not. If the ward is down then Warden of the Black Waste will need to be performed to restore it.&lt;br /&gt;
&lt;br /&gt;
The surest way to prevent the Druj from countering Imperial efforts is to hunt down and eliminate these small ritual teams before they can become a threat.&lt;br /&gt;
&lt;br /&gt;
===Objective: Shatter the Bilious Breath===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Bilious Breath&#039;&#039; vikari are one of the last remnants of the Tainted Basilisk army&#039;s leadership&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing or scattering this force will destroy any chance of the army holding together&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Breath are overrun, then the Tainted Basilisk will collapse, disbanding into scattered bands of Druj fighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The capture of Tower of the Skink has broken the back of army and the Tainted Basilisk is close to collapse. With the deaths of many senior Buruk Tepel and the loss of the ritual covens that roused the vallorn, the vikari arkad of the &#039;&#039;Bilious Breath&#039;&#039; harbour the last few ritual covens capable of casting large battlefield rituals. Once battle is joined the covens will most certainly seek to cast [[Fetid Breath of Teeming Plague]] with their last reserves of mana then use the magic on massed troops. The ritual poses a serious threat to the forces of the Empire on the field, especially given the miasma that blankets the area.&lt;br /&gt;
&lt;br /&gt;
The Bilious Breath will be on the battlefield together, under a distinctive banner, along with key people that form an essential part of the leadership of the Tainted Basilisk. If the Empire can decisively engage the group and kill or scatter them, it will deal a devastating final blow to the Tainted Basilisk. Without the leadership of the &#039;&#039;Breath&#039;s&#039;&#039; het and cicatrix then all sense of cohesion will quickly collapse. The army will disband as the campaign season begins, breaking up into small units and warbands, all eager to go to ground. Individual bands under a charismatic or particularly cruel orc, will be a problem for Imperial heroes to deal with, but the military threat to Imperial armies will be ended.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Opportunity: Rescue the Seers===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni seers have been seized by the Druj while they were investigating the miasma pillars in the Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have vital information on the location of the pillars anchoring the miasma in the region&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rescuing the group of seers from the Druj will give the Empire a chance to deal with the miasma in Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the winter solstice the Urizeni National Assembly directed seers of their nation to find ways to gather knowledge and insights on the crushing pall of dread that blankets the Sarangrave. This is dangerous work with Druj forces still active in the territory. The Druj caught up with one group after they managed to find the location of the key pillars in the Bloodwater Marsh. They have been torturing their prisoners seeking to break their will, but thus far without success. The seers are together on the battlefield, if more than half the group can be rescued and returned to Anvil, then they the [[civil service]] will gather crucial information that will create an [[opportunity]] to deal with any pillars in the Bloodwater Marsh at the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Miasma of Despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Mantifent&#039;s Bier&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=140170</id>
		<title>Other monstrous geographies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=140170"/>
		<updated>2026-06-09T12:21:23Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective Threat: Druj Counter Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:388YE Spring]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monstrous Geographies.jpg|caption=Even without the Druj miasma there is plenty to fear in Sarangrave. The bottomless lakes and the creatures that dwell in their depths; the marshes and the woods that hide Druj assassins; and the shadow of the past that hangs over the entire wetland.|align=left|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The End of Winter==&lt;br /&gt;
The [[Rivers of Life]] flow through the [[Sarangrave]]. [[Spring magic]] in the clouds, in the streams, the ponds, in the water-bottles of the soldiers. In the Feverwater, in unplumbed depths of the lake of [[Sarangrave#Kroll|Kroll]]. They bring with them the promise of life, of wounds that will swiftly heal. They bring a threat as well - the blood-sucking, stinging insects of the Druj-corrupted wetlands swarm and bite in unprecedented numbers. There is a balance of a kind, though, to this indiscriminate magic. Wounds are less likely to fester in the filthy marshes, at least. Sickness less likely to spread. The rains of life fall on the just and the corrupt, equally.&lt;br /&gt;
&lt;br /&gt;
The Druj have kept their stronghold in the south. The massive [[Sarangrave#Tower of the Skink|Tower of the Skink]] looms over the [[Sarangrave#Thornfen|Thornfen]]. The Marshlizard Clan remains the final sept of the Druj still holding out against Imperial armies. To the south of the titanic castle, the [[Axos|Axou]] of [[Axos#Gates_of_Ipotavo|Ipotavo]] continue their own assault. They batter the massive fortified gate from which the [[orc|orcs]] of [[the Mallum]] sent out their raiders to attack [[Axos#Axou Territories|Kabanja]]. The portal is firmly closed, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
Of the forces engaged with the Druj last season, only the [[Boyar&#039;s Hasta]], the [[Summer Storm]], and the [[Lions of Adelmar]] have remained. The [[Granite Pillar]] and the [[Golden Axe]] have pulled back to [[Dawn]], to recover perhaps from the horror of the Sarangrave. The [[Druj miasma]] still hangs heavily over the entire territory, of course, stronger and thicker than anywhere the Empire has encountered it before. It is no surprise that those who fight under such conditions need to fall back, to recover from wounds not just physical but spiritual as well.&lt;br /&gt;
&lt;br /&gt;
In their place come the [[Eastern Sky]], [[Gryphon&#039;s Pride]], and [[Citadel Guard]] out of [[Semmerholm]], and the [[Navarr]] of the [[Quiet Step]] from [[Astolat]]. They pass swiftly through [[the Barrens#The Bleaks|the Bleaks]]; the Karass mark their passage silently, their faces unreadable. From there, across the [[Sarangrave#Turan Flats|Turan Flats]] to the wreck of Thornfen.&lt;br /&gt;
&lt;br /&gt;
Last season, the Druj [[Fire_and_the_flood#Jarangir&#039;s_Levy|broke Jarangir’s Levy]], unleashing a flood that scattered attackers and defenders alike. The waters have subsided now, for the moment at least, but they have washed away the few roads, as well as wrecking farms and smaller settlements across the northern region. It is in the wake of that flood that the Empire renews its assault against the Tower of the Skink.&lt;br /&gt;
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==Wall Like A Dam==&lt;br /&gt;
The Tower has weathered the joint Imperial and Axou attack so far. Even with their [[Fire_and_the_flood#Shield_of_Our_Ancestors|martial &amp;quot;necromantia&amp;quot;]], the ability of the allies to work together is limited thanks to the massive castle that lies between them. Spectral messengers still flit back and forth through the impassable hills, bearing messages and allowing the separate forces to coordinate, but it is no substitute for actually fighting together. The Empire, likewise, makes use of magic to help the disparate forces [[Clarity of the Master Strategist|adapt their strategies]] to the ever-shifting battlefield, and the wicked cunning of the Druj.&lt;br /&gt;
The garrison of the Tower itself is massive, well-equipped with potions and blade venoms, supported by the desperate residents of the fortress and those who fled the town of Sephals to that uncertain sanctuary. Five armies of the Empire move to lay siege to the place.&lt;br /&gt;
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&amp;lt;quote by=&amp;quot;Dame Aurum De Castellan, General of the Eastern Sky&amp;quot;&amp;gt;Soldiers of the Eastern Sky, we stand now before the tower of the Skink. Our path is clear: A Glorious charge to bring an end to the taint of the Mallum. We will pay a heavy price but I will be there at your side and I will be the first over the walls and the last out. Fight with courage, gird yourself in pride and look to your loyalty. Glory to Dawn and Glory to the Empire.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Our Lions of Adelmar, for nine months we have pushed into the Mallum, stood proud against the venoms of the Druj and had the Courage to not only take on their most vicious cruelties, but to keep pushing and to keep winning. Resolve yourselves, our work amidst the Druj is still at hand. May your Swords turn to claws as you rip and rend the tower&#039;s stone. Even in their cruel desperation, let us show them what a lioness can do. May the knights of the Summer realm who join us repeat our tales. Now, hold your Virtues at heart and hand, and let them guide you back into war again.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, last season we did well repelling the Druj from Sanath and the Tower of the Skink. This season we keep pushing to take that tower. Be vigilant, we do not know where we will find Druj In the Swamp. Eyes up and open. We are after the slave masters and true Druj, leave the slaves be. Be careful, keep pushing and use pit fights to keep spirits up. We can do this.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;My earliest memory is of the lightstone in my bedroom failing. I thought the Druj were coming for me. My cousin, a few years older than me, had told us stories she&#039;d heard about the Druj. I&#039;d asked my mother about them, and she told me as she thought I could bear. I had to get out of bed, feeling through the dark, and down two flights of stairs to find the light. I thought monsters with poison knives were chasing me the whole way. For years, people - Young and old, human and orc, Urizen and Dawnish and Highborn and sept - have woken up in the night and thought the Druj were coming for them - and been right. The fear they spread is anathema to virtue. There is no place for them in Utopia. We stand halfway up the mountain of their destruction and must only finish the climb. Sentinels. If you would bring light to their darkness. If you would save every child terrified of the night. If you will climb this mountain with me. Consider the Drowned Man.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neve Agra, General of the Quiet Step&amp;quot;&amp;gt;Quiet Step, we advance into the Sarangrave and engage Druj forces. Support allied lines, protect the forest and drive the enemy out. Use the terrain to strike fast and act with ambition. Do whatever it takes to secure victory. Sarangrave must be clear of Druj forces. For us, for Urizen, for the Empire to grow and flourish. Listen for the Whispers of the forest and the trods will guide those who move with purpose. If the wind shifts, heed its warning. If the silence deepens, Prepare. You are Navarr. You are the storm in the leaves, the shadows between the branches and the voice that answers intrusion with fury. Go to the Sarangrave and ensure that when this war is over, the forest still stands and our enemies do not.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Eastern Sky are in the fore, leading the way for a great host of warbands under the command of Imperial [[military unit|captains, champions, and heroes]]. They are inspired by the [[Army_qualities#Favoured|favour]] of [[Eleonaris]], the [[Summer magic|Summer]] [[enchantment]] flowing through and around them guided by a half dozen courtiers from the demesne of the &#039;&#039;Queen of the Pennants&#039;&#039;. Utterly committed to victory, no matter what it might cost, they pay a heavy price for their zeal even with the healing power of the waters this season.&lt;br /&gt;
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Fortunately these knights of Dawn do not fight alone. The Lions of Adelmar are at their side, their shield raised, ready to [[Army_qualities#Guardian|guard]] their fellows from the barbed arrows and envenomed spears of the Druj. The favour of Eleonaris is with the Lions, as well. Under the command of the stag-headed Ser Helvennan fight a cohort of warriors from the [[Knights of Glory|Fields of Glory]]. Resplendent in gold-and-scarlet chain, the warriors of the Fields of Glory, they inspire all who battle the Druj this season, their wroth waxing greater and greater each time they encounter another sign of the corruption of the Mallum. Love and Glory together, at the heart of the fray, the bright banners of Dawn undimmed by the mud and blood that surround them.&lt;br /&gt;
&lt;br /&gt;
Dawn at the heart then, against a grand stronghold of the Druj (and if there is an echo of [[Cost|that terrible battle]] two years past when the [[Hounds of Glory]] paid their ultimate price, it is spoken of with Pride). The Unshackled and the Urizen move more [[Army orders#Steady Conquest|steadily]], refusing to risk the lives of their soldiers more than necessary. Trapped like this, desperate, the tyrants of the Mallum are at their most cruel. They remain alert to the wiles of the Druj ensuring the stealthy guerrillas of the Sarangrave do not have leave to ravage the baggage trains or the flanks of the Imperial force. &lt;br /&gt;
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The General of the Citadel Guard has invoked the stars, reminded the sentinels and war-magicians of the lesson of [[the Drowned Shepherd]]; that &amp;lt;i&amp;gt;things end&amp;lt;/i&amp;gt;. That the Druj, ultimately will end - and if there are [[astronomancy|astronomancers]] who worry about the invocation of a [[Astronomancy#Constellations|constellation]] in such time they speak only in whispers with their heads close together. The constellation that many still remember was once called the Drowned Man is an omen of ending, and it is dangerous to assume one knows what &#039;&#039;exactly&#039;&#039; is going to end when it is invoked.&lt;br /&gt;
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Finally, the Navarr of the Quiet Step. They are the storm in the leaves, fighting to ensure that the forest stands but the enemy does not. Where the Lions of Adelmar protect, the Navarr bring death. The cruel barbarity of the Druj is met with [[Army_qualities#Cunning|merciless cunning]], blow for blow. One cannot betray one’s enemies, after all. They exploit the forest and the marshes, not only in the Thornfen but in those other parts of Sarangrave where pockets of Druj assassins gather. A second war, quieter than the grand battle at the Tower of the Skink, is waged in the marshes this season.&lt;br /&gt;
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The Tower alone would represent a significant threat to all the forces in the Sarangrave this season. Its garrison however is also supplemented by three Druj armies - the corrupt witches of the [[Druj_armies#Tainted Basilisk|Tainted Basilisk]], the desperate guerrillas of the [[Druj_armies#Hidden Snake|Hidden Snake]], and the relentless malice of the [[Druj_armies#Poison Crane|Poison Crane]]. These armies, their septs scattered, have nowhere to go; they &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; resist the Empire or risk dissolution.&lt;br /&gt;
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And resist they do.&lt;br /&gt;
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==The Battle of Sephals==&lt;br /&gt;
Sephals is a ramshackle, spreading town. The floodwaters released by the broken levies have not been kind to it. The &amp;lt;i&amp;gt;Path of the Tail&amp;lt;/i&amp;gt;, the road that runs down toward town and tower, has been partially washed away. Regardless, that is the route the Empire follows. The Druj, again, launch a [[Army orders#Solid Defence|desperate defence]] of Sephals; they have not entirely finished moving the supplies of rice and grain and smoked meat out of the warehouses into the cellars of the Tower. In the past, the Druj have shown themselves more comfortable striking and withdrawing to attack from a different angle, from stealth, while their enemies are distracted. Here they have no such luxury, they must stand, and fight. The Poison Crane at least is prepared for the reality of being utterly outnumbered and outclassed; the Hidden Snake are experts at using the terrain to their advantage; the garrison of the Tower of the Skink know these streets, these defences, like nobody else. But there is only so much they can do. Perhaps if the Tainted Basilisk had been here to bring their magic to bear? But they are conspicuous by their absence.&lt;br /&gt;
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The fighting rages across Sephals for two days before the Druj break. Their withdrawal is disorganised, closer to a rout than a retreat. As a final spit in the face, the Poison Crane try to start a fire in one of the abandoned grain stores, packed with flour, knowing it will spread quickly.&lt;br /&gt;
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But even here the Druj are stymied. It begins to rain, just as the fire begins to spread. A thunderous downpour that not only extinguishes the flames, but restores attackers and defenders alike as the Empire attempts to mop up. The rain, after all, is full of cursed healing magic.&lt;br /&gt;
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“Even the weather hates the Druj!” The joke spreads quickly, even as tired soldiers deal with their wounds and gather their fallen. It is grim humour, almost Varushkan, and not everyone laughs. The astronomancers of Urizen, the witches of Dawn, the vates of the Quiet Step, the spiritweavers and the oathwrights are less certain. They look to the skies, and the muttering becomes a murmur. Does anyone remember when people started calling the Drowned Man by a different name? Can anyone else feel the magic in the rain, stronger than it has any right to be? Where is this going to end?&lt;br /&gt;
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This concerns are not dismissed, but what can be done with them? There is a town - a small city really - that must be administered. Several thousand orcs, a few hundred humans. The majority certainly slaves of the Druj but &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; of them? Even among the Druj, “slave” has different meanings as the [[Ossium#Ketsov|Ketsov]] or the [[Not_to_conquer#Menrothat|Menrothat]] or the [[Not_to_conquer#Karass|Karass]] could tell you. There are surely Druj among these wretched folk, and they introduce all the risk that come with allowing assassins and saboteurs to move around behind ones lines. If the [[Iron Helms]] were here some of them might make an unhelpfully pragmatic suggestion as to how to deal with that problem.&lt;br /&gt;
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The Axou have been very clear about their plans - once they claim Thornfen they will simply evict every orc living there without exception. For now, the Empire cannot safely simply let them go. A part of the town is set aside for the surviving folk of the Mallum, with Summer Storm soldiers doing their best to maintain order and ensure the Druj that are surely among them do no harm. They can do little to prevent scores being settled, and it is a rare morning that passes without a dead body found floating face down in a pond or an open sewer, arms spread as they drift lazily in the currents.&lt;br /&gt;
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==The Defence of Nesustak==&lt;br /&gt;
{{CaptionedImage|file=Centipede General.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002a.png|align=right|width=240}}&lt;br /&gt;
There are folk in Sarangrave who might be able to offer some aid to the Imperial forces in Sephals, but their attention is unfortunately elsewhere. While the bulk of the Druj forces are corralled in Thornfen, the tyrants of the Mallum are always unpredictable. Not long after the Winter Solstice, a significant force made up of Banded Snake sept survivors and members of the Thornwasp clan isolated from Thornfen by [[Sarangrave#Bendol|Bendol]] and Imperial armies, attack the rebels of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]]. Reinforced by supplies smuggled south from the Salt Flats, these counter-insurgents are hell bent of slaughtering as many of the rebels as they can. This is not an unfamiliar strategy by the Druj; they hate those who escape their clutches even more than they hate the Empire. So many times they have sought to make an example of those who throw off their yoke, in [[the Barrens]], in [[Ossium]], even in [[Holberg]]. This assault is no exception. It seems likely that they assume the Empire’s attention will be focused entirely in the south-east, at Thornfen. Their attack is double-pronged like an assassin’s blade. On hastily constructed rafts, surviving members of the Thornwasp paddle across the wide expanse of the Feverwater. The Banded Snake gather in secret in western Turan Flats and cross the river under cover of a moonless night.&lt;br /&gt;
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&amp;lt;quote by=&amp;quot;Ser Guy of the Twisted Rose, General of the Gryphon’s Pride&amp;quot;&amp;gt;Soldiers of the Pride! Three years ago, I stood with you as we marched forth through the mud and blood of the Steel Causeway and fell in behind the Hounds of Glory to break a dark and terrible bastion. The Hounds&#039; story ended there, but the tale they began there on the Plains of Teeth finishes its next chapter this Winter. Now, the Tower of the Skink will fall in turn. Another monument to wickedness will be laid low. In seasons to come, the pillars will fall as well. The pall of dread and despair that hangs over this land will fade. But that is not our foremost duty. Not this time. If the Druj strike out we will answer them. But there is only one thing the free peoples of Sarangrave have asked for, of our Empire, and they have asked it of us. Make for Nesustak. We will reach out to the Bloodwater Spears and aid them in raising watchtowers to defend themselves. We will show them that the Empire are not the monsters that they think we are. Only we can do this. We are called and so we come. A new dawn is breaking over the Sarangrave. We will make flowers grow here, too.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The rebels are not caught sleeping; they are vigilant for counterattack from the Druj. Indeed, they are in the midst of preparing their own defences. Barricades and palisades to protect their rickety settlements; watch towers against the threat to their borders; armed patrols to root out the remaining threats of the land they have claimed. They are supported in this by a few dozen [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Shacklebreaker]], whose swift feet and keen senses prove invaluable at keeping the loose alliance of survivors united. Their boons of health, healing, and [[Calls#Shatter|war]] are equally welcome. Unfortunately, with the Druj attackers comes a small host of heralds of the &amp;lt;i&amp;gt;[[Arhallogen|Centipede General]]&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;King of All Spiders&amp;lt;/i&amp;gt;. This stealthy assault, set on murder and mayhem, clearly suits the temperament of the &amp;lt;i&amp;gt;Scorpion Queen&amp;lt;/i&amp;gt; - and it can barely resist an opportunity to strike against those &amp;lt;i&amp;gt;Ward of the Young&amp;lt;/i&amp;gt; seeks to aid.&lt;br /&gt;
Unfortunately, as they have so many times before in this war for the Sarangrave, the Druj have miscalculated.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride came down through the Barrens with the other armies, but it did not accompany them to Thornfen. Instead, they struck camp in the western Turan Flats, and sent heralds of their own - mortal heralds - into Nesustak Forest. Under the quiet gaze of Irra Harrah’s childer, a cautious negotiation took place on the banks of the river. By all accounts, the Bloodwater Spears, one of the renegade septs of former Druj subjects, have reached out to the Dawnish army for support and the general has answered. Unfortunately, there are also many among the rebels who see the arrival of a Dawnish army on their borders as a thing of terror rather than reassurance.&lt;br /&gt;
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They have heard the stories of the Druj, of events in the Barrens, of the destruction of the [[Not_to_conquer#Vendarri|Vendarri]], the slaughter of the [[Not_to_conquer#Montanians|Montainians]], the brutal murders of the [[Not_to_conquer#The_Black_Wind|Black Wind]] and the attack by &amp;lt;i&amp;gt;this very army&amp;lt;/i&amp;gt; against the rebel heroes under the old banner of Rahvin. They have been told over and over that everyone who ever trusted the Empire has paid the ultimate price for it. So they do not welcome five thousand armoured warriors, no matter if they come beneath a banner of parley or not. Some few yeofolk are allowed to cross into Nesustak, to offer their expertise in constructing defences, but no knight is invited to join them. It is arguably more than might be expected; the Empire is used to the hammer-blow of the Druj miasma but its presence and its constant subtle creeping fingers of suspicion and fear make it very difficult for people to trust one another. That these septs have been able to come together at all is little short of a miracle.&lt;br /&gt;
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It would be easy for the Pride to crash across the river and force their will on the rebels of Nesustak, but their orders are clear. They are here to protect, not to conquer, and their presence in Turan will at least mean they are in position to intercept any attackers from the north.&lt;br /&gt;
{{CaptionedImage|file=GryphonPride_Colour.png|align=right|width=200}}&lt;br /&gt;
Then the Druj attack, and the Gryphon’s Pride acts. The Druj clearly expected the Dawnish to leave the rebels to their fate; the Banded Snake are taken by surprise when the knights and war-witches erupt into the forest to their rear. They are caught between the anvil of the defenders and the hammer of Glory, smashed and broken and left with little recourse but to flee.&lt;br /&gt;
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The Thornwasp from the south are more of a problem. As the knights march through Nesustak Forest, some of the rebels sadly scatter or seek to intercept them as an invading force. Wherever possible, the Dawnish seek to minimize losses to the confused warriors, their fellow defenders, but these people are &amp;lt;i&amp;gt;frightened&amp;lt;/i&amp;gt;. Even with the words of the Bloodwater Spears, there are accidents to be grieved. Yet these accidents cannot risk slowing the Dawnish response.&lt;br /&gt;
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The septs do their best to fight off the Thornwasp but they are not well armed, not as used to fighting as the tyrants of the Mallum even in their scattered state. Conversely, these ambushers are in no position to face the fury of an entire Dawnish army. At first they press inland, with some minor victories, but even so their actual aim - to slaughter the rebels - proves difficult to achieve. The heralds of Irra Harrah are no match for those of Arhallogen, but they do not attempt to fight. Instead, they serve as guides, getting people to safety - or helping defenders into positions where they can fight back.&lt;br /&gt;
{{CaptionedImage|file=GeneralGryphonsPride.png|caption=&#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=right|width=400}}&lt;br /&gt;
When the Gryphon’s Pride reaches the shores of the Feverwater, the Druj who once claimed Bloodwater Marshes have nowhere to go. Those who take to their rafts are easy marks for archers - orc and human alike. Those who stand and fight are quickly slain. When the first heavy rains of Spring begin to fall, the shores of the Feverwater are choked with dead Druj, their blood staining the drowning waters muddy red.&lt;br /&gt;
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After this, the rebels of Nesustak are more inclined to trust those who suggest the Pride is here to help not harm. Grudgingly, carefully, a detente is built. As the rains continue to beat down, the majority of the Dawnish forces withdraw back across the river to remain on watch but those who remain are, if not welcomed, at least tolerated. Few can deny that their aid has saved countless lives from the venom of the Druj, this time at least.&lt;br /&gt;
&lt;br /&gt;
Yet there are also difficult questions asked. What does this mean in the long run? The Empire has conquered Sarangrave and given these lands to strangers from the south to be their domain. What does this mean for the people left in the marshes? How is this better than being the slaves of the Buruk-Tepel? These are orc lands, the homelands of the Bloodwater Spears and the rest. What happens if they do not accept this Imperial domination? Where will the Gryphon’s Pride be when it is the Empire’s warriors looking to kill the free orcs of the Sarangrave - of the Mallum? There are impassioned exchanges, arguments on both sides, but no resolution is reached. The forest is safe for now but what of the future?&lt;br /&gt;
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&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;When Ipotavo was besieged, when Kaban was lost, the Druj took many of our beloved away as slaves and prisoners. Many assume them lost to the wicked wills of the Mallum. Yet the Sorcerer-Queen Ipotavo used to say: those who truly oppose the False Divinity with all their heart and all their soul and all their might are loyal even through hardship and misfortune. Though we know not whether our loved ones still dwell on this side of the abyssal dark of the Labyrinth, we fight as if they do. We will take the Tower, and every moment we fight to do so we will fight as if we will hold them, warm and living, in our arms once more: but between us and them are many Druj: they die, unmourned.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
What of the future indeed…&lt;br /&gt;
&lt;br /&gt;
==At the Gate of Despair==&lt;br /&gt;
&lt;br /&gt;
Through curtains of rain the Imperial force marches south to the Tower. Few are prepared for the sheer size of the fortification; it spreads across the horizon occupying the space between the foothills connecting the Mallum and the lands of Axos to the south. Its towers are immense, dwarfing those of the Spires of the Dusk in their immensity. This is a chaotic structure of stone and weirwood, and mithril spikes, and ironbound ramparts. This is the last true stronghold of the Druj in Sarangrave, shouting defiance of the forces of virtue to the heavens.&lt;br /&gt;
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Not that it is easy to feel for its size through the sheets of rain falling all around. Its towers scrape the clouds, but to be fair the clouds are very low at the moment weighed down with water. The banners of the lizard and the snake hang limp and bedraggled, soaked through, cheap dyes running down the wall in streams of sickly green and bloody red.&lt;br /&gt;
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The walls are defended three ranks deep with Druj archers, but the rain makes it difficult for them to darken the sky any more than it already is. The Eastern Sky has great covered rams to manoeuvre into position, to assault the gates, but even they are a little taken aback at the sheer &#039;&#039;size&#039;&#039; of the things. Not of wood, not even weirwood, but of white granite these doors must need a team of slaves straining on a net of ropes to open and close. The rams of the Empire will struggle to do more than dent them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Aurum8565.png||caption=Dame Aurum De Castellan, General of the Eastern Sky|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=right|width=200}}&lt;br /&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=SummerStorm Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=QuietStep Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CitadelGuard Colour.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
A long siege suits the Druj better than the Empire, of course. The longer the Imperial forces are held here in Thornfen, the more time there is for the armies of the Mallum to rally their strength and return to squeeze them against the walls of the Tower, as the Banded Snake in Nesustak are being squeezed against the Feverwater by the Gryphon’s Pride.&lt;br /&gt;
&lt;br /&gt;
A triumphant charge can only take an army so far; to simply rush the Tower of the Skink would be to throw lives away pointlessly. A council is convened to discuss how best to assault the castle, to defeat the enemy sheltered within. A single ranking Axou, a &amp;lt;i&amp;gt;Toxatai&amp;lt;/i&amp;gt; war-necromantia, cousin of the Grand Ilarch of Ipotavo, has come at great risk through the foothills to attend in person.&lt;br /&gt;
&lt;br /&gt;
As the rain pounds the canvas above their heads, captains and commanders argue back and forth, seeking some solution to the walls and the gate. The opportunity to starve the defenders out is there, but there is no telling how well provisioned they are to withstand such a siege. The presence of two extra armies inside must be putting their supplies under pressure, but how much is difficult to say. There were many storehouses in Sephals and most were empty by the time the Druj were forced to abandon their position there. Worse, the healing power of the waters of life will help maintain the strength of the Druj just as it maintains the strength of the Empire.&lt;br /&gt;
&lt;br /&gt;
The heavy rains help, but also hinder. While it protects from long-range attacks, if it continues for much longer the Imperial armies risk becoming bogged down. And it shows little sign of letting up. Indeed, runners from the forces left behind in Sephals warn that the streets of the town are already starting to flood as the waters released from Jarangir’s Levy are deepened by a week of unrelenting rain.&lt;br /&gt;
&lt;br /&gt;
In the end, the decision is made to try and take the Tower while the opportunity still remains. A second heavy battering ram is constructed. Rather than being made of wood, it is formed from a white granite column ripped from a Druj palace in Sephals, carried south through the downpour by orcs of the Summer Storm, and shaped by Urizeni engineers. At the last moment, a contingent of Navarr arrive from elsewhere in Sarangrave with a quartet of [[Great Forest Orcs]] freed from the weirwood grove in Whisperwood. They set to work shaping a weirwood frame to carry the ram, with the aid of their Navarr friends. The Boyar&#039;s Hasta contributes an amount of looted mithril armour and weapons which, when swiftly melted down by Dawnish smiths, serve to bind and reinforce it with the snarling face of a great maned lion.&lt;br /&gt;
&lt;br /&gt;
The morning of the attack, the waters are already lapping at the walls of the Tower in places. The &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt; holds the marshwaters at bay - where it approaches the walls it is raised up in a manner that puts some in mind of &amp;lt;i&amp;gt;Otterway&amp;lt;/i&amp;gt; back in [[Bregasland]]. The Druj know that this is the key moment, that they will have to face this attack and stand against it. The defenders continue to loose arrows, but the main source of danger are the catapults positioned atop the ramparts. Massive rocks hail down, interspersed with filth, dead bodies, and effluent. Some are bound in iron, but its clear the Druj supplies of catapult stones are also waning slightly. A few barrels of pitch are launched, but the rain quickly extinguishes their threat.&lt;br /&gt;
&lt;br /&gt;
With the Eastern Sky at the forefront, the massive battering ram is slowly maneuvered into position. The armoured covering protects those within from missiles thrown from the walls, but the pounding of rocks and arrows almost drowns out that of the rain - almost. Again and again the great fist smashes against the northern gates of the Tower of the Skink. The defenders are not content to simply sit and trust to the sturdiness of their door however. &lt;br /&gt;
&lt;br /&gt;
The Druj are monstrous, but they are cunning. It becomes clear that they have created their own ways to get troops into and out of the Tower. Without warning, two thousand warriors erupt out of the marshes to the east and west of the &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt;. They fall on the Imperial forces on the flanks, fighting with bloodthirsty ruthlessness. It quickly becomes apparent that there are hidden tunnels under the walls that emerge nearly a quarter mile from the fortification itself and that for days now, the defenders have been carefully moving their troops into position.&lt;br /&gt;
&lt;br /&gt;
With the garrison come another thousand or so guerrillas of the Hidden Snake, and five hundred Poison Crane. All are equipped for killing, with venoms and poison, many dosed up on the battle-drugs the Druj call [[Double-sided_Blade#Warming_Armour|warspice]] and [[Double-sided_Blade#Weakning_Sun|corpse skin]] that grant near supernatural vitality but overwhelm the common sense and survival instinct of those who use them. This is a suicide attack, one aimed at breaking through the Empire&#039;s line to destroy the great ram. &lt;br /&gt;
&lt;br /&gt;
As the assault begins, the skies &#039;&#039;truly&#039;&#039; open. The wind rises, howling around the ramparts, driving the rain almost horizontal. Fighters struggle in the mud, their footing suddenly treacherous on the rainslick ground. Visibility plummets, a massive battle between Empire and Druj, between virtue and hate, reduced to a hundred scattered skirmishes by the walls of water. Thunder rumbles, barely audible over the pounding of the rain. Yet the deafening beat of the ram is louder still, ringing out across the battlefield like the heartbeat of some terrible beast of war. Orc and human, Druj and Imperial, alike fall in the sucking mud and the rising tides, eyes and lungs choking with earth and drowning with filthy water.&lt;br /&gt;
&lt;br /&gt;
And then, with the storm at its height, the lion-faced battering ram of stone and mithril hits something within the solid stone of the gate. A point of weakness that had endured for hundreds of years, since the doors were first raised. A fracture line buried in the rock where only a mighty blow would uncover it. Perhaps the terrible rhythm of the blows has weakened the gate. Perhaps it is something else. But whatever the reason, the hammering blow causes the stone first to crack and splinter, and then with a terrible roaring noise, to break.&lt;br /&gt;
&lt;br /&gt;
Another blow, another, battering against that point of weakness, opening the hole, pounding through the feet-thick stone. The flaw exposed, the gate begins to fragment apart. A terrible cry of despair goes up from inside the Tower of the Skink. The door is falling! After centuries of defiance, one of the two great doors of the Tower of the Skink is falling!&lt;br /&gt;
&lt;br /&gt;
The Lions of Adelmar are first through the breach, shields at the ready. Behind them, the soldiers of the Eastern Sky, and after them the rest of the Imperial forces pouring into the gatehouse of the Tower, as the waters of the flood poured over Jarangir’s Levy.&lt;br /&gt;
&lt;br /&gt;
Outside and inside, bloody slaughter leaves waves of blood on the stone, that mix with the mud to create a grim quagmire. Another cry goes up, another cry of despair. The Quiet Step erupt from the forests of the east, Navarr spears tearing into the Druj attackers assailing the flanks of the army. With spell, and spear, and sword, and axe, and unbreakable shield, the Empire fights the Druj at the Tower of the Skink under the roaring heavens, amid the thundering rain.&lt;br /&gt;
&lt;br /&gt;
The battle is not over simply because the gate has been breached. There are still two armies, and a garrison to match them, inside the castle who must be dealt with. There are screaming, fleeing orcs and humans in rags who will not fight. Sometimes the Druj use them to bait traps, or as shields of meat that cry and wail when forced toward the Empire’s soldiers. Even here there are traps, old and cunning, built into the stonework. Blades that snap from floor or ceiling if one moves the wrong way down a hall; walls that fall to allow defenders to attack from the side; chemicals that in a confined space blind or choke or assail the mind with terrible visions. All these and more the Druj have built into their home, driven by the fear that grips their own hearts. Fear of their enemies, of each other, making even their sanctuary a place where no-one is ever truly safe.&lt;br /&gt;
&lt;br /&gt;
Then the Axou are there, fighting their own way through the defenders. A small, fast moving group has slipped through the halls and courtyards of the castle to take the southern gate. The guards slain, they have managed to throw it wide and let the blades of Ipotavo go to work on the tyrants of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Even here, the clarity granted by Day magic helps ensure that the attackers are able to mount the most efficient assault they can, preventing allies harming each other. For the better part of a day the fighting rages on and on, turning the Tower of the Skink into a charnel house. Whoever wins here, it will be Death that holds dominion when the day is done.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the day &#039;&#039;is&#039;&#039; done. The Tower of the Skink still stands, but the banners of the Empire, of Dawn and Navarr, Urizen and the Unshackled, are raised over its ramparts. The fighting is not over - there are still Druj here in the nooks and the crannies - but the battle is won. The Tower of the Skink has fallen to the Empire and their allies, and with it the Thornfen. And with that victory, the dominion of the Druj over the Sarangrave is brought to a conclusive end.&lt;br /&gt;
&lt;br /&gt;
==Flight and Shadow==&lt;br /&gt;
The tower falls, the garrison scatters, but in the end the Poison Crane and the Hidden Snake are not entirely accounted for. They have taken significant losses, for sure, but the power of Spring magic protected them just as it did the Empire. When it is clear that the Tower is lost, many of the soldiers escape through the hidden tunnels beneath the fortification into the marshes. Scattered and hunted, they are forced to flee as best they can. They make their way north to the dubious safety of the Salt Flats, and they pay a heavy price for doing so. Easily another thousand Druj warriors fall as part of the rout, but in the end the armies manage to cross the border north through Kroll. It is a temporary sanctuary for the Druj; with the Sarangrave under the dominion of the Empire, they cannot help but begin to collapse. Soldiers will desert, no matter how much they fear the Buruk Tepel. The writing is on the wall for the armies of the Thornwasp, the Banded Snake, and the Marshlizard.&lt;br /&gt;
&lt;br /&gt;
As in Sephals there is the question of what to do with the orcs and humans left behind in the Tower. The Axou do not want them; the Empire cannot trust them. Arguments break out almost immediately, as outside the rain begins to fall. Yet even these arguments take second place to a more pressing question.&lt;br /&gt;
&lt;br /&gt;
Where are the magicians of the Tainted Basilisk?&lt;br /&gt;
&lt;br /&gt;
==End of All Songs==&lt;br /&gt;
Last season the Druj [[Each_age_a_lens#The_Mallum|sent an ultimatum]] to the Empire from the city of Leen in the Salt Flats. Quit the Sarangrave, or the Tainted Basilisk will release the [[vallorn]] of [[Sarangrave#Béantal_Dol|Béantal Dol]]. It seemed inconceivable to many that even the Druj would do such a thing. Others questioned whether even the Tainted Basilisk could achieve such a thing. What would it profit them to destroy the Sarangrave, their own people, likely themselves? What would it profit them indeed.&lt;br /&gt;
&lt;br /&gt;
Those who hoped the ghulai of the Tainted Basilisk might not be equal to the task of rousing Béantal Dol clung to false hope. These foul corrupted wizards have shown themselves not only capable, but willing to unleash the uncontrollable horror of the vallorn in Therunin. They have been exploring, examining, studying the matter for years - a pattern of odd encounters and inexplicable events slowly starting to come together into a skein of secrets and atrocity. They are also more than capable of moving through the Sarangrave under the shadow of [[Night magic]], avoiding those who might seek the stop them, bypassing the defences set against them. And it seems that this is exactly what they have done.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar’s Hasta&amp;quot;&amp;gt;Hasta! You have worked like the bee at summers head, watched like the Spider watches its web. Let&#039;s now use that vigilance to spy on the Druj, To see what vallorn waking tactics they may use. But before the road calls us, raise a tankard high to our cousins in Ossium slaying peelers where they lie. With Hounds Hall, new forces ride along our own, and the best heckle from me earns a throne. With Courage, there is not a line that cannot break, there is not a thing the Druj hold that we cannot take.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When Sephals fell, they were already in motion. An army of Druj [[Night magic#Obfuscation|obfuscated]] beneath a shroud. The thunderous rain must have seemed a boon to them, making it even easier for them to move east from Thornfen to the edges of Bendol. To where the great ring of Terunael warding stones holds in the floodtide of this ancient terror. A vallorn with the full power of [[Brocéliande]] or [[Axos#Axou Territories|Visokuma]], packed into a single region of verdant ruins.&lt;br /&gt;
&lt;br /&gt;
Unmarked, the Tainted Basilisk come to Bendol and as the gates of the Tower of the Skink begin to splinter, they begin their terrible work.&lt;br /&gt;
&lt;br /&gt;
Unmarked? Oh no, not wholly unmarked. For while the Gryphon’s Pride fought in Nesustak Forest, and the armies of the Empire assailed the Tower of the Skink, the Varushkan army of the Boyar’s Hasta wove its own strategy in the Sarangrave. Where the Navarr of the Quiet Step hunted the Druj, Varushkan scouts helped them uncover their boltholes and hidden lairs. In Nesustak they helped the Dawnish root out the assassins of the Thornwasp and the Banded Snake. And as the armies moved south it was their scouts and spies who warned of the threat from the Poison Crane and the Hidden Snake in time to allow the Quiet Step to reach the battlefield.&lt;br /&gt;
{{CaptionedImage|file=BoyarsHasta_Colour.webp|align=right|width=200}}&lt;br /&gt;
But mostly what they have been doing is watching for the Tainted Basilisk. Watching the eaves of Bendol. Watching the pathetic Grynbor as they honoured the aberration at the heart of Sarangrave. When the ghulai make their move, the Varushkans are ready to oppose them at every turn.&lt;br /&gt;
&lt;br /&gt;
Observation indicates that the Tainted Basilisk have splintered as they moved, still hidden under their Night magic shroud. They spread their forces around the outskirts of Bendol, at key positions about the circumference of the warding stones. Their shroud protects them only while they are moving; the longer they stay in one place the easier it is to see where they are, to see the mists that hide them from prying eyes gather. When their agents reach the outskirts of Turan, the Boyar’s Hasta strike. A sudden ambush, a vicious fight of scouts and [[Arkad#Vikari|vikari]] that leaves most of the Druj dead. Most, but not all. Some of the ghulai are taken alive, interrogated, forced to reveal their intent. &lt;br /&gt;
&lt;br /&gt;
They plan to breach the warding stones, to undo what the Terunael did in those last days after the disastrous ritual that brought the vallorn into being. They will unleash Béantal Dol, and it will wash across the Sarangrave, devouring armies and rebels alike. A fitting retribution, laughs one half-mad sorcerer. The folly of ancient humans, killing and consuming their distant heirs.&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=200}}&lt;br /&gt;
Immediately the Hasta start to move - sending messengers and mobilizing their forces to scour the outskirts of Bendol for more groups of ghulai. A second encampment is intercepted in Thornfen with the aid of the Navarr, but they are much better defended. As the Empire consolidates its hold on the Tower of the Skink, another battle erupts on the outskirts of the vallorn. The magicians of the Druj hold nothing back; unleashing spell and ritual alike to try and drive the Varushkans and the Navarr away. They are supported by Dawnish and Urizeni from Sephals, and together they risk everything to disrupt that final desperate ritual of destruction. [[Spring magic]], aimed at rending the ancient standing stones apart with the power of [[Spring magic#Ruin|ruin]].&lt;br /&gt;
&lt;br /&gt;
In the end though, despite this valiant effort, it is too late to stop the Tainted Basilisk from achieving their goal. There is simply too much ground to cover, and the Druj have laid their plans too well. Even as they retreated from the Imperial advance, they left their agents behind to prepare for this unlooked-for day. Ghulai, vikkari, warriors of every Arkad, left behind on the outskirts of the vallorn itself to facilitate one final strike against the Empire should the defence of the Sarangrave fail. And fail it has.&lt;br /&gt;
&lt;br /&gt;
Three days before the Spring Equinox, the deluge that has fallen uninterrupted from the cloud-choked sky since the liberation of Sephals ends as suddenly as it began. In that instant, every head in Sarangrave, no matter where they are in the marshlands, turns to look toward the heart of the territory. Whether arguing with Mallum orcs in Sephals, scouring the Tower of the Skink for remaining Druj, discussing the matter of freedom and security in the Nesustak Forest, or fretting about the Drowned Shepherd and the wisdom of invoking constellations in times such as this, everyone feels it. Like the air changes before a storm breaks, but this comes at the end of the storm. For a moment it overpowers even the banal humdrum thrum of the Druj miasma. An awareness in a split second of a profound finality, of an ending that has been waiting for a thousand years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
The last great working of the Terunael has been broken. The vallorn of Béantal Dol rises, shaking off the remnant of its chains. Fattened by months of Spring-infused waters, it stretches, rousing itself in a way it has never, ever done before since it was first trapped.&lt;br /&gt;
&lt;br /&gt;
And it begins to spread.&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;
==Game Information : Dominion==&lt;br /&gt;
* &#039;&#039;&#039;The region of Thornfen, and the Tower of the Skink, have fallen &lt;br /&gt;
* &#039;&#039;&#039;An administrative motion related to their disposition will be raised during the Spring Equinox&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Snake and Poison Crane have fled the territory taking serious casualties&lt;br /&gt;
* &#039;&#039;&#039;The remaining garrison of the Tower of the Skink has scattered across southern and eastern Sarangrave&lt;br /&gt;
The Empire has captured the region of Thornfen, and with it the Tower of the Skink. The entire territory save for the Nesustak Forest and Bendol are Imperial now. They achieved their goal with the aid of the Axou army of Ipotavo, and while that contribution was valuable it was relatively minor next to the impact of the Empire. There is an existing treaty with the Axou, signed when they joined the war in the Sarangrave, that indicates the intent to not contest Axou claim to Thornfen, including the Tower of the Skink, and the settlement Sephals. During the Spring Equinox, the Civil Service will raise an administrative motion during Friday evening Senate session to confirm that this is still their intent. This motion, if it passes, will be available for the Urizen assembly to [[veto]], as it effectively involves the concedence of a region under their control.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride spent the season defending, specifically offering aid to the rebels of the Nesustak Forest. Without their intervention, it is likely the rebels would have eventually repelled the attacking Druj but they would have suffered serious losses in the process. The Gryphon’s Pride ensured that the vicious Mallum septs were unable to enact their revenge, and while this has not lessened the rebels desire to see Sarangrave as a free land under their control it has helped to establish the Dawnish army as allies, albeit allies that many are still suspicious of.&lt;br /&gt;
&lt;br /&gt;
The Boyar’s Hasta committed themselves to supporting the other armies, but specifically to watching for signs of the Tainted Basilisk. Thanks to their vigilance, the ghulai of the Druj magical army were only partially successful in their goal. Further details are discussed below.&lt;br /&gt;
&lt;br /&gt;
The armies of the Hidden Snake and the Poison Crane were badly damaged during their defence of the Tower of the Skink, but not destroyed. They have managed to use the confusion to escape back to the Salt Flats of Sanath, but both armies took an additional 500 casualties each during their desperate retreat through Imperial-held Sarangrave, pursued and harried by the Empire. More troubling is the garrison of the Tower of the Skink. While the tower has fallen, and the garrison been seriously damaged, the orcs that make up the garrison have likewise managed to desert the sinking ship. As such Thornfen, Turan Flats, Kroll, and the Whisperwood have all gained the ‘’Outlaw Druj‘’ qualities. Until these outlaws are dealt with, any settlement of those regions are in danger. In addition, any commission built in the territory will have its labour costs increased by a fifth for each region under Imperial control with that quality.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Drowning==&lt;br /&gt;
* &#039;&#039;&#039;The Drowned Shepherd constellation has exerted unexpected influence in Sarangrave this season&lt;br /&gt;
* &#039;&#039;&#039;The name of the constellation has changed; nobody is sure where this change originates&lt;br /&gt;
This season, the influence of the [[The Drowned Shepherd|Drowned Shepherd]] constellation in Sarangrave has been unmistakable by those who know what to look for. It&#039;s unlikely that this is due to its invocation by the general of the Citadel Guard. More likely it is simply that events in the Sarangrave have foreshadowed a profound ending. The constellation is strongly associated with curses, and for all its perception as being generally helpful, [[Rivers of Life]] is still a [[curse]].&lt;br /&gt;
&lt;br /&gt;
There are two elements to this influence that are worth noting. The first is that the constellation appears to have a new name; the Drowned Shepherd. Previously known as the Drowned Man, there has been a notable shift in awareness over the last few months. Much as with the way the understanding of the names of the stars has shifted over the last year or two, so too has awareness of its name shifted. It&#039;s up to individual characters how to respond to this. Some will continue to call it the Drowned Man, but this name will feel increasingly archaic and old fashioned. It won&#039;t impact magic to use either name, but the name on the wiki has been changed. Speculation about the difference between what a Drowned Man and a Drowned Shepherd symbolise is encouraged.&lt;br /&gt;
&lt;br /&gt;
The other element is that the catastrophic rainstorm has caused water to rise all over the territory. In time that water may subside, but it has resulted in breached dams and ruined farms, herb gardens drowned, and even some structures collapsing. At the same time the unnatural vitality the Rivers of Life bring has been heightened - not only by preserving the lives of soldiers and civilians alike, but also resulting in an explosion in the population of creatures of the Sarangrave including bog octopuses, mosquitos, wasps, spiders, and other small fast-breeding creatures few of which are wholesome in their interactions with humans and orcs.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Béantal Dol==&lt;br /&gt;
{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn is the most monstrous of all geographies.|align=right|width=500}}&lt;br /&gt;
* &#039;&#039;&#039;The vallorn of Béantal Dol has been unleashed&lt;br /&gt;
* &#039;&#039;&#039;The Tainted Basilisk have been only partially successful and only two regions are seriously threatened&lt;br /&gt;
* &#039;&#039;&#039;There are opportunities to try and stem the flow of vallorn power in uptime and downtime following the event&lt;br /&gt;
* &#039;&#039;&#039;The warding stones that once surrounded Béantal Dol are gone&lt;br /&gt;
* &#039;&#039;&#039;The casualties caused by the vallorn expansion will not be affected by the vallorn miasma&lt;br /&gt;
The ghulai of the Tainted Basilisk have breached the circle of warding stones that contains the vallorn of Béantal Dol. Thanks to the Boyar’s Hasta their efforts have been only partially successful. Unfortunately, where the vallorn is concerned “partially successful” is still a significant threat.&lt;br /&gt;
&lt;br /&gt;
Two regions are directly threatened by the expanding vallorn - Nesustak Forest and Bloodwater Marsh. Had the wards simply collapsed, the vallorn would have burst forth towards the nearby fortification, the Tower of the Skink. Sadly, this release is no accident. The magicians of the Tainted Basilisk have seized an [[opportunity]] to deliberately weaken the wards in such a way as to direct the threat against the Empire and the rebels and away from their allies. There is a single [[#Battle_Opportunities|narrow window]] to take action and save one region or the other from desolation.&lt;br /&gt;
&lt;br /&gt;
The actions of the Boyar’s Hasta may still have saved the rest of the territory. They have managed to save most of the warding stones - not enough to hold the vallorn back, but enough to have a vital effect. The vallorn will wash over the stones, as it attempts to expand and in the process the magic that sustains them will be overwhelmed, and destroyed. By the start of the Summer Solstice, the warding stones will be no more - there is no way now to stop them being destroyed. However, they will serve to protect against the vallorn for one final time. In doing so they will absorb some of the devastating verdant power of the vallorn. By the start of the Summer Solstice, the vallorn of Béantal Dol will be to all intents and purposes a “normal” vallorn. It will still be disproportionately potent, but it will no longer present the threat of expanding to completely fill the Sarangrave that it previously did. That threat, like the warding stones, is ended.&lt;br /&gt;
&lt;br /&gt;
What happens to Nesustak Forest and the Bloodwater Marshes, however, will depend on [[#Battle_Opportunities|what the Empire chooses to do]]…&lt;br /&gt;
&lt;br /&gt;
The vallorn of Béantal Dol &#039;&#039;can&#039;&#039; be combatted following the Spring Equinox, but it will require a significant commitment of [[army|armies]] to prevent it consuming one or both of the threatened regions. Due to the long storing up of power, it will be attacking both regions separately with a strength of 30,000. To prevent it claiming the region and devouring almost everyone and everything in it, the Empire would need to ensure it did not get sufficient victory points to claim the region. If the vallorn is able to claim a toehold in the region, it would still be left with a quality similar to [[region qualities#Infested|infested]].&lt;br /&gt;
&lt;br /&gt;
The good news - and there is some good news - is that the brave actions of the Boyar&#039;s Hasta and the destruction of the remaining warding stones means that the vallorn will become quiescent again after this season, whatever happens. In addition, the explosive speed with which the vallorn is unfolding into the two regions means that any downtime fighting will &#039;&#039;not&#039;&#039; be taking place under the influence of the [[vallorn miasma]].&lt;br /&gt;
&lt;br /&gt;
==Participation : Power of the Druj==&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit supported an army in Sarangrave this season will receive a lingering wound&lt;br /&gt;
Any character whose military unit supported an army fighting in the Sarangrave this season will receive a lingering [[Combat#Traumatic_Wounds|traumatic wound]] in their pack. These wounds represent serious injuries or lingering [[curse|curses]] sustained during the fighting that the [[Rivers of Life]] have been unable to restore. Some of these wounds are potentially lethal if they are not treated before the end of the Spring Equinox, so those bearing them may wish to consult a [[surgical skills#Physick|Physick]].&lt;br /&gt;
In addition, however, every military unit that fought in the Sarangrave this season has been in a position to secure a small trove of [[herb|herbs]] and [[potion|potions]], and potentially other things as well. If your character would not have approved of your soldiers taking things from the defeated Druj, you can simply drop these additional items back at GOD when you pick up your pack.&lt;br /&gt;
&lt;br /&gt;
==Participation : Lions of Adelmar==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar last fought alongside the Knights of Glory during the Summer. As [[Even_darkness_must_pass#Sarangrave|mentioned then]], the use of Knights of Glory is having an unexpected effect on the armies relying on it. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
On the other hand, stag-headed &#039;&#039;Ser Helvennan&#039;&#039; and their warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the Lions of Adelmar. A character whose military unit supported this army may choose to have been impacted by the experience of battling in close proximity to the glorious heralds of [[Eleonaris]]. &lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you receive a bonus hero point during the Spring Equinox. This bonus increases their maximum number of hero points for the duration of the summit. &lt;br /&gt;
* If you do not have the hero skill, you receive a single temporary hero point, which is lost once it is used. It will have faded entirely by the end of the Spring Equinox, regardless.&lt;br /&gt;
&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a roleplaying effect that lasts until the end of the Spring Equinox: &#039;&#039;You feel a strong urge to attempt great deeds that invite attention You take particular pleasure in approval and adulation; being overlooked or dismissed may cause you to lose your temper. If you enter battle, you feel driven to prove your worth and show everyone your strength.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities: Twin Horrors==&lt;br /&gt;
* &#039;&#039;&#039;Two major conjunctions to Sarangrave have been identified for the Spring Equinox but the Military Council can take advantage of only one of them&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;quote by=&amp;quot;Moby Dick, Herman Melville&amp;quot;&amp;gt;To the last I grapple with thee; From hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The legendary spite of the Druj admits no peer. Defeated and broken by grappling with the Empire&#039;s armies in the Sarangrave they mean to plunge the territory into chaos - they would rather see their ancient homelands consumed by the vallorn than be claimed by the Empire. A final stab aimed at the heart of the people they hate so much. The leaders of the Tainted Basilisk have risked everything, unleashing the vallorn to ensure that everyone goes down together.&lt;br /&gt;
&lt;br /&gt;
==Nesustak Forest==&lt;br /&gt;
In Nesustak Forest, they have turned their ire on the septs that have betrayed the Druj by throwing off the shackles of their rule. This season they would have killed and slaughtered the rebels were it not for the timely intervention of the Gryphon&#039;s Pride. Their gloriously desperate defence placed a steel-clad wall of gleaming knights and robe-clad fearsome war witches around the rebels, stopping the Druj assault in its tracks. Shielded by the Dawnish soldiers Courage, heralds of [[Irra Harah|&#039;&#039;Shackle Smasher&#039;&#039;]] have worked tirelessly to save those they can.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction of the [[Sentinel Gate]] on the Saturday of the equinox that opens on the &#039;&#039;Feverbank Trees&#039;&#039; in Nesustak Forest. If offers a dangerous opportunity to try to save the region and the people who liv here from the onrushing vallorn. Driven by hate, the Druj will not give up easily however - their forces are already in the area, determined to see the slaughter through to the bloody end.&lt;br /&gt;
&lt;br /&gt;
===Objective: Ward the Feverbank Stones===&lt;br /&gt;
* &#039;&#039;&#039;The five ancient stones at &#039;&#039;Feverbank Trees&#039;&#039; that once held back the power of the vallorn are failing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Wardens of the Black Waste&#039;&#039; creates pwoerful wards against the vallorn that last for a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each stone that is warded will reduce the strength of the vallorn pushing into Neustak Forest this season by 6000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The five ancient stones that stand sentinel in &#039;&#039;Feverbank Trees&#039;&#039; have held back the power of this vallorn for hundreds of year. Created centuries ago by the Terunael people as their empire collapsed, they have been fatally weakened by the Druj creating an opening for the ancient enemy to escape through.  The valiant defense by the Boyar&#039;s Hasta has created a narrow opening, offering a chance to weaken the roiling advance of the vallorn into Nesustak Forest before it can become an unstoppable flood.&lt;br /&gt;
&lt;br /&gt;
While the magic of the stones is failing, they are still powerful winter totems, built to anchor a ward. Winter ritualists will need to cast [[Wardens of the Black Waste]] on each one of the ancient pillars. The stone will anchor the ritual, so fragile warding posts are not required, the ritual can simply target the pillar itself. This will also prevent the Druj from simply destroying the ward by scattering the post markers. The ritual will weaken any vallorn that approach nearby countering the spring magic that enervates them. Each warding placed upon the stones here will iteratively sap the strength of the encroaching vallorn mass, slowing the movements of giant ettercap and abominations, and draining the animating force that propels the vallornspawn onwards.&lt;br /&gt;
&lt;br /&gt;
Each stone that is still warded at the end of the battle will reduce the strength of the vallorn heading northwards by 6000. If all five pillars are warded, then the full force of the vallorn threatening Nesustak Forest this coming season will be held back, before it returns to quiescence. This will enable Imperial forces to concentrate fully on the vallorn presence that is advancing southwards into the Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
====Objective Threat: Druj Counter Rituals====&lt;br /&gt;
* &#039;&#039;&#039;Mages from the Tainted Basilisk threaten to counter any wardings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will seek to use a spring ritual to weaken any stone that has been restored&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The warded stones will need to be guarded, or the small covens need to be hunted down and killed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detect magic can be used at any time to ascertain the status of a warding stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the vast majority of the Tainted Basilisk&#039;s ritual covens have been utterly destroyed by unleashing the vallorn, scant few have survived and are now preparing to ensure that the army&#039;s final work is seen to the end. Everyone of the army&#039;s remaining ghulai and cicatrix ritualists have spread across the area, tasked with breaking the power of the Terunael magic, and allowing the vallorn to issue forth.&lt;br /&gt;
&lt;br /&gt;
Once the Druj realise that the Empire is attempting to erect wards, they will direct any remaining ritualists to counter them. Druj ritualists will attempt to cast Spring rituals to overwhelm the wards on each stone, undoing the Empire&#039;s work. [[Detect magic]] can be cast on a stone at any time to check whether a ward is in place or not. If the ward is down then Warden of the Black Waste will need to be performed to restore it.&lt;br /&gt;
&lt;br /&gt;
The surest way to prevent the Druj from countering Imperial efforts is to hunt down and eliminate these small ritual teams before they can become a threat.&lt;br /&gt;
&lt;br /&gt;
===Objective: Break the Envenomed Claws===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envenomed Claws&#039;&#039; vikari are one of the last remnants of the Tainted Basilisk army&#039;s leadership&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing or scattering this force will destroy any chance of the army holding together&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the &#039;&#039;Claws&#039;&#039; are overrun, then the Tainted Basilisk will collapse, disbanding into scattered bands of Druj fighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The vikari of the &#039;&#039;Envenomed Claws&#039;&#039; are leading the remnants of the army active to the north of the vallorn of Béantal Dol. Feared mage-fighters, they are known to employ all manner of blade poisons on their weapons, and travel with several of the sadistic kallad torturers among their number. Redwillow Paste and Oil of Blackthorn will be used with wild abandon, whilst even worse concoctions will be dispensed by the remaining tepel in a panicked frenzy.&lt;br /&gt;
&lt;br /&gt;
The Envenomend Claws will be on the battlefield together, under a distinctive banner, along with key people that form an essential part of the leadership of the Tainted Basilisk. If the Empire can decisively engage the group and kill or scatter them, it will deal a devastating final blow to the Tainted Basilisk. Killing these prominent arkad fighters, the commanders, and any tepel with them, will seal the fate of the army. It will disband as the campaign season begins, breaking up into small units and warbands, all eager to go to ground. Individual bands under a charismatic or particularly cruel orc, will be a problem for Imperial heroes to deal with, but the military threat to Imperial armies will be ended.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Opportunity: Aid the Hares===&lt;br /&gt;
* &#039;&#039;&#039;Five Hares, heralds of Irra Harah are being hunted by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These lively companions will be keen to offer assistance against the Druj, running messages and helping out those in dire need&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Spring Archmage may claim a boon of Irra Harah if all five Hares survive the battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Irra Harrah|&#039;&#039;Shacklebreaker&#039;&#039;]] has sent his heralds to aid the rebels of Nesustak Forest. The &#039;&#039;Hares of the Desperate Folly&#039;&#039; are excitable, earnest, and incredibly persistent beings. They have been helping guide the lost and meek away from vicious blades and poisoned arrows. In response, the Druj have taken great delight in killing these servants of Irra Harah whenever they have been cornered.&lt;br /&gt;
&lt;br /&gt;
There are five Hares on the battlefield that could aid the Empire. They will not engage in direct conflict with the wicked orcs, but they can help in other ways if asked. The fleeting may offer services running messages across the battlefield to distant captains, the fretful may offer healing magics to those in dire need, while the fearful may seek to enchant heroes of the Empire with magical powers. &lt;br /&gt;
&lt;br /&gt;
If all five of the heralds survive the battle, then the [[Archmage of Spring]] can point out the service the Empire provided the next time they plenipotentiary the eternal. If the text of the plenipotentiary reminds Irra Harah that the Empire saved five of the Hares of the Desperate Folly, then the grateful eternal will create a boon to give the Archmage the next time they meet.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Feverbank Trees&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
==Bloodwater Marsh==&lt;br /&gt;
In Bloodwater Marsh, the plans of the Druj have been stymied by the actionsof the [[Boyar&#039;s Hasta]]. Without their [[Vigilance]], the vallorn would have already escaped the bounds of its prison and the entire territory would now be at risk. Their actions slowed the Druj and made it harder for them to tear down the wards that imprison the vallorn in the ancient gaol of [[Sarangrave#Béantal_Dol|Béantal Dol]]. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction of the [[Sentinel Gate]] on the Saturday of the equinox that opens at the &#039;&#039;Mantifent&#039;s Bier&#039;&#039; in Bloodwater Marsh. If offers a risky opportunity to try to save the region from the onrushing vallorn and rescure those who have been captured by the Druj. Maddened by fear, the Druj will never surrender - their soldiers are already here, determined to ensure that the fall of Sarangrave consumes everything.&lt;br /&gt;
&lt;br /&gt;
===Objective: Strengthen the Mantifent Stones===&lt;br /&gt;
* &#039;&#039;&#039;The five ancient stones at &#039;&#039;Mantifent&#039;s Bier&#039;&#039; that once held back the power of the vallorn are failing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Wardens of the Black Waste&#039;&#039; creates pwoerful wards against the vallorn that last for a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each stone that is warded will reduce the strength of the vallorn pushing into Bloodwater Marsh this season by 6000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The five ancient stones that stand sentinel in &#039;&#039;Mantifent&#039;s Bier&#039;&#039; have contained the power of this vallorn for hundreds of year. Created centuries ago by the Terunael people as their empire collapsed, they are threatened by the Druj. The actions of the Boyar&#039;s Hasta has checked the plans of the buruk tepel but they have only created a short delay. A small window has opened, just wide enough to offer a chance to stall the roiling advance of the vallorn into Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
While the magic of the stones is failing, they are still powerful winter totems, built to anchor a ward. Winter ritualists will need to cast [[Wardens of the Black Waste]] on each one of the ancient pillars. The stone will anchor the ritual, so fragile warding posts are not required, the ritual can simply target the pillar itself. This will also prevent the Druj from simply destroying the ward by scattering the post markers. The ritual will weaken any vallorn that approach countering the spring magic that enervates them. Each warding placed upon the stones here will iteratively sap the strength of the encroaching vallorn mass, slowing the movements of giant ettercap and abominations, and draining the animating force that propels the vallornspawn onwards.&lt;br /&gt;
&lt;br /&gt;
Each stone that is still warded at the end of the battle will reduce the strength of the vallorn heading southwards by 6000. If all five pillars are warded, then the full force of the vallorn threatening Bloodwater Marsh this coming season will be held back, before it returns to quiescence. This will enable Imperial forces to concentrate fully on the vallorn presence that is advancing southwards into the Nesustak Forest.&lt;br /&gt;
&lt;br /&gt;
====Objective Threat: Druj Counter Rituals====&lt;br /&gt;
* &#039;&#039;&#039;Mages from the Tainted Basilisk threaten to counter any wardings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will seek to use a spring ritual to remove any ward raised on a stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The warded stones will need to be guarded, or the small covens hunted down and killed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detect magic can be used at any time to ascertain the status of a warding stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the vast majority of the Tainted Basilisk&#039;s ritual covens have been utterly destroyed by unleashing the vallorn, scant few have survived and are now preparing to ensure that the army&#039;s final work is seen to the end. Everyone of the army&#039;s remaining ghulai and cicatrix ritualists have spread across the area, tasked with breaking the power of the Terunael magic, and allowing the vallorn to issue forth.&lt;br /&gt;
&lt;br /&gt;
Once the Druj realise that the Empire is attempting to erect wards, they will direct any remaining ritualists to counter them. Druj ritualists will attempt to cast Spring rituals to overwhelm the wards on each stone, undoing the Empire&#039;s work. [[Detect magic]] can be cast on a stone at any time to check whether a ward is in place or not. If the ward is down then Warden of the Black Waste will need to be performed to restore it.&lt;br /&gt;
&lt;br /&gt;
The surest way to prevent the Druj from countering Imperial efforts is to hunt down and eliminate these small ritual teams before they can become a threat.&lt;br /&gt;
&lt;br /&gt;
===Objective: Shatter the Bilious Breath===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Bilious Breath&#039;&#039; vikari are one of the last remnants of the Tainted Basilisk army&#039;s leadership&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing or scattering this force will destroy any chance of the army holding together&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Breath are overrun, then the Tainted Basilisk will collapse, disbanding into scattered bands of Druj fighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The capture of Tower of the Skink has broken the back of army and the Tainted Basilisk is close to collapse. With the deaths of many senior Buruk Tepel and the loss of the ritual covens that roused the vallorn, the vikari arkad of the &#039;&#039;Bilious Breath&#039;&#039; harbour the last few ritual covens capable of casting large battlefield rituals. Once battle is joined the covens will most certainly seek to cast [[Fetid Breath of Teeming Plague]] with their last reserves of mana then use the magic on massed troops. The ritual poses a serious threat to the forces of the Empire on the field, especially given the miasma that blankets the area.&lt;br /&gt;
&lt;br /&gt;
The Bilious Breath will be on the battlefield together, under a distinctive banner, along with key people that form an essential part of the leadership of the Tainted Basilisk. If the Empire can decisively engage the group and kill or scatter them, it will deal a devastating final blow to the Tainted Basilisk. Without the leadership of the &#039;&#039;Breath&#039;s&#039;&#039; het and cicatrix then all sense of cohesion will quickly collapse. The army will disband as the campaign season begins, breaking up into small units and warbands, all eager to go to ground. Individual bands under a charismatic or particularly cruel orc, will be a problem for Imperial heroes to deal with, but the military threat to Imperial armies will be ended.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Opportunity: Rescue the Seers===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni seers have been seized by the Druj while they were investigating the miasma pillars in the Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have vital information on the location of the pillars anchoring the miasma in the region&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rescuing the group of seers from the Druj will give the Empire a chance to deal with the miasma in Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the winter solstice the Urizeni National Assembly directed seers of their nation to find ways to gather knowledge and insights on the crushing pall of dread that blankets the Sarangrave. This is dangerous work with Druj forces still active in the territory. The Druj caught up with one group after they managed to find the location of the key pillars in the Bloodwater Marsh. They have been torturing their prisoners seeking to break their will, but thus far without success. The seers are together on the battlefield, if more than half the group can be rescued and returned to Anvil, then they the [[civil service]] will gather crucial information that will create an [[opportunity]] to deal with any pillars in the Bloodwater Marsh at the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Miasma of Despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Mantifent&#039;s Bier&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=140169</id>
		<title>Other monstrous geographies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=140169"/>
		<updated>2026-06-09T12:20:37Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Strengthen the Mantifent Stones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:388YE Spring]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monstrous Geographies.jpg|caption=Even without the Druj miasma there is plenty to fear in Sarangrave. The bottomless lakes and the creatures that dwell in their depths; the marshes and the woods that hide Druj assassins; and the shadow of the past that hangs over the entire wetland.|align=left|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The End of Winter==&lt;br /&gt;
The [[Rivers of Life]] flow through the [[Sarangrave]]. [[Spring magic]] in the clouds, in the streams, the ponds, in the water-bottles of the soldiers. In the Feverwater, in unplumbed depths of the lake of [[Sarangrave#Kroll|Kroll]]. They bring with them the promise of life, of wounds that will swiftly heal. They bring a threat as well - the blood-sucking, stinging insects of the Druj-corrupted wetlands swarm and bite in unprecedented numbers. There is a balance of a kind, though, to this indiscriminate magic. Wounds are less likely to fester in the filthy marshes, at least. Sickness less likely to spread. The rains of life fall on the just and the corrupt, equally.&lt;br /&gt;
&lt;br /&gt;
The Druj have kept their stronghold in the south. The massive [[Sarangrave#Tower of the Skink|Tower of the Skink]] looms over the [[Sarangrave#Thornfen|Thornfen]]. The Marshlizard Clan remains the final sept of the Druj still holding out against Imperial armies. To the south of the titanic castle, the [[Axos|Axou]] of [[Axos#Gates_of_Ipotavo|Ipotavo]] continue their own assault. They batter the massive fortified gate from which the [[orc|orcs]] of [[the Mallum]] sent out their raiders to attack [[Axos#Axou Territories|Kabanja]]. The portal is firmly closed, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
Of the forces engaged with the Druj last season, only the [[Boyar&#039;s Hasta]], the [[Summer Storm]], and the [[Lions of Adelmar]] have remained. The [[Granite Pillar]] and the [[Golden Axe]] have pulled back to [[Dawn]], to recover perhaps from the horror of the Sarangrave. The [[Druj miasma]] still hangs heavily over the entire territory, of course, stronger and thicker than anywhere the Empire has encountered it before. It is no surprise that those who fight under such conditions need to fall back, to recover from wounds not just physical but spiritual as well.&lt;br /&gt;
&lt;br /&gt;
In their place come the [[Eastern Sky]], [[Gryphon&#039;s Pride]], and [[Citadel Guard]] out of [[Semmerholm]], and the [[Navarr]] of the [[Quiet Step]] from [[Astolat]]. They pass swiftly through [[the Barrens#The Bleaks|the Bleaks]]; the Karass mark their passage silently, their faces unreadable. From there, across the [[Sarangrave#Turan Flats|Turan Flats]] to the wreck of Thornfen.&lt;br /&gt;
&lt;br /&gt;
Last season, the Druj [[Fire_and_the_flood#Jarangir&#039;s_Levy|broke Jarangir’s Levy]], unleashing a flood that scattered attackers and defenders alike. The waters have subsided now, for the moment at least, but they have washed away the few roads, as well as wrecking farms and smaller settlements across the northern region. It is in the wake of that flood that the Empire renews its assault against the Tower of the Skink.&lt;br /&gt;
&lt;br /&gt;
==Wall Like A Dam==&lt;br /&gt;
The Tower has weathered the joint Imperial and Axou attack so far. Even with their [[Fire_and_the_flood#Shield_of_Our_Ancestors|martial &amp;quot;necromantia&amp;quot;]], the ability of the allies to work together is limited thanks to the massive castle that lies between them. Spectral messengers still flit back and forth through the impassable hills, bearing messages and allowing the separate forces to coordinate, but it is no substitute for actually fighting together. The Empire, likewise, makes use of magic to help the disparate forces [[Clarity of the Master Strategist|adapt their strategies]] to the ever-shifting battlefield, and the wicked cunning of the Druj.&lt;br /&gt;
The garrison of the Tower itself is massive, well-equipped with potions and blade venoms, supported by the desperate residents of the fortress and those who fled the town of Sephals to that uncertain sanctuary. Five armies of the Empire move to lay siege to the place.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Aurum De Castellan, General of the Eastern Sky&amp;quot;&amp;gt;Soldiers of the Eastern Sky, we stand now before the tower of the Skink. Our path is clear: A Glorious charge to bring an end to the taint of the Mallum. We will pay a heavy price but I will be there at your side and I will be the first over the walls and the last out. Fight with courage, gird yourself in pride and look to your loyalty. Glory to Dawn and Glory to the Empire.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Our Lions of Adelmar, for nine months we have pushed into the Mallum, stood proud against the venoms of the Druj and had the Courage to not only take on their most vicious cruelties, but to keep pushing and to keep winning. Resolve yourselves, our work amidst the Druj is still at hand. May your Swords turn to claws as you rip and rend the tower&#039;s stone. Even in their cruel desperation, let us show them what a lioness can do. May the knights of the Summer realm who join us repeat our tales. Now, hold your Virtues at heart and hand, and let them guide you back into war again.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, last season we did well repelling the Druj from Sanath and the Tower of the Skink. This season we keep pushing to take that tower. Be vigilant, we do not know where we will find Druj In the Swamp. Eyes up and open. We are after the slave masters and true Druj, leave the slaves be. Be careful, keep pushing and use pit fights to keep spirits up. We can do this.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;My earliest memory is of the lightstone in my bedroom failing. I thought the Druj were coming for me. My cousin, a few years older than me, had told us stories she&#039;d heard about the Druj. I&#039;d asked my mother about them, and she told me as she thought I could bear. I had to get out of bed, feeling through the dark, and down two flights of stairs to find the light. I thought monsters with poison knives were chasing me the whole way. For years, people - Young and old, human and orc, Urizen and Dawnish and Highborn and sept - have woken up in the night and thought the Druj were coming for them - and been right. The fear they spread is anathema to virtue. There is no place for them in Utopia. We stand halfway up the mountain of their destruction and must only finish the climb. Sentinels. If you would bring light to their darkness. If you would save every child terrified of the night. If you will climb this mountain with me. Consider the Drowned Man.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neve Agra, General of the Quiet Step&amp;quot;&amp;gt;Quiet Step, we advance into the Sarangrave and engage Druj forces. Support allied lines, protect the forest and drive the enemy out. Use the terrain to strike fast and act with ambition. Do whatever it takes to secure victory. Sarangrave must be clear of Druj forces. For us, for Urizen, for the Empire to grow and flourish. Listen for the Whispers of the forest and the trods will guide those who move with purpose. If the wind shifts, heed its warning. If the silence deepens, Prepare. You are Navarr. You are the storm in the leaves, the shadows between the branches and the voice that answers intrusion with fury. Go to the Sarangrave and ensure that when this war is over, the forest still stands and our enemies do not.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Eastern Sky are in the fore, leading the way for a great host of warbands under the command of Imperial [[military unit|captains, champions, and heroes]]. They are inspired by the [[Army_qualities#Favoured|favour]] of [[Eleonaris]], the [[Summer magic|Summer]] [[enchantment]] flowing through and around them guided by a half dozen courtiers from the demesne of the &#039;&#039;Queen of the Pennants&#039;&#039;. Utterly committed to victory, no matter what it might cost, they pay a heavy price for their zeal even with the healing power of the waters this season.&lt;br /&gt;
&lt;br /&gt;
Fortunately these knights of Dawn do not fight alone. The Lions of Adelmar are at their side, their shield raised, ready to [[Army_qualities#Guardian|guard]] their fellows from the barbed arrows and envenomed spears of the Druj. The favour of Eleonaris is with the Lions, as well. Under the command of the stag-headed Ser Helvennan fight a cohort of warriors from the [[Knights of Glory|Fields of Glory]]. Resplendent in gold-and-scarlet chain, the warriors of the Fields of Glory, they inspire all who battle the Druj this season, their wroth waxing greater and greater each time they encounter another sign of the corruption of the Mallum. Love and Glory together, at the heart of the fray, the bright banners of Dawn undimmed by the mud and blood that surround them.&lt;br /&gt;
&lt;br /&gt;
Dawn at the heart then, against a grand stronghold of the Druj (and if there is an echo of [[Cost|that terrible battle]] two years past when the [[Hounds of Glory]] paid their ultimate price, it is spoken of with Pride). The Unshackled and the Urizen move more [[Army orders#Steady Conquest|steadily]], refusing to risk the lives of their soldiers more than necessary. Trapped like this, desperate, the tyrants of the Mallum are at their most cruel. They remain alert to the wiles of the Druj ensuring the stealthy guerrillas of the Sarangrave do not have leave to ravage the baggage trains or the flanks of the Imperial force. &lt;br /&gt;
&lt;br /&gt;
The General of the Citadel Guard has invoked the stars, reminded the sentinels and war-magicians of the lesson of [[the Drowned Shepherd]]; that &amp;lt;i&amp;gt;things end&amp;lt;/i&amp;gt;. That the Druj, ultimately will end - and if there are [[astronomancy|astronomancers]] who worry about the invocation of a [[Astronomancy#Constellations|constellation]] in such time they speak only in whispers with their heads close together. The constellation that many still remember was once called the Drowned Man is an omen of ending, and it is dangerous to assume one knows what &#039;&#039;exactly&#039;&#039; is going to end when it is invoked.&lt;br /&gt;
&lt;br /&gt;
Finally, the Navarr of the Quiet Step. They are the storm in the leaves, fighting to ensure that the forest stands but the enemy does not. Where the Lions of Adelmar protect, the Navarr bring death. The cruel barbarity of the Druj is met with [[Army_qualities#Cunning|merciless cunning]], blow for blow. One cannot betray one’s enemies, after all. They exploit the forest and the marshes, not only in the Thornfen but in those other parts of Sarangrave where pockets of Druj assassins gather. A second war, quieter than the grand battle at the Tower of the Skink, is waged in the marshes this season.&lt;br /&gt;
&lt;br /&gt;
The Tower alone would represent a significant threat to all the forces in the Sarangrave this season. Its garrison however is also supplemented by three Druj armies - the corrupt witches of the [[Druj_armies#Tainted Basilisk|Tainted Basilisk]], the desperate guerrillas of the [[Druj_armies#Hidden Snake|Hidden Snake]], and the relentless malice of the [[Druj_armies#Poison Crane|Poison Crane]]. These armies, their septs scattered, have nowhere to go; they &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; resist the Empire or risk dissolution.&lt;br /&gt;
&lt;br /&gt;
And resist they do.&lt;br /&gt;
&lt;br /&gt;
==The Battle of Sephals==&lt;br /&gt;
Sephals is a ramshackle, spreading town. The floodwaters released by the broken levies have not been kind to it. The &amp;lt;i&amp;gt;Path of the Tail&amp;lt;/i&amp;gt;, the road that runs down toward town and tower, has been partially washed away. Regardless, that is the route the Empire follows. The Druj, again, launch a [[Army orders#Solid Defence|desperate defence]] of Sephals; they have not entirely finished moving the supplies of rice and grain and smoked meat out of the warehouses into the cellars of the Tower. In the past, the Druj have shown themselves more comfortable striking and withdrawing to attack from a different angle, from stealth, while their enemies are distracted. Here they have no such luxury, they must stand, and fight. The Poison Crane at least is prepared for the reality of being utterly outnumbered and outclassed; the Hidden Snake are experts at using the terrain to their advantage; the garrison of the Tower of the Skink know these streets, these defences, like nobody else. But there is only so much they can do. Perhaps if the Tainted Basilisk had been here to bring their magic to bear? But they are conspicuous by their absence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across Sephals for two days before the Druj break. Their withdrawal is disorganised, closer to a rout than a retreat. As a final spit in the face, the Poison Crane try to start a fire in one of the abandoned grain stores, packed with flour, knowing it will spread quickly.&lt;br /&gt;
&lt;br /&gt;
But even here the Druj are stymied. It begins to rain, just as the fire begins to spread. A thunderous downpour that not only extinguishes the flames, but restores attackers and defenders alike as the Empire attempts to mop up. The rain, after all, is full of cursed healing magic.&lt;br /&gt;
&lt;br /&gt;
“Even the weather hates the Druj!” The joke spreads quickly, even as tired soldiers deal with their wounds and gather their fallen. It is grim humour, almost Varushkan, and not everyone laughs. The astronomancers of Urizen, the witches of Dawn, the vates of the Quiet Step, the spiritweavers and the oathwrights are less certain. They look to the skies, and the muttering becomes a murmur. Does anyone remember when people started calling the Drowned Man by a different name? Can anyone else feel the magic in the rain, stronger than it has any right to be? Where is this going to end?&lt;br /&gt;
&lt;br /&gt;
This concerns are not dismissed, but what can be done with them? There is a town - a small city really - that must be administered. Several thousand orcs, a few hundred humans. The majority certainly slaves of the Druj but &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; of them? Even among the Druj, “slave” has different meanings as the [[Ossium#Ketsov|Ketsov]] or the [[Not_to_conquer#Menrothat|Menrothat]] or the [[Not_to_conquer#Karass|Karass]] could tell you. There are surely Druj among these wretched folk, and they introduce all the risk that come with allowing assassins and saboteurs to move around behind ones lines. If the [[Iron Helms]] were here some of them might make an unhelpfully pragmatic suggestion as to how to deal with that problem.&lt;br /&gt;
&lt;br /&gt;
The Axou have been very clear about their plans - once they claim Thornfen they will simply evict every orc living there without exception. For now, the Empire cannot safely simply let them go. A part of the town is set aside for the surviving folk of the Mallum, with Summer Storm soldiers doing their best to maintain order and ensure the Druj that are surely among them do no harm. They can do little to prevent scores being settled, and it is a rare morning that passes without a dead body found floating face down in a pond or an open sewer, arms spread as they drift lazily in the currents.&lt;br /&gt;
&lt;br /&gt;
==The Defence of Nesustak==&lt;br /&gt;
{{CaptionedImage|file=Centipede General.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002a.png|align=right|width=240}}&lt;br /&gt;
There are folk in Sarangrave who might be able to offer some aid to the Imperial forces in Sephals, but their attention is unfortunately elsewhere. While the bulk of the Druj forces are corralled in Thornfen, the tyrants of the Mallum are always unpredictable. Not long after the Winter Solstice, a significant force made up of Banded Snake sept survivors and members of the Thornwasp clan isolated from Thornfen by [[Sarangrave#Bendol|Bendol]] and Imperial armies, attack the rebels of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]]. Reinforced by supplies smuggled south from the Salt Flats, these counter-insurgents are hell bent of slaughtering as many of the rebels as they can. This is not an unfamiliar strategy by the Druj; they hate those who escape their clutches even more than they hate the Empire. So many times they have sought to make an example of those who throw off their yoke, in [[the Barrens]], in [[Ossium]], even in [[Holberg]]. This assault is no exception. It seems likely that they assume the Empire’s attention will be focused entirely in the south-east, at Thornfen. Their attack is double-pronged like an assassin’s blade. On hastily constructed rafts, surviving members of the Thornwasp paddle across the wide expanse of the Feverwater. The Banded Snake gather in secret in western Turan Flats and cross the river under cover of a moonless night.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ser Guy of the Twisted Rose, General of the Gryphon’s Pride&amp;quot;&amp;gt;Soldiers of the Pride! Three years ago, I stood with you as we marched forth through the mud and blood of the Steel Causeway and fell in behind the Hounds of Glory to break a dark and terrible bastion. The Hounds&#039; story ended there, but the tale they began there on the Plains of Teeth finishes its next chapter this Winter. Now, the Tower of the Skink will fall in turn. Another monument to wickedness will be laid low. In seasons to come, the pillars will fall as well. The pall of dread and despair that hangs over this land will fade. But that is not our foremost duty. Not this time. If the Druj strike out we will answer them. But there is only one thing the free peoples of Sarangrave have asked for, of our Empire, and they have asked it of us. Make for Nesustak. We will reach out to the Bloodwater Spears and aid them in raising watchtowers to defend themselves. We will show them that the Empire are not the monsters that they think we are. Only we can do this. We are called and so we come. A new dawn is breaking over the Sarangrave. We will make flowers grow here, too.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The rebels are not caught sleeping; they are vigilant for counterattack from the Druj. Indeed, they are in the midst of preparing their own defences. Barricades and palisades to protect their rickety settlements; watch towers against the threat to their borders; armed patrols to root out the remaining threats of the land they have claimed. They are supported in this by a few dozen [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Shacklebreaker]], whose swift feet and keen senses prove invaluable at keeping the loose alliance of survivors united. Their boons of health, healing, and [[Calls#Shatter|war]] are equally welcome. Unfortunately, with the Druj attackers comes a small host of heralds of the &amp;lt;i&amp;gt;[[Arhallogen|Centipede General]]&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;King of All Spiders&amp;lt;/i&amp;gt;. This stealthy assault, set on murder and mayhem, clearly suits the temperament of the &amp;lt;i&amp;gt;Scorpion Queen&amp;lt;/i&amp;gt; - and it can barely resist an opportunity to strike against those &amp;lt;i&amp;gt;Ward of the Young&amp;lt;/i&amp;gt; seeks to aid.&lt;br /&gt;
Unfortunately, as they have so many times before in this war for the Sarangrave, the Druj have miscalculated.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride came down through the Barrens with the other armies, but it did not accompany them to Thornfen. Instead, they struck camp in the western Turan Flats, and sent heralds of their own - mortal heralds - into Nesustak Forest. Under the quiet gaze of Irra Harrah’s childer, a cautious negotiation took place on the banks of the river. By all accounts, the Bloodwater Spears, one of the renegade septs of former Druj subjects, have reached out to the Dawnish army for support and the general has answered. Unfortunately, there are also many among the rebels who see the arrival of a Dawnish army on their borders as a thing of terror rather than reassurance.&lt;br /&gt;
&lt;br /&gt;
They have heard the stories of the Druj, of events in the Barrens, of the destruction of the [[Not_to_conquer#Vendarri|Vendarri]], the slaughter of the [[Not_to_conquer#Montanians|Montainians]], the brutal murders of the [[Not_to_conquer#The_Black_Wind|Black Wind]] and the attack by &amp;lt;i&amp;gt;this very army&amp;lt;/i&amp;gt; against the rebel heroes under the old banner of Rahvin. They have been told over and over that everyone who ever trusted the Empire has paid the ultimate price for it. So they do not welcome five thousand armoured warriors, no matter if they come beneath a banner of parley or not. Some few yeofolk are allowed to cross into Nesustak, to offer their expertise in constructing defences, but no knight is invited to join them. It is arguably more than might be expected; the Empire is used to the hammer-blow of the Druj miasma but its presence and its constant subtle creeping fingers of suspicion and fear make it very difficult for people to trust one another. That these septs have been able to come together at all is little short of a miracle.&lt;br /&gt;
&lt;br /&gt;
It would be easy for the Pride to crash across the river and force their will on the rebels of Nesustak, but their orders are clear. They are here to protect, not to conquer, and their presence in Turan will at least mean they are in position to intercept any attackers from the north.&lt;br /&gt;
{{CaptionedImage|file=GryphonPride_Colour.png|align=right|width=200}}&lt;br /&gt;
Then the Druj attack, and the Gryphon’s Pride acts. The Druj clearly expected the Dawnish to leave the rebels to their fate; the Banded Snake are taken by surprise when the knights and war-witches erupt into the forest to their rear. They are caught between the anvil of the defenders and the hammer of Glory, smashed and broken and left with little recourse but to flee.&lt;br /&gt;
&lt;br /&gt;
The Thornwasp from the south are more of a problem. As the knights march through Nesustak Forest, some of the rebels sadly scatter or seek to intercept them as an invading force. Wherever possible, the Dawnish seek to minimize losses to the confused warriors, their fellow defenders, but these people are &amp;lt;i&amp;gt;frightened&amp;lt;/i&amp;gt;. Even with the words of the Bloodwater Spears, there are accidents to be grieved. Yet these accidents cannot risk slowing the Dawnish response.&lt;br /&gt;
&lt;br /&gt;
The septs do their best to fight off the Thornwasp but they are not well armed, not as used to fighting as the tyrants of the Mallum even in their scattered state. Conversely, these ambushers are in no position to face the fury of an entire Dawnish army. At first they press inland, with some minor victories, but even so their actual aim - to slaughter the rebels - proves difficult to achieve. The heralds of Irra Harrah are no match for those of Arhallogen, but they do not attempt to fight. Instead, they serve as guides, getting people to safety - or helping defenders into positions where they can fight back.&lt;br /&gt;
{{CaptionedImage|file=GeneralGryphonsPride.png|caption=&#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=right|width=400}}&lt;br /&gt;
When the Gryphon’s Pride reaches the shores of the Feverwater, the Druj who once claimed Bloodwater Marshes have nowhere to go. Those who take to their rafts are easy marks for archers - orc and human alike. Those who stand and fight are quickly slain. When the first heavy rains of Spring begin to fall, the shores of the Feverwater are choked with dead Druj, their blood staining the drowning waters muddy red.&lt;br /&gt;
&lt;br /&gt;
After this, the rebels of Nesustak are more inclined to trust those who suggest the Pride is here to help not harm. Grudgingly, carefully, a detente is built. As the rains continue to beat down, the majority of the Dawnish forces withdraw back across the river to remain on watch but those who remain are, if not welcomed, at least tolerated. Few can deny that their aid has saved countless lives from the venom of the Druj, this time at least.&lt;br /&gt;
&lt;br /&gt;
Yet there are also difficult questions asked. What does this mean in the long run? The Empire has conquered Sarangrave and given these lands to strangers from the south to be their domain. What does this mean for the people left in the marshes? How is this better than being the slaves of the Buruk-Tepel? These are orc lands, the homelands of the Bloodwater Spears and the rest. What happens if they do not accept this Imperial domination? Where will the Gryphon’s Pride be when it is the Empire’s warriors looking to kill the free orcs of the Sarangrave - of the Mallum? There are impassioned exchanges, arguments on both sides, but no resolution is reached. The forest is safe for now but what of the future?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;When Ipotavo was besieged, when Kaban was lost, the Druj took many of our beloved away as slaves and prisoners. Many assume them lost to the wicked wills of the Mallum. Yet the Sorcerer-Queen Ipotavo used to say: those who truly oppose the False Divinity with all their heart and all their soul and all their might are loyal even through hardship and misfortune. Though we know not whether our loved ones still dwell on this side of the abyssal dark of the Labyrinth, we fight as if they do. We will take the Tower, and every moment we fight to do so we will fight as if we will hold them, warm and living, in our arms once more: but between us and them are many Druj: they die, unmourned.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
What of the future indeed…&lt;br /&gt;
&lt;br /&gt;
==At the Gate of Despair==&lt;br /&gt;
&lt;br /&gt;
Through curtains of rain the Imperial force marches south to the Tower. Few are prepared for the sheer size of the fortification; it spreads across the horizon occupying the space between the foothills connecting the Mallum and the lands of Axos to the south. Its towers are immense, dwarfing those of the Spires of the Dusk in their immensity. This is a chaotic structure of stone and weirwood, and mithril spikes, and ironbound ramparts. This is the last true stronghold of the Druj in Sarangrave, shouting defiance of the forces of virtue to the heavens.&lt;br /&gt;
&lt;br /&gt;
Not that it is easy to feel for its size through the sheets of rain falling all around. Its towers scrape the clouds, but to be fair the clouds are very low at the moment weighed down with water. The banners of the lizard and the snake hang limp and bedraggled, soaked through, cheap dyes running down the wall in streams of sickly green and bloody red.&lt;br /&gt;
&lt;br /&gt;
The walls are defended three ranks deep with Druj archers, but the rain makes it difficult for them to darken the sky any more than it already is. The Eastern Sky has great covered rams to manoeuvre into position, to assault the gates, but even they are a little taken aback at the sheer &#039;&#039;size&#039;&#039; of the things. Not of wood, not even weirwood, but of white granite these doors must need a team of slaves straining on a net of ropes to open and close. The rams of the Empire will struggle to do more than dent them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Aurum8565.png||caption=Dame Aurum De Castellan, General of the Eastern Sky|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=right|width=200}}&lt;br /&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=SummerStorm Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=QuietStep Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CitadelGuard Colour.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
A long siege suits the Druj better than the Empire, of course. The longer the Imperial forces are held here in Thornfen, the more time there is for the armies of the Mallum to rally their strength and return to squeeze them against the walls of the Tower, as the Banded Snake in Nesustak are being squeezed against the Feverwater by the Gryphon’s Pride.&lt;br /&gt;
&lt;br /&gt;
A triumphant charge can only take an army so far; to simply rush the Tower of the Skink would be to throw lives away pointlessly. A council is convened to discuss how best to assault the castle, to defeat the enemy sheltered within. A single ranking Axou, a &amp;lt;i&amp;gt;Toxatai&amp;lt;/i&amp;gt; war-necromantia, cousin of the Grand Ilarch of Ipotavo, has come at great risk through the foothills to attend in person.&lt;br /&gt;
&lt;br /&gt;
As the rain pounds the canvas above their heads, captains and commanders argue back and forth, seeking some solution to the walls and the gate. The opportunity to starve the defenders out is there, but there is no telling how well provisioned they are to withstand such a siege. The presence of two extra armies inside must be putting their supplies under pressure, but how much is difficult to say. There were many storehouses in Sephals and most were empty by the time the Druj were forced to abandon their position there. Worse, the healing power of the waters of life will help maintain the strength of the Druj just as it maintains the strength of the Empire.&lt;br /&gt;
&lt;br /&gt;
The heavy rains help, but also hinder. While it protects from long-range attacks, if it continues for much longer the Imperial armies risk becoming bogged down. And it shows little sign of letting up. Indeed, runners from the forces left behind in Sephals warn that the streets of the town are already starting to flood as the waters released from Jarangir’s Levy are deepened by a week of unrelenting rain.&lt;br /&gt;
&lt;br /&gt;
In the end, the decision is made to try and take the Tower while the opportunity still remains. A second heavy battering ram is constructed. Rather than being made of wood, it is formed from a white granite column ripped from a Druj palace in Sephals, carried south through the downpour by orcs of the Summer Storm, and shaped by Urizeni engineers. At the last moment, a contingent of Navarr arrive from elsewhere in Sarangrave with a quartet of [[Great Forest Orcs]] freed from the weirwood grove in Whisperwood. They set to work shaping a weirwood frame to carry the ram, with the aid of their Navarr friends. The Boyar&#039;s Hasta contributes an amount of looted mithril armour and weapons which, when swiftly melted down by Dawnish smiths, serve to bind and reinforce it with the snarling face of a great maned lion.&lt;br /&gt;
&lt;br /&gt;
The morning of the attack, the waters are already lapping at the walls of the Tower in places. The &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt; holds the marshwaters at bay - where it approaches the walls it is raised up in a manner that puts some in mind of &amp;lt;i&amp;gt;Otterway&amp;lt;/i&amp;gt; back in [[Bregasland]]. The Druj know that this is the key moment, that they will have to face this attack and stand against it. The defenders continue to loose arrows, but the main source of danger are the catapults positioned atop the ramparts. Massive rocks hail down, interspersed with filth, dead bodies, and effluent. Some are bound in iron, but its clear the Druj supplies of catapult stones are also waning slightly. A few barrels of pitch are launched, but the rain quickly extinguishes their threat.&lt;br /&gt;
&lt;br /&gt;
With the Eastern Sky at the forefront, the massive battering ram is slowly maneuvered into position. The armoured covering protects those within from missiles thrown from the walls, but the pounding of rocks and arrows almost drowns out that of the rain - almost. Again and again the great fist smashes against the northern gates of the Tower of the Skink. The defenders are not content to simply sit and trust to the sturdiness of their door however. &lt;br /&gt;
&lt;br /&gt;
The Druj are monstrous, but they are cunning. It becomes clear that they have created their own ways to get troops into and out of the Tower. Without warning, two thousand warriors erupt out of the marshes to the east and west of the &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt;. They fall on the Imperial forces on the flanks, fighting with bloodthirsty ruthlessness. It quickly becomes apparent that there are hidden tunnels under the walls that emerge nearly a quarter mile from the fortification itself and that for days now, the defenders have been carefully moving their troops into position.&lt;br /&gt;
&lt;br /&gt;
With the garrison come another thousand or so guerrillas of the Hidden Snake, and five hundred Poison Crane. All are equipped for killing, with venoms and poison, many dosed up on the battle-drugs the Druj call [[Double-sided_Blade#Warming_Armour|warspice]] and [[Double-sided_Blade#Weakning_Sun|corpse skin]] that grant near supernatural vitality but overwhelm the common sense and survival instinct of those who use them. This is a suicide attack, one aimed at breaking through the Empire&#039;s line to destroy the great ram. &lt;br /&gt;
&lt;br /&gt;
As the assault begins, the skies &#039;&#039;truly&#039;&#039; open. The wind rises, howling around the ramparts, driving the rain almost horizontal. Fighters struggle in the mud, their footing suddenly treacherous on the rainslick ground. Visibility plummets, a massive battle between Empire and Druj, between virtue and hate, reduced to a hundred scattered skirmishes by the walls of water. Thunder rumbles, barely audible over the pounding of the rain. Yet the deafening beat of the ram is louder still, ringing out across the battlefield like the heartbeat of some terrible beast of war. Orc and human, Druj and Imperial, alike fall in the sucking mud and the rising tides, eyes and lungs choking with earth and drowning with filthy water.&lt;br /&gt;
&lt;br /&gt;
And then, with the storm at its height, the lion-faced battering ram of stone and mithril hits something within the solid stone of the gate. A point of weakness that had endured for hundreds of years, since the doors were first raised. A fracture line buried in the rock where only a mighty blow would uncover it. Perhaps the terrible rhythm of the blows has weakened the gate. Perhaps it is something else. But whatever the reason, the hammering blow causes the stone first to crack and splinter, and then with a terrible roaring noise, to break.&lt;br /&gt;
&lt;br /&gt;
Another blow, another, battering against that point of weakness, opening the hole, pounding through the feet-thick stone. The flaw exposed, the gate begins to fragment apart. A terrible cry of despair goes up from inside the Tower of the Skink. The door is falling! After centuries of defiance, one of the two great doors of the Tower of the Skink is falling!&lt;br /&gt;
&lt;br /&gt;
The Lions of Adelmar are first through the breach, shields at the ready. Behind them, the soldiers of the Eastern Sky, and after them the rest of the Imperial forces pouring into the gatehouse of the Tower, as the waters of the flood poured over Jarangir’s Levy.&lt;br /&gt;
&lt;br /&gt;
Outside and inside, bloody slaughter leaves waves of blood on the stone, that mix with the mud to create a grim quagmire. Another cry goes up, another cry of despair. The Quiet Step erupt from the forests of the east, Navarr spears tearing into the Druj attackers assailing the flanks of the army. With spell, and spear, and sword, and axe, and unbreakable shield, the Empire fights the Druj at the Tower of the Skink under the roaring heavens, amid the thundering rain.&lt;br /&gt;
&lt;br /&gt;
The battle is not over simply because the gate has been breached. There are still two armies, and a garrison to match them, inside the castle who must be dealt with. There are screaming, fleeing orcs and humans in rags who will not fight. Sometimes the Druj use them to bait traps, or as shields of meat that cry and wail when forced toward the Empire’s soldiers. Even here there are traps, old and cunning, built into the stonework. Blades that snap from floor or ceiling if one moves the wrong way down a hall; walls that fall to allow defenders to attack from the side; chemicals that in a confined space blind or choke or assail the mind with terrible visions. All these and more the Druj have built into their home, driven by the fear that grips their own hearts. Fear of their enemies, of each other, making even their sanctuary a place where no-one is ever truly safe.&lt;br /&gt;
&lt;br /&gt;
Then the Axou are there, fighting their own way through the defenders. A small, fast moving group has slipped through the halls and courtyards of the castle to take the southern gate. The guards slain, they have managed to throw it wide and let the blades of Ipotavo go to work on the tyrants of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Even here, the clarity granted by Day magic helps ensure that the attackers are able to mount the most efficient assault they can, preventing allies harming each other. For the better part of a day the fighting rages on and on, turning the Tower of the Skink into a charnel house. Whoever wins here, it will be Death that holds dominion when the day is done.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the day &#039;&#039;is&#039;&#039; done. The Tower of the Skink still stands, but the banners of the Empire, of Dawn and Navarr, Urizen and the Unshackled, are raised over its ramparts. The fighting is not over - there are still Druj here in the nooks and the crannies - but the battle is won. The Tower of the Skink has fallen to the Empire and their allies, and with it the Thornfen. And with that victory, the dominion of the Druj over the Sarangrave is brought to a conclusive end.&lt;br /&gt;
&lt;br /&gt;
==Flight and Shadow==&lt;br /&gt;
The tower falls, the garrison scatters, but in the end the Poison Crane and the Hidden Snake are not entirely accounted for. They have taken significant losses, for sure, but the power of Spring magic protected them just as it did the Empire. When it is clear that the Tower is lost, many of the soldiers escape through the hidden tunnels beneath the fortification into the marshes. Scattered and hunted, they are forced to flee as best they can. They make their way north to the dubious safety of the Salt Flats, and they pay a heavy price for doing so. Easily another thousand Druj warriors fall as part of the rout, but in the end the armies manage to cross the border north through Kroll. It is a temporary sanctuary for the Druj; with the Sarangrave under the dominion of the Empire, they cannot help but begin to collapse. Soldiers will desert, no matter how much they fear the Buruk Tepel. The writing is on the wall for the armies of the Thornwasp, the Banded Snake, and the Marshlizard.&lt;br /&gt;
&lt;br /&gt;
As in Sephals there is the question of what to do with the orcs and humans left behind in the Tower. The Axou do not want them; the Empire cannot trust them. Arguments break out almost immediately, as outside the rain begins to fall. Yet even these arguments take second place to a more pressing question.&lt;br /&gt;
&lt;br /&gt;
Where are the magicians of the Tainted Basilisk?&lt;br /&gt;
&lt;br /&gt;
==End of All Songs==&lt;br /&gt;
Last season the Druj [[Each_age_a_lens#The_Mallum|sent an ultimatum]] to the Empire from the city of Leen in the Salt Flats. Quit the Sarangrave, or the Tainted Basilisk will release the [[vallorn]] of [[Sarangrave#Béantal_Dol|Béantal Dol]]. It seemed inconceivable to many that even the Druj would do such a thing. Others questioned whether even the Tainted Basilisk could achieve such a thing. What would it profit them to destroy the Sarangrave, their own people, likely themselves? What would it profit them indeed.&lt;br /&gt;
&lt;br /&gt;
Those who hoped the ghulai of the Tainted Basilisk might not be equal to the task of rousing Béantal Dol clung to false hope. These foul corrupted wizards have shown themselves not only capable, but willing to unleash the uncontrollable horror of the vallorn in Therunin. They have been exploring, examining, studying the matter for years - a pattern of odd encounters and inexplicable events slowly starting to come together into a skein of secrets and atrocity. They are also more than capable of moving through the Sarangrave under the shadow of [[Night magic]], avoiding those who might seek the stop them, bypassing the defences set against them. And it seems that this is exactly what they have done.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar’s Hasta&amp;quot;&amp;gt;Hasta! You have worked like the bee at summers head, watched like the Spider watches its web. Let&#039;s now use that vigilance to spy on the Druj, To see what vallorn waking tactics they may use. But before the road calls us, raise a tankard high to our cousins in Ossium slaying peelers where they lie. With Hounds Hall, new forces ride along our own, and the best heckle from me earns a throne. With Courage, there is not a line that cannot break, there is not a thing the Druj hold that we cannot take.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When Sephals fell, they were already in motion. An army of Druj [[Night magic#Obfuscation|obfuscated]] beneath a shroud. The thunderous rain must have seemed a boon to them, making it even easier for them to move east from Thornfen to the edges of Bendol. To where the great ring of Terunael warding stones holds in the floodtide of this ancient terror. A vallorn with the full power of [[Brocéliande]] or [[Axos#Axou Territories|Visokuma]], packed into a single region of verdant ruins.&lt;br /&gt;
&lt;br /&gt;
Unmarked, the Tainted Basilisk come to Bendol and as the gates of the Tower of the Skink begin to splinter, they begin their terrible work.&lt;br /&gt;
&lt;br /&gt;
Unmarked? Oh no, not wholly unmarked. For while the Gryphon’s Pride fought in Nesustak Forest, and the armies of the Empire assailed the Tower of the Skink, the Varushkan army of the Boyar’s Hasta wove its own strategy in the Sarangrave. Where the Navarr of the Quiet Step hunted the Druj, Varushkan scouts helped them uncover their boltholes and hidden lairs. In Nesustak they helped the Dawnish root out the assassins of the Thornwasp and the Banded Snake. And as the armies moved south it was their scouts and spies who warned of the threat from the Poison Crane and the Hidden Snake in time to allow the Quiet Step to reach the battlefield.&lt;br /&gt;
{{CaptionedImage|file=BoyarsHasta_Colour.webp|align=right|width=200}}&lt;br /&gt;
But mostly what they have been doing is watching for the Tainted Basilisk. Watching the eaves of Bendol. Watching the pathetic Grynbor as they honoured the aberration at the heart of Sarangrave. When the ghulai make their move, the Varushkans are ready to oppose them at every turn.&lt;br /&gt;
&lt;br /&gt;
Observation indicates that the Tainted Basilisk have splintered as they moved, still hidden under their Night magic shroud. They spread their forces around the outskirts of Bendol, at key positions about the circumference of the warding stones. Their shroud protects them only while they are moving; the longer they stay in one place the easier it is to see where they are, to see the mists that hide them from prying eyes gather. When their agents reach the outskirts of Turan, the Boyar’s Hasta strike. A sudden ambush, a vicious fight of scouts and [[Arkad#Vikari|vikari]] that leaves most of the Druj dead. Most, but not all. Some of the ghulai are taken alive, interrogated, forced to reveal their intent. &lt;br /&gt;
&lt;br /&gt;
They plan to breach the warding stones, to undo what the Terunael did in those last days after the disastrous ritual that brought the vallorn into being. They will unleash Béantal Dol, and it will wash across the Sarangrave, devouring armies and rebels alike. A fitting retribution, laughs one half-mad sorcerer. The folly of ancient humans, killing and consuming their distant heirs.&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=200}}&lt;br /&gt;
Immediately the Hasta start to move - sending messengers and mobilizing their forces to scour the outskirts of Bendol for more groups of ghulai. A second encampment is intercepted in Thornfen with the aid of the Navarr, but they are much better defended. As the Empire consolidates its hold on the Tower of the Skink, another battle erupts on the outskirts of the vallorn. The magicians of the Druj hold nothing back; unleashing spell and ritual alike to try and drive the Varushkans and the Navarr away. They are supported by Dawnish and Urizeni from Sephals, and together they risk everything to disrupt that final desperate ritual of destruction. [[Spring magic]], aimed at rending the ancient standing stones apart with the power of [[Spring magic#Ruin|ruin]].&lt;br /&gt;
&lt;br /&gt;
In the end though, despite this valiant effort, it is too late to stop the Tainted Basilisk from achieving their goal. There is simply too much ground to cover, and the Druj have laid their plans too well. Even as they retreated from the Imperial advance, they left their agents behind to prepare for this unlooked-for day. Ghulai, vikkari, warriors of every Arkad, left behind on the outskirts of the vallorn itself to facilitate one final strike against the Empire should the defence of the Sarangrave fail. And fail it has.&lt;br /&gt;
&lt;br /&gt;
Three days before the Spring Equinox, the deluge that has fallen uninterrupted from the cloud-choked sky since the liberation of Sephals ends as suddenly as it began. In that instant, every head in Sarangrave, no matter where they are in the marshlands, turns to look toward the heart of the territory. Whether arguing with Mallum orcs in Sephals, scouring the Tower of the Skink for remaining Druj, discussing the matter of freedom and security in the Nesustak Forest, or fretting about the Drowned Shepherd and the wisdom of invoking constellations in times such as this, everyone feels it. Like the air changes before a storm breaks, but this comes at the end of the storm. For a moment it overpowers even the banal humdrum thrum of the Druj miasma. An awareness in a split second of a profound finality, of an ending that has been waiting for a thousand years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
The last great working of the Terunael has been broken. The vallorn of Béantal Dol rises, shaking off the remnant of its chains. Fattened by months of Spring-infused waters, it stretches, rousing itself in a way it has never, ever done before since it was first trapped.&lt;br /&gt;
&lt;br /&gt;
And it begins to spread.&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;
==Game Information : Dominion==&lt;br /&gt;
* &#039;&#039;&#039;The region of Thornfen, and the Tower of the Skink, have fallen &lt;br /&gt;
* &#039;&#039;&#039;An administrative motion related to their disposition will be raised during the Spring Equinox&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Snake and Poison Crane have fled the territory taking serious casualties&lt;br /&gt;
* &#039;&#039;&#039;The remaining garrison of the Tower of the Skink has scattered across southern and eastern Sarangrave&lt;br /&gt;
The Empire has captured the region of Thornfen, and with it the Tower of the Skink. The entire territory save for the Nesustak Forest and Bendol are Imperial now. They achieved their goal with the aid of the Axou army of Ipotavo, and while that contribution was valuable it was relatively minor next to the impact of the Empire. There is an existing treaty with the Axou, signed when they joined the war in the Sarangrave, that indicates the intent to not contest Axou claim to Thornfen, including the Tower of the Skink, and the settlement Sephals. During the Spring Equinox, the Civil Service will raise an administrative motion during Friday evening Senate session to confirm that this is still their intent. This motion, if it passes, will be available for the Urizen assembly to [[veto]], as it effectively involves the concedence of a region under their control.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride spent the season defending, specifically offering aid to the rebels of the Nesustak Forest. Without their intervention, it is likely the rebels would have eventually repelled the attacking Druj but they would have suffered serious losses in the process. The Gryphon’s Pride ensured that the vicious Mallum septs were unable to enact their revenge, and while this has not lessened the rebels desire to see Sarangrave as a free land under their control it has helped to establish the Dawnish army as allies, albeit allies that many are still suspicious of.&lt;br /&gt;
&lt;br /&gt;
The Boyar’s Hasta committed themselves to supporting the other armies, but specifically to watching for signs of the Tainted Basilisk. Thanks to their vigilance, the ghulai of the Druj magical army were only partially successful in their goal. Further details are discussed below.&lt;br /&gt;
&lt;br /&gt;
The armies of the Hidden Snake and the Poison Crane were badly damaged during their defence of the Tower of the Skink, but not destroyed. They have managed to use the confusion to escape back to the Salt Flats of Sanath, but both armies took an additional 500 casualties each during their desperate retreat through Imperial-held Sarangrave, pursued and harried by the Empire. More troubling is the garrison of the Tower of the Skink. While the tower has fallen, and the garrison been seriously damaged, the orcs that make up the garrison have likewise managed to desert the sinking ship. As such Thornfen, Turan Flats, Kroll, and the Whisperwood have all gained the ‘’Outlaw Druj‘’ qualities. Until these outlaws are dealt with, any settlement of those regions are in danger. In addition, any commission built in the territory will have its labour costs increased by a fifth for each region under Imperial control with that quality.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Drowning==&lt;br /&gt;
* &#039;&#039;&#039;The Drowned Shepherd constellation has exerted unexpected influence in Sarangrave this season&lt;br /&gt;
* &#039;&#039;&#039;The name of the constellation has changed; nobody is sure where this change originates&lt;br /&gt;
This season, the influence of the [[The Drowned Shepherd|Drowned Shepherd]] constellation in Sarangrave has been unmistakable by those who know what to look for. It&#039;s unlikely that this is due to its invocation by the general of the Citadel Guard. More likely it is simply that events in the Sarangrave have foreshadowed a profound ending. The constellation is strongly associated with curses, and for all its perception as being generally helpful, [[Rivers of Life]] is still a [[curse]].&lt;br /&gt;
&lt;br /&gt;
There are two elements to this influence that are worth noting. The first is that the constellation appears to have a new name; the Drowned Shepherd. Previously known as the Drowned Man, there has been a notable shift in awareness over the last few months. Much as with the way the understanding of the names of the stars has shifted over the last year or two, so too has awareness of its name shifted. It&#039;s up to individual characters how to respond to this. Some will continue to call it the Drowned Man, but this name will feel increasingly archaic and old fashioned. It won&#039;t impact magic to use either name, but the name on the wiki has been changed. Speculation about the difference between what a Drowned Man and a Drowned Shepherd symbolise is encouraged.&lt;br /&gt;
&lt;br /&gt;
The other element is that the catastrophic rainstorm has caused water to rise all over the territory. In time that water may subside, but it has resulted in breached dams and ruined farms, herb gardens drowned, and even some structures collapsing. At the same time the unnatural vitality the Rivers of Life bring has been heightened - not only by preserving the lives of soldiers and civilians alike, but also resulting in an explosion in the population of creatures of the Sarangrave including bog octopuses, mosquitos, wasps, spiders, and other small fast-breeding creatures few of which are wholesome in their interactions with humans and orcs.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Béantal Dol==&lt;br /&gt;
{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn is the most monstrous of all geographies.|align=right|width=500}}&lt;br /&gt;
* &#039;&#039;&#039;The vallorn of Béantal Dol has been unleashed&lt;br /&gt;
* &#039;&#039;&#039;The Tainted Basilisk have been only partially successful and only two regions are seriously threatened&lt;br /&gt;
* &#039;&#039;&#039;There are opportunities to try and stem the flow of vallorn power in uptime and downtime following the event&lt;br /&gt;
* &#039;&#039;&#039;The warding stones that once surrounded Béantal Dol are gone&lt;br /&gt;
* &#039;&#039;&#039;The casualties caused by the vallorn expansion will not be affected by the vallorn miasma&lt;br /&gt;
The ghulai of the Tainted Basilisk have breached the circle of warding stones that contains the vallorn of Béantal Dol. Thanks to the Boyar’s Hasta their efforts have been only partially successful. Unfortunately, where the vallorn is concerned “partially successful” is still a significant threat.&lt;br /&gt;
&lt;br /&gt;
Two regions are directly threatened by the expanding vallorn - Nesustak Forest and Bloodwater Marsh. Had the wards simply collapsed, the vallorn would have burst forth towards the nearby fortification, the Tower of the Skink. Sadly, this release is no accident. The magicians of the Tainted Basilisk have seized an [[opportunity]] to deliberately weaken the wards in such a way as to direct the threat against the Empire and the rebels and away from their allies. There is a single [[#Battle_Opportunities|narrow window]] to take action and save one region or the other from desolation.&lt;br /&gt;
&lt;br /&gt;
The actions of the Boyar’s Hasta may still have saved the rest of the territory. They have managed to save most of the warding stones - not enough to hold the vallorn back, but enough to have a vital effect. The vallorn will wash over the stones, as it attempts to expand and in the process the magic that sustains them will be overwhelmed, and destroyed. By the start of the Summer Solstice, the warding stones will be no more - there is no way now to stop them being destroyed. However, they will serve to protect against the vallorn for one final time. In doing so they will absorb some of the devastating verdant power of the vallorn. By the start of the Summer Solstice, the vallorn of Béantal Dol will be to all intents and purposes a “normal” vallorn. It will still be disproportionately potent, but it will no longer present the threat of expanding to completely fill the Sarangrave that it previously did. That threat, like the warding stones, is ended.&lt;br /&gt;
&lt;br /&gt;
What happens to Nesustak Forest and the Bloodwater Marshes, however, will depend on [[#Battle_Opportunities|what the Empire chooses to do]]…&lt;br /&gt;
&lt;br /&gt;
The vallorn of Béantal Dol &#039;&#039;can&#039;&#039; be combatted following the Spring Equinox, but it will require a significant commitment of [[army|armies]] to prevent it consuming one or both of the threatened regions. Due to the long storing up of power, it will be attacking both regions separately with a strength of 30,000. To prevent it claiming the region and devouring almost everyone and everything in it, the Empire would need to ensure it did not get sufficient victory points to claim the region. If the vallorn is able to claim a toehold in the region, it would still be left with a quality similar to [[region qualities#Infested|infested]].&lt;br /&gt;
&lt;br /&gt;
The good news - and there is some good news - is that the brave actions of the Boyar&#039;s Hasta and the destruction of the remaining warding stones means that the vallorn will become quiescent again after this season, whatever happens. In addition, the explosive speed with which the vallorn is unfolding into the two regions means that any downtime fighting will &#039;&#039;not&#039;&#039; be taking place under the influence of the [[vallorn miasma]].&lt;br /&gt;
&lt;br /&gt;
==Participation : Power of the Druj==&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit supported an army in Sarangrave this season will receive a lingering wound&lt;br /&gt;
Any character whose military unit supported an army fighting in the Sarangrave this season will receive a lingering [[Combat#Traumatic_Wounds|traumatic wound]] in their pack. These wounds represent serious injuries or lingering [[curse|curses]] sustained during the fighting that the [[Rivers of Life]] have been unable to restore. Some of these wounds are potentially lethal if they are not treated before the end of the Spring Equinox, so those bearing them may wish to consult a [[surgical skills#Physick|Physick]].&lt;br /&gt;
In addition, however, every military unit that fought in the Sarangrave this season has been in a position to secure a small trove of [[herb|herbs]] and [[potion|potions]], and potentially other things as well. If your character would not have approved of your soldiers taking things from the defeated Druj, you can simply drop these additional items back at GOD when you pick up your pack.&lt;br /&gt;
&lt;br /&gt;
==Participation : Lions of Adelmar==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar last fought alongside the Knights of Glory during the Summer. As [[Even_darkness_must_pass#Sarangrave|mentioned then]], the use of Knights of Glory is having an unexpected effect on the armies relying on it. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
On the other hand, stag-headed &#039;&#039;Ser Helvennan&#039;&#039; and their warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the Lions of Adelmar. A character whose military unit supported this army may choose to have been impacted by the experience of battling in close proximity to the glorious heralds of [[Eleonaris]]. &lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you receive a bonus hero point during the Spring Equinox. This bonus increases their maximum number of hero points for the duration of the summit. &lt;br /&gt;
* If you do not have the hero skill, you receive a single temporary hero point, which is lost once it is used. It will have faded entirely by the end of the Spring Equinox, regardless.&lt;br /&gt;
&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a roleplaying effect that lasts until the end of the Spring Equinox: &#039;&#039;You feel a strong urge to attempt great deeds that invite attention You take particular pleasure in approval and adulation; being overlooked or dismissed may cause you to lose your temper. If you enter battle, you feel driven to prove your worth and show everyone your strength.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities: Twin Horrors==&lt;br /&gt;
* &#039;&#039;&#039;Two major conjunctions to Sarangrave have been identified for the Spring Equinox but the Military Council can take advantage of only one of them&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;quote by=&amp;quot;Moby Dick, Herman Melville&amp;quot;&amp;gt;To the last I grapple with thee; From hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The legendary spite of the Druj admits no peer. Defeated and broken by grappling with the Empire&#039;s armies in the Sarangrave they mean to plunge the territory into chaos - they would rather see their ancient homelands consumed by the vallorn than be claimed by the Empire. A final stab aimed at the heart of the people they hate so much. The leaders of the Tainted Basilisk have risked everything, unleashing the vallorn to ensure that everyone goes down together.&lt;br /&gt;
&lt;br /&gt;
==Nesustak Forest==&lt;br /&gt;
In Nesustak Forest, they have turned their ire on the septs that have betrayed the Druj by throwing off the shackles of their rule. This season they would have killed and slaughtered the rebels were it not for the timely intervention of the Gryphon&#039;s Pride. Their gloriously desperate defence placed a steel-clad wall of gleaming knights and robe-clad fearsome war witches around the rebels, stopping the Druj assault in its tracks. Shielded by the Dawnish soldiers Courage, heralds of [[Irra Harah|&#039;&#039;Shackle Smasher&#039;&#039;]] have worked tirelessly to save those they can.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction of the [[Sentinel Gate]] on the Saturday of the equinox that opens on the &#039;&#039;Feverbank Trees&#039;&#039; in Nesustak Forest. If offers a dangerous opportunity to try to save the region and the people who liv here from the onrushing vallorn. Driven by hate, the Druj will not give up easily however - their forces are already in the area, determined to see the slaughter through to the bloody end.&lt;br /&gt;
&lt;br /&gt;
===Objective: Ward the Feverbank Stones===&lt;br /&gt;
* &#039;&#039;&#039;The five ancient stones at &#039;&#039;Feverbank Trees&#039;&#039; that once held back the power of the vallorn are failing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Wardens of the Black Waste&#039;&#039; creates pwoerful wards against the vallorn that last for a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each stone that is warded will reduce the strength of the vallorn pushing into Neustak Forest this season by 6000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The five ancient stones that stand sentinel in &#039;&#039;Feverbank Trees&#039;&#039; have held back the power of this vallorn for hundreds of year. Created centuries ago by the Terunael people as their empire collapsed, they have been fatally weakened by the Druj creating an opening for the ancient enemy to escape through.  The valiant defense by the Boyar&#039;s Hasta has created a narrow opening, offering a chance to weaken the roiling advance of the vallorn into Nesustak Forest before it can become an unstoppable flood.&lt;br /&gt;
&lt;br /&gt;
While the magic of the stones is failing, they are still powerful winter totems, built to anchor a ward. Winter ritualists will need to cast [[Wardens of the Black Waste]] on each one of the ancient pillars. The stone will anchor the ritual, so fragile warding posts are not required, the ritual can simply target the pillar itself. This will also prevent the Druj from simply destroying the ward by scattering the post markers. The ritual will weaken any vallorn that approach nearby countering the spring magic that enervates them. Each warding placed upon the stones here will iteratively sap the strength of the encroaching vallorn mass, slowing the movements of giant ettercap and abominations, and draining the animating force that propels the vallornspawn onwards.&lt;br /&gt;
&lt;br /&gt;
Each stone that is still warded at the end of the battle will reduce the strength of the vallorn heading northwards by 6000. If all five pillars are warded, then the full force of the vallorn threatening Nesustak Forest this coming season will be held back, before it returns to quiescence. This will enable Imperial forces to concentrate fully on the vallorn presence that is advancing southwards into the Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
====Objective Threat: Druj Counter Rituals====&lt;br /&gt;
* &#039;&#039;&#039;Mages from the Tainted Basilisk threaten to counter any wardings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will seek to use a spring ritual to weaken any stone that has been restored&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The warded stones will need to be guarded, or the small covens need to be hunted down and killed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detect magic can be used at any time to ascertain the status of a warding stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the vast majority of the Tainted Basilisk&#039;s ritual covens have been utterly destroyed by unleashing the vallorn, scant few have survived and are now preparing to ensure that the army&#039;s final work is seen to the end. Everyone of the army&#039;s remaining ghulai and cicatrix ritualists have spread across the area, tasked with breaking the power of the Terunael magic, and allowing the vallorn to issue forth.&lt;br /&gt;
&lt;br /&gt;
Once the Druj realise that the Empire is attempting to erect wards, they will direct any remaining ritualists to counter them. Druj ritualists will attempt to cast Spring rituals to overwhelm the wards on each stone, undoing the Empire&#039;s work. [[Detect magic]] can be cast on a stone at any time to check whether a ward is in place or not. If the ward is down then Warden of the Black Waste will need to be performed to restore it.&lt;br /&gt;
&lt;br /&gt;
The surest way to prevent the Druj from countering Imperial efforts is to hunt down and eliminate these small ritual teams before they can become a threat.&lt;br /&gt;
&lt;br /&gt;
===Objective: Break the Envenomed Claws===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envenomed Claws&#039;&#039; vikari are one of the last remnants of the Tainted Basilisk army&#039;s leadership&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing or scattering this force will destroy any chance of the army holding together&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the &#039;&#039;Claws&#039;&#039; are overrun, then the Tainted Basilisk will collapse, disbanding into scattered bands of Druj fighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The vikari of the &#039;&#039;Envenomed Claws&#039;&#039; are leading the remnants of the army active to the north of the vallorn of Béantal Dol. Feared mage-fighters, they are known to employ all manner of blade poisons on their weapons, and travel with several of the sadistic kallad torturers among their number. Redwillow Paste and Oil of Blackthorn will be used with wild abandon, whilst even worse concoctions will be dispensed by the remaining tepel in a panicked frenzy.&lt;br /&gt;
&lt;br /&gt;
The Envenomend Claws will be on the battlefield together, under a distinctive banner, along with key people that form an essential part of the leadership of the Tainted Basilisk. If the Empire can decisively engage the group and kill or scatter them, it will deal a devastating final blow to the Tainted Basilisk. Killing these prominent arkad fighters, the commanders, and any tepel with them, will seal the fate of the army. It will disband as the campaign season begins, breaking up into small units and warbands, all eager to go to ground. Individual bands under a charismatic or particularly cruel orc, will be a problem for Imperial heroes to deal with, but the military threat to Imperial armies will be ended.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Opportunity: Aid the Hares===&lt;br /&gt;
* &#039;&#039;&#039;Five Hares, heralds of Irra Harah are being hunted by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These lively companions will be keen to offer assistance against the Druj, running messages and helping out those in dire need&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Spring Archmage may claim a boon of Irra Harah if all five Hares survive the battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Irra Harrah|&#039;&#039;Shacklebreaker&#039;&#039;]] has sent his heralds to aid the rebels of Nesustak Forest. The &#039;&#039;Hares of the Desperate Folly&#039;&#039; are excitable, earnest, and incredibly persistent beings. They have been helping guide the lost and meek away from vicious blades and poisoned arrows. In response, the Druj have taken great delight in killing these servants of Irra Harah whenever they have been cornered.&lt;br /&gt;
&lt;br /&gt;
There are five Hares on the battlefield that could aid the Empire. They will not engage in direct conflict with the wicked orcs, but they can help in other ways if asked. The fleeting may offer services running messages across the battlefield to distant captains, the fretful may offer healing magics to those in dire need, while the fearful may seek to enchant heroes of the Empire with magical powers. &lt;br /&gt;
&lt;br /&gt;
If all five of the heralds survive the battle, then the [[Archmage of Spring]] can point out the service the Empire provided the next time they plenipotentiary the eternal. If the text of the plenipotentiary reminds Irra Harah that the Empire saved five of the Hares of the Desperate Folly, then the grateful eternal will create a boon to give the Archmage the next time they meet.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Feverbank Trees&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
==Bloodwater Marsh==&lt;br /&gt;
In Bloodwater Marsh, the plans of the Druj have been stymied by the actionsof the [[Boyar&#039;s Hasta]]. Without their [[Vigilance]], the vallorn would have already escaped the bounds of its prison and the entire territory would now be at risk. Their actions slowed the Druj and made it harder for them to tear down the wards that imprison the vallorn in the ancient gaol of [[Sarangrave#Béantal_Dol|Béantal Dol]]. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction of the [[Sentinel Gate]] on the Saturday of the equinox that opens at the &#039;&#039;Mantifent&#039;s Bier&#039;&#039; in Bloodwater Marsh. If offers a risky opportunity to try to save the region from the onrushing vallorn and rescure those who have been captured by the Druj. Maddened by fear, the Druj will never surrender - their soldiers are already here, determined to ensure that the fall of Sarangrave consumes everything.&lt;br /&gt;
&lt;br /&gt;
===Objective: Strengthen the Mantifent Stones===&lt;br /&gt;
* &#039;&#039;&#039;The five ancient stones at &#039;&#039;Mantifent&#039;s Bier&#039;&#039; that once held back the power of the vallorn are failing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Wardens of the Black Waste&#039;&#039; creates pwoerful wards against the vallorn that last for a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each stone that is warded will reduce the strength of the vallorn pushing into Bloodwater Marsh this season by 6000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The five ancient stones that stand sentinel in &#039;&#039;Mantifent&#039;s Bier&#039;&#039; have contained the power of this vallorn for hundreds of year. Created centuries ago by the Terunael people as their empire collapsed, they are threatened by the Druj. The actions of the Boyar&#039;s Hasta has checked the plans of the buruk tepel but they have only created a short delay. A small window has opened, just wide enough to offer a chance to stall the roiling advance of the vallorn into Bloodwater Marsh.&lt;br /&gt;
&lt;br /&gt;
While the magic of the stones is failing, they are still powerful winter totems, built to anchor a ward. Winter ritualists will need to cast [[Wardens of the Black Waste]] on each one of the ancient pillars. The stone will anchor the ritual, so fragile warding posts are not required, the ritual can simply target the pillar itself. This will also prevent the Druj from simply destroying the ward by scattering the post markers. The ritual will weaken any vallorn that approach countering the spring magic that enervates them. Each warding placed upon the stones here will iteratively sap the strength of the encroaching vallorn mass, slowing the movements of giant ettercap and abominations, and draining the animating force that propels the vallornspawn onwards.&lt;br /&gt;
&lt;br /&gt;
Each stone that is still warded at the end of the battle will reduce the strength of the vallorn heading southwards by 6000. If all five pillars are warded, then the full force of the vallorn threatening Bloodwater Marsh this coming season will be held back, before it returns to quiescence. This will enable Imperial forces to concentrate fully on the vallorn presence that is advancing southwards into the Nesustak Forest.&lt;br /&gt;
&lt;br /&gt;
====Objective Threat: Druj Counter Rituals====&lt;br /&gt;
* &#039;&#039;&#039;Mages from the Tainted Basilisk threaten to counter any wardings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will seek to use a spring ritual to remove any ward raised on a stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The warded stones will need to be guarded, or the small covens need to be hunted down and killed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detect magic can be used at any time to ascertain the status of a warding stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the vast majority of the Tainted Basilisk&#039;s ritual covens have been utterly destroyed by unleashing the vallorn, scant few have survived and are now preparing to ensure that the army&#039;s final work is seen to the end. Everyone of the army&#039;s remaining ghulai and cicatrix ritualists have spread across the area, tasked with breaking the power of the Terunael magic, and allowing the vallorn to issue forth.&lt;br /&gt;
&lt;br /&gt;
Once the Druj realise that the Empire is attempting to erect wards, they will direct any remaining ritualists to counter them. Druj ritualists will attempt to cast Spring rituals to overwhelm the wards on each stone, undoing the Empire&#039;s work. [[Detect magic]] can be cast on a stone at any time to check whether a ward is in place or not. If the ward is down then Warden of the Black Waste will need to be performed to restore it.&lt;br /&gt;
&lt;br /&gt;
The surest way to prevent the Druj from countering Imperial efforts is to hunt down and eliminate these small ritual teams before they can become a threat.&lt;br /&gt;
&lt;br /&gt;
===Objective: Shatter the Bilious Breath===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Bilious Breath&#039;&#039; vikari are one of the last remnants of the Tainted Basilisk army&#039;s leadership&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing or scattering this force will destroy any chance of the army holding together&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Breath are overrun, then the Tainted Basilisk will collapse, disbanding into scattered bands of Druj fighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The capture of Tower of the Skink has broken the back of army and the Tainted Basilisk is close to collapse. With the deaths of many senior Buruk Tepel and the loss of the ritual covens that roused the vallorn, the vikari arkad of the &#039;&#039;Bilious Breath&#039;&#039; harbour the last few ritual covens capable of casting large battlefield rituals. Once battle is joined the covens will most certainly seek to cast [[Fetid Breath of Teeming Plague]] with their last reserves of mana then use the magic on massed troops. The ritual poses a serious threat to the forces of the Empire on the field, especially given the miasma that blankets the area.&lt;br /&gt;
&lt;br /&gt;
The Bilious Breath will be on the battlefield together, under a distinctive banner, along with key people that form an essential part of the leadership of the Tainted Basilisk. If the Empire can decisively engage the group and kill or scatter them, it will deal a devastating final blow to the Tainted Basilisk. Without the leadership of the &#039;&#039;Breath&#039;s&#039;&#039; het and cicatrix then all sense of cohesion will quickly collapse. The army will disband as the campaign season begins, breaking up into small units and warbands, all eager to go to ground. Individual bands under a charismatic or particularly cruel orc, will be a problem for Imperial heroes to deal with, but the military threat to Imperial armies will be ended.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Opportunity: Rescue the Seers===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni seers have been seized by the Druj while they were investigating the miasma pillars in the Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have vital information on the location of the pillars anchoring the miasma in the region&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rescuing the group of seers from the Druj will give the Empire a chance to deal with the miasma in Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the winter solstice the Urizeni National Assembly directed seers of their nation to find ways to gather knowledge and insights on the crushing pall of dread that blankets the Sarangrave. This is dangerous work with Druj forces still active in the territory. The Druj caught up with one group after they managed to find the location of the key pillars in the Bloodwater Marsh. They have been torturing their prisoners seeking to break their will, but thus far without success. The seers are together on the battlefield, if more than half the group can be rescued and returned to Anvil, then they the [[civil service]] will gather crucial information that will create an [[opportunity]] to deal with any pillars in the Bloodwater Marsh at the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Miasma of Despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Mantifent&#039;s Bier&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_winds_of_war&amp;diff=140168</id>
		<title>388YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_winds_of_war&amp;diff=140168"/>
		<updated>2026-06-09T12:16:42Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Alone in the battle.jpg|align=left|caption=Sometimes, even in the tumult of battle, there are moments of silence.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[388YE_Spring_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Deep blue sea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Wide azure skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mitwold]] || [[Where the slow river flows]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bregasland]] || [[Old blue banners dancing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]] || [[A bright cerulean flame]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Other monstrous geographies]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wide Carnivorous Skies==&lt;br /&gt;
Spring is the cruellest season, forcing life out of ground left barren by Winter frost. The inevitable wheel does not change, any more than war changes. Snow gives way to rain, and the rain falls on the wicked and the virtuous alike. It falls across the [[Bay of Catazar]], across the battlefields of [[Redoubt]] and onto the churning salt-expanse that is the bounded sea. The waves of the &#039;&#039;&#039;[[Deep blue sea]]&#039;&#039;&#039; murmur of [[navy|navies]] and rocky shores, and the machinations of the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
From the mountains of Redoubt, let the mind&#039;s eye wander with the wings of the gulls. South to the arid coast of [[Mareave]], now remarked and reshaped by the churning of the hungry sea. The sandy soil is thirsty, and there is neither blood nor rain enough in the world to quench that thirst it seems. The salt-winds blow from the sea and the storm rides on them. The horns blow, the drums beat, and armies clash beneath the &#039;&#039;&#039;[[Wide azure skies]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On the other side of the Empire, the [[Jotun]] press their claim to the farmlands of [[the Marches]]. The [[Mournwold]] has slipped through their grasp, but they have not abandoned their ambitions here. [[Mitwold]] has been invaded for the first time in centuries, the city of [[Mitwold#Meade|Meade]] conquered and looted. The call goes out to the oathsworn [[Drakes]] and their allies to drive the barbarians out, and battle rages &#039;&#039;&#039;[[Where the slow river flows]]&#039;&#039;&#039;. Across the border to the west, it is the Empire who are the invaders, striving to take back the Dour Fens of [[Bregasland]] from the Jotun who now occupy it. The war is fought over the only piece of dry land in the whole of the marshes, [[Bregasland#Gravenmarch|Gravenmarch]], and the old stone plateau that dominates its skyline. As the winds of the new year blow, they set the &#039;&#039;&#039;[[Old blue banners dancing]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
And then at last we come to the eastern border, to the lands where chaos reigns between the water and the peaks. To [[Therunin]], where the [[Pilgrim&#039;s Defiance]] marches against the [[vallorn]] of Tharunind. They know they will not win, but the effort must be made to slow the vallorn, to let it rage against them, to answer its abominable furore with virtue and faith. They fight the unspeakable from the darkest past, to secure a future for [[Navarr]], burning with &#039;&#039;&#039;[[A bright cerulean flame]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally let our eye drift further east, to what was once and still is [[the Mallum]]. To the marshes of the [[Sarangrave]], where the Empire advances on the last stronghold of the [[Druj]] in that benighted territory. The [[Sarangrave#Tower of the Skink|Tower of the Skink]] looms above the woods and wetlands, controlling the pass that leads to allied [[Axos]]. The eastern barbarians are beaten but not yet broken; their forces in Sarangrave are depleted but they still fight. As the Imperial armies move, the air is thick with uncertainty; if we have learned anything at all from the campaign to take the territory it is that there are &#039;&#039;&#039;[[Other monstrous geographies]]&#039;&#039;&#039; at play in the eastern marshes&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified four possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle opportunities===&lt;br /&gt;
Imperial prognosticators have identified five possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Territory&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Day&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Learn More&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;CS Briefing&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hold back the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Feverbank Trees&#039;&#039;, Nesustak Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday only&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Other_monstrous_geographies#Nesustak_Forest|Nesustak Forest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Nesustak_Forest.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hold back the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Mantifent&#039;s Bier&#039;&#039;, Bloodwater Marsh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday only&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Other_monstrous_geographies#Bloodwater_Marsh|Bloodwater Marsh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Bloodwater_Marsh.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Freeze the Grendel advance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Ohwinn Scour&#039;&#039;, Clisearn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Wide_azure_skies#Battle_Opportunity:_Wealth_of_Water|Wealth of Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Wealth_of_Water.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Recover Meade&#039;s treasures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Meade Meadow&#039;&#039;, Meade March&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lasambrian Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Where_the_slow_river_flows#Battle_Opportunity:_Plundered_Gold|Plundered Gold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Plundered_Gold.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Erect the Mere Stone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Drayham Mere&#039;&#039;, Grey Fens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Old_blue_banners_dancing#Battle_Opportunity:_A_Broken_Rock|A Broken Rock]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A_Broken_Rock.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units in the Sarangrave, Skallahn, or Mareave battle opportunities, and should not include human combatants in those.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || 15 || 35 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Reikos, High Chalcis, Emergency Hospital || [[Medical Officer of the Pegasus Respite]] || [[A_bright_cerulean_flame#Opportunity:_Reikos_Influx|Assist the refugees]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Valasmark, The Fallen Tree || &#039;&#039;&#039;Morgan Drifting Bough&#039;&#039;&#039; || [[LINK|Recover the letter]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:35 || 4 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Hahnmark, Kronemark, Grieversonn Farmstead || &#039;&#039;&#039;Eevi of the Gadrai&#039;&#039;&#039; || [[LINK|Meet with Valdr Grieversonn]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karov, Wieliczka, Maria&#039;s Descent || [[Temeschwar|Senator for Temeschwar]] || [[LINK|Retrieve the Rat Idol from the cultists of the Night Below]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reinos, Bastasor, Beatriz&#039;s Field || [[Champion of Ambition]] || [[LINK|Claim the Lasambrian banner]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Sarakov Point || [[Merchant-Boyar of the Stinking Market]] || [[LINK|Investigate wagon raiders acting strangely]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Egnar Range || [[Rod and Shield|Grandmaster of the Rod and Shield]] || [[LINK|Slay the dire astacids]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Turan Flats, Dahis Outskirts || [[Strategos|Strategos of Dawn]] || [[LINK|Rescue the sept members from the blinded ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulian, Broken Lea || [[Oblivion Sentinel]] || [[LINK|Claim the wage of the Vorlach Adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Forest of Ulnak, Grimfen Mire, The Bound Glade || [[High Exorcist]] || [[LINK|Recover the Thule&#039;s material and clear the ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Feroz, Oranseri, Sisters&#039; Meadow || [[Corsair of Oran]] || [[LINK|Reclaim the Brazen Links]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Thornfen, Stonesedge || [[Boyar&#039;s_Hasta|General of the Boyar&#039;s Hasta]] || [[LINK|Eliminate the blinded ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 9 || 60 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Karsk, Branoc, Hall of the Bloodwise || Named persons || [[LINK|Meet with Taysa of the Black Feathers]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 12:50 || 4 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Syrene, Kaela&#039;s Regio || [[Virtue inquisitor|Inquisitor of Prosperity]] || [[LINK|Rescue &#039;&#039;Mendicant Garev&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mitwold, Meade March, Maggie&#039;s Bulwark || [[Bailiff of Meade]] || [[LINK|Claim the cache]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hercynia, Deer&#039;s Folly, Greenmount || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|Destroy the ettercaps&#039; structure]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Desolate Stretch  || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill &#039;&#039;Hallr Winterborn&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reikos, Chalcis Mount, South Downs || [[Champion of Loyalty]] || [[LINK|Rescue the wounded Highborn]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, The Rushes, Harry&#039;s Hole || [[Narwhal&#039;s Spear|General of the Narwhal&#039;s Spear]] || [[LINK|Kill the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:35 || 4 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Astolat, Withy,  Igraine&#039;s Regio || [[Astolat|Senator for Astolat]] || [[LINK|Fix the regio]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Elerael, Longberth Trod || [[Knight of the Greenwood]] || [[LINK|Eliminate the hunting ettercaps]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Turan Flats, Kullflirn || [[Keeper of the Tower of the Fall]] || [[LINK|Destroy the miasma pillar and stymie Kull]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Nadezhda&#039;s Enclosure || [[Custodian of the Shchaslyvyy Spile]] || [[LINK|Kill the Kallad]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:35 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarangrave, Thornfen,  Overgrown Pillar || [[Gardener of Pallas]] || [[LINK|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Cadets]] || Volodmartz, Murupa, Forest of Blades || [[The Academy]] || [[LINK|Find and destroy the &amp;quot;bandit&amp;quot; vale]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Kreeflirn || [[Knight-protector|Knight-protector of Spring]] || [[LINK|Destroy the two miasma pillars]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Volodmartz, Livardz, Sunless Vale || [[Grieftender of the Forgotten]] || [[Sunrise_over_Livardz#The_Shadow_Ghosts|End the suffering of the Shadow Fellowship]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:20 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarangrave, Bloodwater Marsh,  Toxic Pillar || [[Apothecaries Guild|Guild Leader of the Apothecaries Guild]] || [[LINK|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Karsk, Crowslook, Skylost Clearing || [[Apothecaries Guild|Guild Leader of the Apothecaries Guild]] || [[LINK|Treat the Gregadze]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:05 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarangrave, Thornfen, Haunted Pillar || [[High Exorcist]] || [[LINK|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Kallavesa, West Marsh, Gull&#039;s Isle Hall || &#039;&#039;&#039;Ingrid Talon-of-the-Mark&#039;&#039;&#039; || [[LINK|Engage in the hetjuveisla]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Feroz, Afarjasse, Abril&#039;s Pasture || [[Dhomiro of Afar]] || [[LINK|Stop the Hand of Dumon]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Arbonne, Laufette, Solden Farm || [[Minister of Historical Research]] || [[Gossamer_threads#The_Perils_of_Marko_Siwarsbairn_(Conjunction)|Sort the situation out]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Bertolli&#039;s Glebe || [[Ambassador to the Iron Confederacy]] || [[LINK|Stop the Hand of Dumon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
&amp;lt;!-- turned off until third Navarr army completes* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Nesustak_Forest.pdf&amp;diff=140167</id>
		<title>File:Nesustak Forest.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Nesustak_Forest.pdf&amp;diff=140167"/>
		<updated>2026-06-09T12:15:41Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
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