<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.profounddecisions.co.uk/mediawiki-public/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matt</id>
	<title>Empire - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.profounddecisions.co.uk/mediawiki-public/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matt"/>
	<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/empire-wiki/Special:Contributions/Matt"/>
	<updated>2026-05-04T18:13:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opportunity&amp;diff=137809</id>
		<title>Opportunity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opportunity&amp;diff=137809"/>
		<updated>2026-04-30T22:42:07Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
An opportunity represents a chance to do something that players could not normally do themselves. Opportunities are seeded into the game by our [[plot crew|plot]] team. An opportunity often brings with it the ability to do something at a different cost, or in a way that could not normally be achieved. For example, a group of talented armour smiths might offer to outfit several [[military unit|military units]] with powerful bows and crossbows, effectively upgrading them with weirwood instead of mithril - but only a handful of units can benefit from this opportunity.&lt;br /&gt;
&lt;br /&gt;
A common type of opportunity is the chance to pass a judgement of [[mandate]] in the [[Synod]]; these often arise as a result of a [[statement of principle]] passed with a greater majority at an earlier event.&lt;br /&gt;
==Purpose==&lt;br /&gt;
Opportunities are intended to present the players with choices that they can make - or ignore. For example, the armour smiths above might also suggest that they could instead turn their attention to making a single suit of [[runeplate]] every Summer to presented to a specific general on the [[Military Council]], in return for a supply of mithril they can use to improve their forges. It would be up to the Imperial Senate which option they choose to exploit.&lt;br /&gt;
&lt;br /&gt;
Opportunities generally present options or chances - they will usually not be framed in terms of things the players &#039;&#039;must&#039;&#039; do. In the example above, the players could decline the offer if they wanted to or considered the cost to be too great. Depending on the nature of the opportunity they might be able to take advantage of it at a later date, or it might be a one-time offer. &lt;br /&gt;
&lt;br /&gt;
The parameters of the opportunity are often carefully set and while the players have some leeway in how to respond it is not usually possible to spread or increase the benefit being offered. In the example above, they could not, however, try to get the armour smiths to equip four armies at a reduced cost even if they had the mithril.&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
Under normal circumstances, the player who raises a motion can define the [[Motion_wording#Necessary_Details|necessary details]]. With an opportunity, some or all of those details will either be predefined, or only a small number of options will be available.&lt;br /&gt;
&lt;br /&gt;
This also applies to flavour text. With a normal construction you have a large amount of sway to basically write the flavour text for the shape and structure. Provided that the flavour text is consistent with the setting. With an opportunity much of the work will be being done by active NPCs rather than being overseen by a player - and that can significantly curtail their input. Instead of being the architect, the player is often in the role of a rich patron trying to get an artist to do what they want. Effectively, the player can make requests - but the artist has a vision - and they may or may not accommodate outside input.&lt;br /&gt;
&lt;br /&gt;
For example, when taking advantage of the opportunity presented by [[Those_who_worship#Almodin_Okt.C3.ADstis.2C_Priest_of_the_Builder|Almodin Oktístis]], it is not possible to prevent him from adding [[Asavean Archipelago|Asavean]] elements to any design he oversees. The player might be able to guide or suggest the broad outline of a commission, but ultimately the NPC determines the shape of a structure if he is involved in a construction.&lt;br /&gt;
==Building Opportunities==&lt;br /&gt;
* &#039;&#039;&#039;Building opportunities give unique advantages that cannot be achieved with standard commissions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They require the commission to follow specific criteria laid down by the opportunity&#039;&#039;&#039;&lt;br /&gt;
The proposals that the Empire might commission the [[#Houses of Healing|Houses of Healing]], [[#Winewater Hall|Winewater Hall]], and [[#Greenwatch|Greenwatch]] are examples of building [[opportunity|opportunities]]. While they provide unique benefits, they also come with specific restrictions. It&#039;s not possible to get the benefits proposed without accepting the restrictions. It might be possible to negotiate with Ossegrahn to tweak some of these requirements; for example they might be persuaded to support the building of healing houses somewhere else. However, without the approval of the NPC power - in this case the eternal Ossegrahn - these commissions will do &#039;&#039;nothing&#039;&#039;. They might still be built - in these specific opportunities it is not the building itself that is important but the people who will populate it - but the result would not be an [[Imperial title]]. Instead, they would effectively become an [[edifice]]. It might be possible to persuade Ossegrahn to support them after they are built, but this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
The same considerations apply to the titles they create. In each case, Ossegrahn has specified that these titles must have specific responsibilities. It&#039;s not possible to create these titles without these responsibilities. It might be possible to add &#039;&#039;more&#039;&#039; responsibilities, outlined in the [[Commission#Necessary_Details|necessary details]] of the commission, but if they aren&#039;t broadly in line with the rest of the responsibilities, the eternal might withdraw their support again leaving the title with no powers.&lt;br /&gt;
&lt;br /&gt;
==Amending and Improving==&lt;br /&gt;
It&#039;s usually not possible to amend, improve, or upgrade a commission that was created as part of an opportunity through the normal means. Many opportunities involve NPCs - trading partners, [[eternal]] patrons and the like. You generally can&#039;t make an eternal give you more [[vis]] just by throwing [[white granite]] at their statue, nor force a foreign merchant to increase the amount of trade goods flowing through your market. In cases like this, it requires another opportunity to improve a commission. One way to try and do this is through the same kinds of negotiations that can lead to an opportunity in the first place - contacting the NPCs and laying out your proposals for example.&lt;br /&gt;
==Creating Opportunities==&lt;br /&gt;
There are a number of levers built in to the game that may lead to opportunities. The most obvious is a statement of principle in the general assembly that receives a greater majority, or the appraisal power of the Imperial senate. It&#039;s impossible to dictate what the outcome of engaging with levers such as this will be - you can specify the problem you are concerned about for example but trying to ensure you get the answer you want will always lead to disappointment.&lt;br /&gt;
&lt;br /&gt;
One route that won&#039;t work is contacting Profound Decisions to request an opportunity out of character. In fact doing so will make it less likely that the opportunity occurs! We&#039;re very very keen that opportunities arise as the result of plots or actions taken in game by players using the levers to hand. As a result we have to make sure we don&#039;t encourage players to email in asking by giving them what they want. We always direct any anyone inquiring towards the game levers - like appraisal - so you always have those routes. But asking means we&#039;re much less likely to spontaneously offer something like what you want as a plot!&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
* &#039;&#039;&#039;Most opportunities are only available for a limited time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The default period, if nothing is listed, is one year starting at the event where the wind of fortune is published&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any opportunity may disappear early, if there are significant changes in the ongoing campaign which would affect it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can email us at any time to check the availability of an opportunity if you believe that events may have overtaken it&#039;&#039;&#039;&lt;br /&gt;
In most cases, an opportunity will not be around forever. 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}} 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;
[[Category:Senate]]&lt;br /&gt;
[[Category:Game Design]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137706</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137706"/>
		<updated>2026-04-27T12:07:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Judgement 124 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Terunael city of Hacynian has passed into history, ruined by the Vallorn. We send Towlen Nighthaven with 25 liao to urge the folk of Hercynia. To swear an oath that neither they nor their ancestors will seek to rebuild Hacynian. Accept its passing as a sacrifice for future free of the folly of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (223-16)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Kaela will provide her support for the construction of [[Every_path_you_know#Beware_of_Dog|the Grim Pryamid]] in the Starless Vale. &lt;br /&gt;
&lt;br /&gt;
===Judgement 71===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Teleri Thornweaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Brynn Tendfallen with 50 doses of liao to lead our people in sharing everything we have with Urizen to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (267-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Navarr from all walks of life [[Every_path_you_know#Thanks_for_Sharing|will travel to the named nation looking for ways to help]]. This will generate at least one opportunity for a new Imperial title to help the Vallornguard prepare for the fight with the enemy.&lt;br /&gt;
&lt;br /&gt;
===Judgement 79===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Azir i Shartha i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Beware the seduction of the false virtue of Anarchy! We send Azir i Shartha i Riqueza with 150 doses of liao to rally the people of the Brass Coast to turn away from those who would revel in false freedoms. Reject Anarchy, lest your virtue be lost! Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; (42-96)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Not upheld&lt;br /&gt;
&lt;br /&gt;
===Judgement 88===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Joran of Reikos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Joran of Reikos with 25 doses of liao to rally the people of Highguard to use their well-earned skills to find those who betray the people of Sarvos. Let Virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Not Enacted:&#039;&#039;&#039; Liao not available.&lt;br /&gt;
&lt;br /&gt;
===Judgement 107===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Viviane Barossa&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Viviane Barossa with 25 liao to rally the people of the League to use their well-earned skills to find those who betray the people of Sarvos. Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Leage congregations can [[Finding_is_the_final_act#Expose_the_Truth|lecture to citizens to investigate Sarvos]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 116===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Creighton Blackewater&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Pride in small things, Loyalty to great ones. We send Richard *(2594 - no other character name) with 50 doses of liao to encourage Marcher citizens to settle the land. War is a thrice-ploughed field.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (144-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|Marcher citizens can change a military unit, fleet, herb garden, mine or forest to a farm]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 118===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Paulus Adelaar van Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Nothing great without cost. We send Frideswide Adelaar van Holberg with 50 doses of liao to encourage League citizens to invest in business. Coin counts and everything costs!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (230-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|League citizens can change a military unit, fleet, herb garden, mine or forest to a business]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 124===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Exarch Aemoh of the Suns of Couros.&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Sarcophan folk of Alivertti estates celebrate their enclave, but we must all remain vigilant to the threats itmay represent. While they seem to be honest traders, their ways are not our ways, and their faith is very different to ours. Their refusal to acknowledge Imperial law is a challenge to the Empire. We send Exarch Aemon with 25 doses of liao to urge all virtuous citizens who must attend this gathering to keep their wits about them and remain alert for threats within and without.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (338-54)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Sends a message to the Alivetti estates that [[A_wild_night_and_a_new_road#Party_Planning|while that nation tolerates them, they do not welcome further engagement]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 158===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Imperial Orc&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Skywise Rykana&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Ambition is much more than lines on a map. We send Jim with 15 crowns to lead a delegation of mystics and shamans to dsicover more of the ancestors the Karass.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (110-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Jim will lead a group of willing orcs [[Every_day_of_your_life#Spanning_the_Abyss|in search of information and lore about the ancestors of the Karass]].&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=387YE_Winter_Solstice_Synod_judgements&amp;diff=137703</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137703"/>
		<updated>2026-04-27T12:04:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Judgement 116 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Terunael city of Hacynian has passed into history, ruined by the Vallorn. We send Towlen Nighthaven with 25 liao to urge the folk of Hercynia. To swear an oath that neither they nor their ancestors will seek to rebuild Hacynian. Accept its passing as a sacrifice for future free of the folly of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (223-16)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Kaela will provide her support for the construction of [[Every_path_you_know#Beware_of_Dog|the Grim Pryamid]] in the Starless Vale. &lt;br /&gt;
&lt;br /&gt;
===Judgement 71===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Teleri Thornweaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Brynn Tendfallen with 50 doses of liao to lead our people in sharing everything we have with Urizen to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (267-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Navarr from all walks of life [[Every_path_you_know#Thanks_for_Sharing|will travel to the named nation looking for ways to help]]. This will generate at least one opportunity for a new Imperial title to help the Vallornguard prepare for the fight with the enemy.&lt;br /&gt;
&lt;br /&gt;
===Judgement 79===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Azir i Shartha i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Beware the seduction of the false virtue of Anarchy! We send Azir i Shartha i Riqueza with 150 doses of liao to rally the people of the Brass Coast to turn away from those who would revel in false freedoms. Reject Anarchy, lest your virtue be lost! Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; (42-96)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Not upheld&lt;br /&gt;
&lt;br /&gt;
===Judgement 88===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Joran of Reikos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Joran of Reikos with 25 doses of liao to rally the people of Highguard to use their well-earned skills to find those who betray the people of Sarvos. Let Virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Not Enacted:&#039;&#039;&#039; Liao not available.&lt;br /&gt;
&lt;br /&gt;
===Judgement 107===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Viviane Barossa&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Viviane Barossa with 25 liao to rally the people of the League to use their well-earned skills to find those who betray the people of Sarvos. Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Leage congregations can [[Finding_is_the_final_act#Expose_the_Truth|lecture to citizens to investigate Sarvos]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 116===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Creighton Blackewater&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Pride in small things, Loyalty to great ones. We send Richard *(2594 - no other character name) with 50 doses of liao to encourage Marcher citizens to settle the land. War is a thrice-ploughed field.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (144-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|Marcher citizens can change a military unit, fleet, herb garden, mine or forest to a farm]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 118===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Paulus Adelaar van Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Nothing great without cost. We send Frideswide Adelaar van Holberg with 50 doses of liao to encourage League citizens to invest in business. Coin counts and everything costs!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (230-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|League citizens can change a military unit, fleet, herb garden, mine or forest to a business]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 124===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Exarch Aemoh of the Suns of Couros.&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Sarcophan folk of Alivertti estates celebrate their enclave, but we must all remain vigilant to the threats itmay represent. While they seem to be honest traders, their ways are not our ways, and their faith is very different to ours. Their refusal to acknowledge Imperial law is a challenge to the Empire. We send Exarch Aemon with 25 doses of liao to urge all virtuous citizens who must attend this gathering to keep their wits about them and remain alert for threats within and without.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (338-54)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Sends a message to the Alivetti estates that [[A_wild_night_and_a_new_road#Party_Planning|while that nation tolerates them, they do not welcome further engagement]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=387YE_Winter_Solstice_Synod_judgements&amp;diff=137702</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137702"/>
		<updated>2026-04-27T12:03:39Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Terunael city of Hacynian has passed into history, ruined by the Vallorn. We send Towlen Nighthaven with 25 liao to urge the folk of Hercynia. To swear an oath that neither they nor their ancestors will seek to rebuild Hacynian. Accept its passing as a sacrifice for future free of the folly of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (223-16)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Kaela will provide her support for the construction of [[Every_path_you_know#Beware_of_Dog|the Grim Pryamid]] in the Starless Vale. &lt;br /&gt;
&lt;br /&gt;
===Judgement 71===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Teleri Thornweaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Brynn Tendfallen with 50 doses of liao to lead our people in sharing everything we have with Urizen to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (267-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Navarr from all walks of life [[Every_path_you_know#Thanks_for_Sharing|will travel to the named nation looking for ways to help]]. This will generate at least one opportunity for a new Imperial title to help the Vallornguard prepare for the fight with the enemy.&lt;br /&gt;
&lt;br /&gt;
===Judgement 79===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Azir i Shartha i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Beware the seduction of the false virtue of Anarchy! We send Azir i Shartha i Riqueza with 150 doses of liao to rally the people of the Brass Coast to turn away from those who would revel in false freedoms. Reject Anarchy, lest your virtue be lost! Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; (42-96)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Not upheld&lt;br /&gt;
&lt;br /&gt;
===Judgement 88===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Joran of Reikos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Joran of Reikos with 25 doses of liao to rally the people of Highguard to use their well-earned skills to find those who betray the people of Sarvos. Let Virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Not Enacted:&#039;&#039;&#039; Liao not available.&lt;br /&gt;
&lt;br /&gt;
===Judgement 107===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Viviane Barossa&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Viviane Barossa with 25 liao to rally the people of the League to use their well-earned skills to find those who betray the people of Sarvos. Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Leage congregations can [[Finding_is_the_final_act#Expose_the_Truth|lecture to citizens to investigate Sarvos]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 116===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Creighton Blackewater&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Pride in small things, Loyalty to great ones.&lt;br /&gt;
We send Richard *(2594 - no other character name) with 50 doses of liao to encourage Marcher citizens to settle the land. War is a thrice-ploughed field.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (144-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|Marcher citizens can change a military unit, fleet, herb garden, mine or forest to a farm]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 118===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Paulus Adelaar van Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Nothing great without cost. We send Frideswide Adelaar van Holberg with 50 doses of liao to encourage League citizens to invest in business. Coin counts and everything costs!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (230-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|League citizens can change a military unit, fleet, herb garden, mine or forest to a business]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 124===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Exarch Aemoh of the Suns of Couros.&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Sarcophan folk of Alivertti estates celebrate their enclave, but we must all remain vigilant to the threats itmay represent. While they seem to be honest traders, their ways are not our ways, and their faith is very different to ours. Their refusal to acknowledge Imperial law is a challenge to the Empire. We send Exarch Aemon with 25 doses of liao to urge all virtuous citizens who must attend this gathering to keep their wits about them and remain alert for threats within and without.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (338-54)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Sends a message to the Alivetti estates that [[A_wild_night_and_a_new_road#Party_Planning|while that nation tolerates them, they do not welcome further engagement]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=387YE_Winter_Solstice_Synod_judgements&amp;diff=137699</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137699"/>
		<updated>2026-04-27T12:00:36Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Terunael city of Hacynian has passed into history, ruined by the Vallorn. We send Towlen Nighthaven with 25 liao to urge the folk of Hercynia. To swear an oath that neither they nor their ancestors will seek to rebuild Hacynian. Accept its passing as a sacrifice for future free of the folly of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (223-16)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Kaela will provide her support for the construction of [[Every_path_you_know#Beware_of_Dog|the Grim Pryamid]] in the Starless Vale. &lt;br /&gt;
&lt;br /&gt;
===Judgement 71===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Teleri Thornweaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Brynn Tendfallen with 50 doses of liao to lead our people in sharing everything we have with Urizen to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (267-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Navarr from all walks of life [[Every_path_you_know#Thanks_for_Sharing|will travel to the named nation looking for ways to help]]. This will generate at least one opportunity for a new Imperial title to help the Vallornguard prepare for the fight with the enemy.&lt;br /&gt;
&lt;br /&gt;
===Judgement 79===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Azir i Shartha i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Beware the seduction of the false virtue of Anarchy! We send Azir i Shartha i Riqueza with 150 doses of liao to rally the people of the Brass Coast to turn away from those who would revel in false freedoms. Reject Anarchy, lest your virtue be lost! Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; (42-96)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Not upheld&lt;br /&gt;
&lt;br /&gt;
===Judgement 88===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Joran of Reikos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Joran of Reikos with 25 doses of liao to rally the people of Highguard to use their well-earned skills to find those who betray the people of Sarvos. Let Virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Not Enacted:&#039;&#039;&#039; Liao not available.&lt;br /&gt;
&lt;br /&gt;
===Judgement 107===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Viviane Barossa&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seek out falsehood and expose the truth! We send Viviane Barossa with 25 liao to rally the people of the League to use their well-earned skills to find those who betray the people of Sarvos. Let virtue reveal the deceiver!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (552-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Leage congregations can [[Finding_is_the_final_act#Expose_the_Truth|lecture to citizens to investigate Sarvos]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 116===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Creighton Blackewater&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Pride in small things, Loyalty to great ones.&lt;br /&gt;
We send Richard *(2594 - no other character name) with 50 doses of liao to encourage Marcher citizens to settle the land. War is a thrice-ploughed field.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (144-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|Marcher citizens can change a military unit, fleet, herb garden, mine or forest to a farm]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 118===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Paulus Adelaar van Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Nothing great without cost. We send Frideswide Adelaar van Holberg with 50 doses of liao to encourage League citizens to invest in business. Coin counts and everything costs!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (230-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; For one year, [[The_circle_game#Stirring_the_Pot|League citizens can change a military unit, fleet, herb garden, mine or forest to a business]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=387YE_Winter_Solstice_Synod_judgements&amp;diff=137698</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137698"/>
		<updated>2026-04-27T11:45:53Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Terunael city of Hacynian has passed into history, ruined by the Vallorn. We send Towlen Nighthaven with 25 liao to urge the folk of Hercynia. To swear an oath that neither they nor their ancestors will seek to rebuild Hacynian. Accept its passing as a sacrifice for future free of the folly of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (223-16)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Kaela will provide her support for the construction of [[Every_path_you_know#Beware_of_Dog|the Grim Pryamid]] in the Starless Vale. &lt;br /&gt;
&lt;br /&gt;
===Judgement 71===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Teleri Thornweaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Brynn Tendfallen with 50 doses of liao to lead our people in sharing everything we have with Urizen to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (267-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Navarr from all walks of life [[Every_path_you_know#Thanks_for_Sharing|will travel to the named nation looking for ways to help]]. This will generate at least one opportunity for a new Imperial title to help the Vallornguard prepare for the fight with the enemy.&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=387YE_Winter_Solstice_Synod_judgements&amp;diff=137697</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137697"/>
		<updated>2026-04-27T11:43:26Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Terunael city of Hacynian has passed into history, ruined by the Vallorn. We send Towlen Nighthaven with 25 liao to urge the folk of Hercynia. To swear an oath that neither they nor their ancestors will seek to rebuild Hacynian. Accept its passing as a sacrifice for future free of the folly of Terunael.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (223-16)&lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Kaela will provide her support for the construction of [[Every_path_you_know#Beware_of_Dog|the Grim Pryamid]] in the Starless Vale. &lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=387YE_Winter_Solstice_Synod_judgements&amp;diff=137695</id>
		<title>387YE Winter Solstice Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_Synod_judgements&amp;diff=137695"/>
		<updated>2026-04-27T11:38:17Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius if Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Be aler to all dangers; within and without. We send Frater Pontius of Adoniram&#039;s Testament with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (678-12)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Highborn soldiers [[The_thing_with_feathers#In_the_Fields_of_Glory_(Eleonaris)|will deliberately keep their distance from any heralds]] sent to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;League Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#The League|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varushkan Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The war of thorns and flowers#Varushka|The war of thorns and flowers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Until Winter 387YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Winter Solstice 387YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&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=Quietude&amp;diff=137669</id>
		<title>Quietude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quietude&amp;diff=137669"/>
		<updated>2026-04-24T19:52:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Eaves of Peytaht */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Hup&amp;quot; exclaimed Hywel as he boosted Toric into the tree. The Peytaht Orc gripped the high branch that was now just in reach and used it to haul himself up. As soon as he pulled himself on top of the perch, he stood up and leapt to grab the next branch up. It was an impressive feat - Hywel had spent half a lifetime walking the trods through the forests of the Empire, but he was still struck by the way Toric could shoot up a tree like a startled squirrel.&lt;br /&gt;
&lt;br /&gt;
Sometimes his friend would climb a tree just for the fun of it. Not today though - today they were after top fruit. Fresh apples were hard to get. If you were content with windfall, you could pick them a few off the ground, but if you wanted to gather the best apples that would keep for days, you had to go up the tree and get them. &lt;br /&gt;
&lt;br /&gt;
Ten minutes later and Toric&#039;s basket was being lowered down to him, three quarter full with apples. He quickly untied it from the hawser and replaced it with an empty one. In less than an hour all four baskets were almost full and he was shouting to Toric to come back down. A good day&#039;s haul and there was still time to relax and enjoy a quick meal before they headed back.&lt;br /&gt;
&lt;br /&gt;
He opened his pack, pulled out a thick blanket and spread it out. Fortunately the ground was dry, so it was more for comfort than anything. That and something to spread their dinner on. He returned to his pack and brought out a fresh baked loaf, a wheel of cheese, and a jar of pickle. He popped the lid off the jar to release the heady aroma before he placed it on the makeshift table.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That smells good!&amp;quot; Toric&#039;s voice startled him as he dropped from the bottom branch with a heady thud. &lt;br /&gt;
&lt;br /&gt;
Hywel extended his hand towards the hastily arranged meal. &amp;quot;Well - fair words won&#039;t bury grudges as the Marchers like to say.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
He laughed as he said it, but Toric looked serious for a moment. &amp;quot;Do they?&amp;quot; he asked. Then before his friend could respond he pressed on. &amp;quot;I thought it was &#039;Fair words only buy rotten apples&#039;. That&#039;s what Dour Allan told me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah - it&#039;s definitely grudges.&amp;quot; Hywel shook his head. &amp;quot;No-one buries rotten apples anyway. Come on, lets eat.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofTheBarrens.png|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The Barrens]] is quieter than it has been in living memory. Not silent, not yet. [[Dawn|Dawnish]] [[noble house|nobles]] and [[Yeofolk of Dawn|yeofolk]] fan out across the [[territory]] in search of [[glory]] and they make plenty of noise. There are monsters in [[The Barrens#The Bleaks|the Bleaks]] and miners in [[The Barrens#The Fangs|the Fangs]] and they make plenty of noise. This season, there is good news from the Barrens, and there is bad news from the Barrens, and both make plenty of noise.&lt;br /&gt;
&lt;br /&gt;
But it is quieter. The stain of [[Druj]] rule is ebbing away. A silent scream is slowly fading. Things are not completely still. Conflict is not yet a stranger to the Barrens. But it is quieter.&lt;br /&gt;
&lt;br /&gt;
There are three remaining septs of orcs in the Barrens; the [[Great Forest Orcs]] in [[The_Barrens#Heart_of_Peytaht|the Forest of Peytaht]]; the [[Not_to_conquer#Rahvin|Rahvin]] in [[The_Barrens#Bitter_Strand|Bitter Strand]]; and the [[Not_to_conquer#Karass|Karass]] spread out across [[The_Barrens#The_Bleaks|the Bleaks]] and [[The_Barrens#The_Untrod_Groves|the Untrod Groves]]. Around them the territory grows more Dawnish by the day. New noble houses are slowly spreading eastward across the wilderness. And in the south the [[Navarr]] fan out from [[Keeper_of_the_Last_Battle|the Last Battle]] - their [[Navarr_wayhouse|wayhouse]] built in the Bleaks has attracted many of the refugees from [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
So not quiet. Not yet. But it is &#039;&#039;quieter&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Crass Accusations==&lt;br /&gt;
* &#039;&#039;&#039;The Karass continue to nurse their grievances and remain widely unpopular&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Two members of the sept have aided the druj&#039;&#039;&#039;&lt;br /&gt;
The Karass are not a well-liked sept. The other septs in the Barrens have always loathed them, though many of those are now dead. The [[Not_to_conquer#Vendarri|Vendarri]], who they [[Ripples_and_shadows#Saltmarsh_Redux|murdered in their beds]] after the Empire [[385YE_Autumn_Equinox_Senate_sessions#Declare_war_on_the_Vendarri|declared them barbarian]], had a long-standing feud with the Karass. The [[Not_to_conquer#Montanians|Montanians]], ill-fated adherents of [[malign spiritual presences#Anarchy|Anarchy]], regarded them as dangerous Druj sympathisers who were not trusted - but they too are [[Ripples_and_shadows#Hope&#039;s_Rest|gone]]. The [[Not_to_conquer#The_Black_Wind|Black Wind]] hated them, but those who still call themselves Black Wind are far from here, fleeing beside the Druj after a failed invasion of the [[Sarangrave]]. &lt;br /&gt;
&lt;br /&gt;
Of those who remain in the Barrens, the Rahvin detest the Karass, and claim they are just pawns of the Mallum. Those feelings are mutual and the Karass make similar claims of the Rahvin. The Great Forest Orcs have always vocally claimed that the Karass are no good, barely better than the Druj - but the Karass point out that some Great Forest Orcs still serve the Druj in their [[weirwood]] groves. This enmity for the Karass extends further than the septs of the Barrens. The mysterious Earl of the Groves, that strange creature who lives in the wild untrod heart of the Barrens and styles itself an Earl of Dawn, has a particular dislike for their leader, &#039;&#039;Anka Karass&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In their defence, the Karass claim they have been reliable allies of the Empire since a treaty was signed between them. Even though they did not get their own region of the Barrens. Even though they have endured the &#039;&#039;indignity&#039;&#039; of the Navarr constructing the [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle wayhouse]] on the land they were &#039;&#039;permitted&#039;&#039; to live on in the Bleaks. Even though they helped the Empire explore the Untrod Groves and understand the danger of the manticore. They have done their duty as foreigners on Imperial soil and very conspicuously pay their taxes.&lt;br /&gt;
&lt;br /&gt;
And yet, the accusations of disloyalty continue to swirl, a bad smell that just doesn&#039;t seem to go away. Recently, the Druj [[Root_and_branch#Hummingbird&#039;s_Secret_(The_Barrens)|attacked the Last Battle]] - the wayhouse that the Karass have made no secret of despising. &lt;br /&gt;
Reynard of de Gauvain and Sławomir Rabovich Bolotstrazh have both written to the Karass, levelling accusations that members of the sept are implicated in these attacks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anka Karass&#039;&#039;, widely regarded as a wily operator even by those who loathe her, responds quickly. After persistent efforts by members of the sept, they have uncovered the two individuals who revealed the location of the Last Battle Wayhouse to the Druj. They furiously deny the accusation, but Anka has held them and is preparing to hand them over to Imperial justice.&lt;br /&gt;
&lt;br /&gt;
However, she claims that their grievance are fundamentally legitimate. That, despite a good faith attempt by the Karass to engage with the realities of being subjects of Imperial rule, they have received only persistent accusations and suspicion from Imperial representatives. There has been a point-blank refusal to consider moving or dismantling the wayhouse that has violated the Karass&#039; privacy, and there have been attempts to coerce information about sensitive and spiritually important treasures from them.&lt;br /&gt;
&lt;br /&gt;
Still, treachery to those who hold dominion over you is unacceptable. To betray those who have power over you puts the entire sept at risk. She assumes the Empire will execute these members of her sept - as their leader, she insists on being present to bear witness and inform the rest of the Karass of the consequences of defying the Empire. She would dispense summary justice herself - but she has been informed that it is illegal under Imperial law for her to execute members of her own sept, something she seems particularly insulted by. As such, she requires Imperial justice to deal with these Druj-friends and quickly - before the reputation of the rest of the Sept is further besmirched.&lt;br /&gt;
&lt;br /&gt;
There&#039;s just one small problem... &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=116_103_7872813_56749560_6.png|caption=Chief Magistrate &#039;&#039;Cosme i Zuhri i Guerra&#039;&#039; observes the situation with interest and is available to offer legal advice where needed.|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Spies And Traitors (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;The Karass have identified two members of the sept they claim revealed the location of the Last Battle to the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are prepared to turn them over to Imperial justice and expect them to be executed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not currently illegal for a foreigner to aid enemies of the Empire, even if they are on Imperial soil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Possible|Combat Possible]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is responsible for dealing with Anka Karass and the orcs she has imprisoned&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
Chief Magistrate &#039;&#039;Cosme i Zuhri i Guerra&#039;&#039; has investigated the claims, and is troubled by them. If the accused individuals had planned the assault on the Last Battle, there would be charges to answer. However incredible it may seem, it is not currently illegal for foreigners to pass information to the Druj who then use that to attack the Empire. Such an act would constitute [[List_of_Criminal_Offences#Crimes_of_Position|treason]] if a &#039;&#039;citizen&#039;&#039; did it but that only applies to Imperial citizens. &lt;br /&gt;
&lt;br /&gt;
Given this problem, the civil service has not even attempted to explain it to Anka at this time. A [[Sentinel_Gate#Conjunctions|conjunction]] has been identified leading to the Bleaks, to a place called the &#039;&#039;Execution Field&#039;&#039;. This is a dark place of ill repute - apparently the site where the Druj meted out &amp;quot;justice&amp;quot; to the Karass and other local septs. Anka Karass is waiting there with the &amp;quot;traitors&amp;quot; in custody to hand them over to the Empire. She has been very clear that she expects the Empire to execute the pair. That can&#039;t happen based on the reports given to the magistrates, so she must be told to free them immediately lest she face charges herself, for imprisonment.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the [[Envoy to the Karass]] to ensure that someone explains the situation to Anka Karass, and try to straighten things out. Given the complexities of the situation, the Envoy, or their representative, should not go alone. It may be appropriate to take a Dawnish [[advocate]] with them to explain the precise technicalities of [[Imperial law]]. Chief Magistrate Cosme has asked the Envoy to come and speak with them before they go, so that they are quite clear on the precise details of the legal situation. Their advice is that there is no need for members of the Anvil militia or a magistrate to go.&lt;br /&gt;
&lt;br /&gt;
Likewise, the Chief Magistrate will make themselves available to talk to any senator who wishes to address this apparent oversight in Imperial law.&lt;br /&gt;
&lt;br /&gt;
===Groves and Trods===&lt;br /&gt;
* &#039;&#039;&#039;The Karass are being harassed by supporters of the Earl of the Groves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knight-Errants aspiring to House Courcillon have been trying to start fights with members of the sept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The conduct of these knights has not &#039;&#039;yet&#039;&#039; risen to the point of constituting a crime&#039;&#039;&#039;&lt;br /&gt;
This is not even the end of the travails of the Karass, according to Anka. House Courcillon is a minor noble house based in Dawnguard, who do not send representatives to Anvil. They are known in the area as particular hardliners when it comes to questions of septs and the Dawnish right to conquer. They are also amongst those houses who are sympathetic to the claims of the Earl of the Groves. Their current Earl, Valerie, has publicly supported the claims of this monster to be Dawnish - despite the agreement by most Dawnish that a manticore can never be a member of their nation. The nobles of the house  mostly made their nobility through tests of ruthless battle during the Barrens conquest.&lt;br /&gt;
&lt;br /&gt;
Knights-Errant aspiring to House Courcillon have recently been seen in the Bleaks, trespassing on territory the Karass regard as theirs. While the details are not clear, they are reportedly pursuing their tests of mettle. Notoriously, the Earl of the Groves has set tests in the past asking for the murder of Anka Karass - it seems this practice of tests that deliberately target the Karass has spread to the Dawnish Earls who support him.&lt;br /&gt;
&lt;br /&gt;
The Dawnish are careful to never strike the first blow - but a trained troubadour can wield insults like a knife until their adversary is driven to respond in frustration and anger - and then they can fight back, claiming self-defence. On occasion the Dawnish have been fined, but for the most part the Karass are the ones being punished for the encounters. It is only a matter of time before someone ends up dead. The Karass claims the House are deliberately antagonising them, picking a fight and using that as an excuse for murder. The house appear to genuinely believe that there is glory to be found in this - they seem to regard the matter as a kind of sport.&lt;br /&gt;
&lt;br /&gt;
Insults and jeers are not illegal. House Courcillon are deliberately causing trouble for the Karass, but it&#039;s not illegal under Imperial law to be an arsehole, nor to deliberately antagonise a foreign population. As such, the Envoy to the Karass will also need to let Anka Karass know that harassing somebody until they attack you is not illegal under Imperial law.&lt;br /&gt;
&lt;br /&gt;
One could claim the behaviour of the knight-errants is hardly befitting of a knight of [[Dawn]] - it might be appropriate for Earl Courcillon&#039;s encouragement of this behaviour from her knights-errant to be scrutinised by the Dawnish Assembly. She seems to see no need to reign in these excesses - indeed, she and her nobles are the source. Earl Valerie Courcillon is dedicated to [[Prosperity]] - much of her animosity stems from a belief that the Karass are lazy, grasping wastrels.&lt;br /&gt;
&lt;br /&gt;
It is clear that while the Earl of the Groves remains, this kind of poisonous behaviour will continue to arise, even if House Courcillon is dealt with. He represents all that is brutal and raw and uncompromising - glory red in tooth and claw, perhaps, and with little love to it. He is encouraging an unsettling darkness in the hearts of those who listen to him, and slowly but surely their numbers are growing. It is a venom no less poisonous than the sting of his tail. There is nothing magical in this - there is no sense that people are bewitched by him. He is simply giving people an excuse to be the worst version of themselves.&lt;br /&gt;
&lt;br /&gt;
Yet it is unclear how the Earl of the Groves himself is to be dealt with. By all accounts the heroes of Anvil are actively working to a solution to that problem, but if there is a plan it is not clear to many Dawnish what it is. The Earl himself has rarely been seen abroad over the Winter. There are rumours he and his supporters are making some kind of preparation in his manse in the heart of the Untrod Groves - though for what, it is hard to say. There are also rumours that his loyal servant Alice Retainer may be once again travelling to Anvil.&lt;br /&gt;
&lt;br /&gt;
===Poems and Paeans===&lt;br /&gt;
{{SOP|statement=Under the brutal rule of the Druj, the Karass have been entirely deprived of the beauty of poetry. They are free of the Druj, but scars remain. Troubadours of Dawn - let us share our glorious art with the Karass! Teach them to craft with words and emotion! What better way to form bonds with our neighbours than to forge a common understanding of glory and love?|vote=194-0|by=Lord Killian Mortére|when=Autumn Equinox 387YE}}&lt;br /&gt;
* &#039;&#039;&#039;Dawnish troubadours have attempted to share the ideals of poetry and love with the Karass&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass have not responded positively&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
House Courcillon are not even the only Dawnish citizens harassing the Karass. The Assembly backed a judgement by Lord Killian Mortére encouraging troubadours to visit the Karass and share poetry, the language of glory and love, with their neighbours. The judgement did not get a greater majority, but a handful of troubadours were inspired none-the-less. What could be more glorious than bringing an entire sept to Virtue - inspiring them with poetry and paeans to Glory?&lt;br /&gt;
&lt;br /&gt;
The approach is not entirely successful. To put it mildly. At first the Karass assume that the Dawnish troubadours are mocking them. The assumption is that they are in league with House Courcillion, trying to bait the Karass into getting themselves killed by attacking the troubadours. They refuse to rise to the bait, but the looks they give the troubadours make it painfully clear that they would like nothing more than to commit bloody murder on every single one of them. One troubadour, Ser Eddard of House Aethon, ranked them the most hostile audience he had ever encountered. &lt;br /&gt;
&lt;br /&gt;
Eventually Ser Eddard is able to explain to Anka Karass that he and his fellow troubadours are here to educate the Karass, to teach them to craft with words and emotion. Her response is memorable and frank and more than enough to convince him that the Dawnish may need to rethink their outreach to the Karass.&lt;br /&gt;
&lt;br /&gt;
Somewhat disappointed, Ser Eddard and his companions decide to retreat. For now at least, it appears that the Karass have little interest in poetry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Anka Karass, Leader of the Karass&amp;quot;&amp;gt;You are right. The brutal Druj deprived us of poetry. Still, they let us keep our lands. It was &#039;&#039;you&#039;&#039; that deprived us of those. Thank you for the poems.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Houses and Homes===&lt;br /&gt;
* &#039;&#039;&#039;Anka Karass claims the insult of the Wayhouse is the reason two members of her sept betrayed them to the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She refuses any notion that she or her sept should pay to relocate the building&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She claims it is not possible to take a cutting from a Black Lotus and grow a new plant from it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even once the matter of the alleged spies and House Courcillon are dealt with, the Karass will not be without grievance. Anka Karass and her sept have openly fumed about the construction of [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|the Navarr Wayhouse]] in &amp;quot;their&amp;quot; lands. They regard its presence there as a calculated insult - they petitioned the Empire for control of the lands they live in. She claims were told &amp;quot;they would get nothing and like it&amp;quot; by the Dawnish - and then the Empire built this spyhouse here just to rub their noses in the fact that the Empire can do anything it wants and the Karass can do absolutely nothing about it.&lt;br /&gt;
&lt;br /&gt;
Anka Karass accepts that her sept have no way to stop the Navarr coming and going as they please through their lands. She is quite clear that understands that the Empire will wipe them out in an eyeblink if cause trouble, just as they did with the Montanians, the Rahvin, and the Black Wind. They might be foreigners now, but the Throne can declare them to be barbarians with a single word and then the whole sept will die to an orc. She and they are used to living under the threat of death, she insists - they will not be cowed by blatant threats which hide themselves under pretty words. If the Empire means to say that the Karass must do as they say lest they be killed, then say it - but do them the courtesy of saying it.&lt;br /&gt;
&lt;br /&gt;
Her point overall is that they are a &#039;&#039;very&#039;&#039; private sept - they jealously guarded their privacy for centuries, even the Druj permitted them that much. They will not renege on this. She accepts that their lives are worse now - that is what happens when you get conquered and must serve new masters! She claims to be doing everything she can to keep her sept in line, trying to make them understand just how close to death they are now they are ruled by the Empire. But the presence of the Last Battle is simply intolerable to many members of her sept, and she fears this disaster with the Druj will surely happen again. It is an inevitable consequence of the Empire pushing her sept to breaking point. She requests in turn that the Empire reconsider once more the idea of rebuilding the Last Battle elsewhere. &lt;br /&gt;
&lt;br /&gt;
She declines the offer to pay the costs of relocating the Last Battle elsewhere. The Karass are poor: they owned little under the Druj and even less under the Empire. They are taxed on what little they have - they have no means to pay for it to be moved elsewhere. If the Empire were to cede the structure to the Karass, they might be able to adapt it into something that turned a profit. Over years, they could find a way to pay the Empire back - perhaps. But they have nothing else to pay the Empire with.&lt;br /&gt;
&lt;br /&gt;
She refuses to acknowledge whether the sept actually has access to a Black Lotus plant. However she does explain that it is not possible to take a cutting from a Black Lotus and grow a new plant from it. With a hint of condescension, she points out that if it were that easy, the Druj would have a house full of Black Lotus plants, and people wouldn&#039;t wipe out entire septs just to get their hands on one...&lt;br /&gt;
&lt;br /&gt;
According to Anka Karass, nobody has ever found a way to grow a new Black Lotus plant, hence why it is so utterly priceless. She believes that thirteen Black Lotus plants were created when the world was fashioned, so that the orcs could commune with the Creator. As they were fashioned by the Creator themselves, they cannot be grown by mortal hands.&lt;br /&gt;
&lt;br /&gt;
She seems awfully well-informed about Black Lotus for someone who claims not to know anything about them.&lt;br /&gt;
&lt;br /&gt;
==Golden Autumn==&lt;br /&gt;
* &#039;&#039;&#039;A Dawnish enchantment has brought Prosperity to the Dawnish, the Great Forest Orcs, the Navarr and the Rahvin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s power has not touched the Karass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox the &#039;&#039;Hearth Hearted&#039;&#039;, a Dawnish [[coven]], laid a subtle [[enchantment]] of [[Autumn magic]] over the Barrens to increase the [[Prosperity]] of those who live there provided they had metaphysical [[Laws_of_magic#The_Law_of_Dominion|dominion]] over their homes. Travel became easier, negotiations were more fruitful, tools worked more efficiently, and luck fell more often in their favour. The enchantment primarily aided the Dawnish and Navarr, but it is clear that serendipity also favoured the orcs at the Heart of Peytaht and Bitter Strand. Those two septs have just as much dominion over the regions where they dwell as the Dawnish do over theirs. &lt;br /&gt;
&lt;br /&gt;
For Imperial citizens, the impact of the enchantment is quickly felt. It helps people to negotiate and make deals with each other, and it helps industrious individuals build their new manses, and farms, and homes, and wayhouses with greater surety. While the orcs of the western Barrens are cautious in their dealings, they are more open to listening to newcomers and accepting fair deals. There is also a great sense of ambition and enthusiasm that spreads across the territory.&lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice, any character from Dawn or Navarr can upgrade their personal resource from level one to level two for one fewer wains of material than normally required, to a minimum of one. This represents reaping the benefits of lucrative deals, industriousness, and general good fortune. It even applies to people whose personal resource is moved to the Barrens during the Winter Solstice (or before downtime closes after the event).&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
* &#039;&#039;&#039;The lingering effects of the enchantment provide a source of spiritual strength to Dawnish and Navarr citizens of the Barrens&lt;br /&gt;
* &#039;&#039;&#039;Following the Winter Solstice, Dawnish and Navarr characters can more easily upgrade standard resources&lt;br /&gt;
Any Dawnish or Navarr character whose personal resource was located in the Barrens after the Autumn Equinox can choose to be experiencing the lingering effects of the Autumn enchantment. This takes the form of a roleplaying effect: &#039;&#039;You feel an urge to resolve your problems through communication and negotiation, and feel empowered to approach your rivals or enemies in good faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This brings with it a source of [[Roleplaying_effects#Spiritual|spiritual strength]] that lasts for the duration of the summit. When exposed to a roleplaying effect that tries to make you doubt your capabilities, fear for the future, or be suspicious of others you can respond with a vocal restatement of your hopes for the future and belief in yourself and resist that effect. This includes the effects of both the [[Druj miasma]] and the oppression of the {{Black Plateau}}.&lt;br /&gt;
&lt;br /&gt;
===Hopeful Dawn===&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs and the Rahvin have also benefited from the Autumn enchantment in their own regions&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Fastness of Thorns&#039;&#039; - a fortification - has been completed in the Eaves of Peytaht&lt;br /&gt;
* &#039;&#039;&#039;The Rahvin continue to muster their army in Bitter Strand&lt;br /&gt;
The orcs of Peytaht have finally completed the construction of the &#039;&#039;Fastness of Thorns&#039;&#039;, the [[weirwood]] [[fortification]] they have been building for a year or more. They have gathered a [[Fortification#Garrison|garrison]] from among the hunters and warriors who helped claim the Heart of Peytaht with the aid of their Navarr allies, although for the moment they restrict that garrison to protecting only the edges of the region they control and the weirwood grove that lies at its heart. Navarr visitors, and the refugees from Therunin offered sanctuary among the orcs, bring news that several thriving communities are now scattered through the region. As are the survivors from the destruction of Hope&#039;s Rest, although the orcs of the Great Forest attempt to keep the two apart as much as possible. &lt;br /&gt;
&lt;br /&gt;
The Rahvin have seen similar successes. They are now well on the way to mustering an army at Bitter Strand. A portion of the mithril they [[Merchant of the Fangs|mine]] from the Fangs each season is offered in trade to the Dawnish, but the rest goes toward arming and armouring the Rahvin and those remnants of the Black Wind that live with them. They still have a way to go, but thanks to enchantment laid across the Barrens they have made significant progress. If the Rahvin are moved by the gift they make no mention of it. In fact they go out of the way to ignore the Dawnish as much as possible. The only thing they do pass on is a short message for &#039;&#039;&#039;Redhand Frith&#039;&#039;&#039; telling him that none of the stolen mithril has been returned to them yet. &lt;br /&gt;
&lt;br /&gt;
One group who seem to have broadly been &amp;quot;ignored&amp;quot; by the Autumn magic are the Karass. While they have settlements scattered across the eastern and southern Barrens they do not have dominion over those lands and so the enchantment passes them by without a second look. They are aware of it, they see the effects in others and have magicians of their own who can detect it, but they know it is not for them. If it rankles even more to be further reminded of the precariousness of their position, existing as they do entirely at the Empire&#039;s whim, they say nothing.&lt;br /&gt;
&lt;br /&gt;
===Eaves of Peytaht===&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: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Broker of Thorns&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Navarr National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; [[Tally of the Votes]]&amp;lt;/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 11 wains of weirwood each season&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To work with the Great Forest Orcs if the Eaves of Peytaht is ever threatened&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 Great Forest Orcs offer a bounty of weirwood to their friends among the Navarr&#039;&#039;&#039;&lt;br /&gt;
With the &#039;&#039;Fastness of Thorns&#039;&#039; completed, the elders of the Great Forest Orcs have given consideration as to what to do next. In Imperial hands, the [[The_Barrens#Eaves_of_Peytaht|Eaves of Peytaht]] could provide as much as 25 wains of weirwood each season. The Great Forest Orcs have demonstrated their facility with working with weirwood - the orcs living at the [[Golden Trees of Seren]] and [[Heartwood of the Great Vale]] offer this expertise to increase the number of wains that can be gathered each season without harming the groves. &lt;br /&gt;
&lt;br /&gt;
With the Winter Solstice approaching, &#039;&#039;Chief Vallack&#039;&#039; announces that his people have reached a decision about what to do with their weirwood. They will of course keep a portion of what they produce each season for themselves, to ensure they have enough [[farm|hunters]] and [[herb garden|herb gardens]] to support their people. A portion of the remainder they intend to trade to the Rahvin; the renewed friendship that began last time the Barrens were enchanted with Autumn magic has only strengthened over time and they recently finished negotiations with their cousins along the Bitter Stand. The remainder, they intend to share with their friends the Navarr - they know their allies are suffering with the loss of the [[Thimble]].&lt;br /&gt;
&lt;br /&gt;
Chief Vallack asks that the [[Senate|Imperial Senate]] formally recognise the [[Imperial title]] of &#039;&#039;Broker of Thorns&#039;&#039;. This would need to be a national Bourse Seat appointed by the [[Tally of the Votes]]. The Broker would receive 11 wains of weirwood each season from the Eaves of Peytaht for the foreseeable future, as a sign of respect for their allies, and gratitude for the aid they have given them over the years. There will be some cost to the Senate, unfortunately; the normal costs for operating a Bourse Seat will apply simply because the Great Forest Orcs have no ability to transport the weirwood outside the Barrens. It is not possible for the title to be elected at this season, so if it is created it will be appointed for the first time at the Spring Equinox 388YE for a shortened term of three seasons.&lt;br /&gt;
&lt;br /&gt;
All they ask for in return is that the Navarr support them in turn when the need arises. And that they stand ready to come to their aid if the Eaves of Peytaht are ever threatened - something they consider a given thanks to the oaths sworn by the Navarr.&lt;br /&gt;
&lt;br /&gt;
===An Invitation to Dance===&lt;br /&gt;
{{SOP|statement=Dawn extends the hand of invitation to the sept of the Great Forest Orcs in the Barrens. If we are to be neighbours, let us work together for mutual benefit and Prosperity. As a demonstration of our good faith, a ritual has been performed in the Barrens to increase the prosperity of all inhabitants; from which we hope your people will benefit.|by=Lady Renata de Lagriffe, Dawnish Assembly|vote=Greater Majority 250-10|when=Autumn Equinox 387YE}}&lt;br /&gt;
* &#039;&#039;&#039;The ritual performed by the Dawnish has been well received by the Great Forest Orcs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have reciprocated with a single wain of weirwood gifted to Lady Renata&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, &#039;&#039;&#039;Lady Renata de Lagriffe&#039;&#039;&#039; raised a [[statement of principle]] in the Dawnish National Assembly. In it the [[earl]] called for the Great Forest Orcs to work with Dawn for mutual benefit. The statement mentions the ritual that has been cast for the benefit of almost everyone who lives in the Barrens.&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs remain hostile to the people of Dawn. Their enmity goes back a decade and more, and though the relationship with the Navarr has blossomed, still the distrust of the Dawnish remains. In Summer 384YE they [[Into_the_valley#As_the_Water.27s_Dripping_Down_.28Battle.29|extended an olive branch to the Dawnish]] - an opportunity for their generals to conduct a ceremony of reconciliation with the Dawnish generals at [[The Barrens#Hope&#039;s Rest|Hope&#039;s Rest]] but it was summarily rejected. &lt;br /&gt;
&lt;br /&gt;
The brutal [[Ripples_and_shadows#Black_Wind|suppression of the Black Wind]] horrified the Great Forest Orcs but the [[Ripples_and_shadows#Hope&#039;s_Rest|annihilation of the Montanians]], their closest friends and allies, shocked them to the core. The two groups had walked the [[trods]] together before the Barrens was retaken. Indeed it was the Montanians who originally persuaded the Great Forest Orcs to trust the Empire. They know it was the [[Varushka|Varushkans]] who carried out the slaughter, but there is a widespread belief across the Barrens that it was the Dawnish who ordered it. The Rahvin have told everyone that the Dawnish openly confessed as much to them - just before the [[Gryphon&#039;s Pride]] [[By northern shores|attacked the Rahvin]]. Just before &#039;&#039;&#039;Aramis Du Froste&#039;&#039;&#039;, the first [[senator]] of the Barrens was murdered by his fellow Dawnish for trying to make peace with the septs.&lt;br /&gt;
&lt;br /&gt;
Trust then, is in short supply, and it will take more than a ritual to fix that. There is an obvious question who the [[fortification]] that they have just completed is designed to protect the Great Forest Orcs from. There is a common belief that it is only the alliance with the Navarr that has forced the Empire to keep the arrangements made with them. That were it not for that, then the Dawnish would long since have fabricated some reason to attack and slaughter them, the same way they did every other sept in the Barrens. &lt;br /&gt;
&lt;br /&gt;
And yet... every day that passes and the expected attack from the Dawnish doesn&#039;t come, they relax a little more. These people don&#039;t possess the Virtue of [[Vigilance]] - if they did it would be impossible for them to live side-by-side with the Dawnish given their mutual history. In it&#039;s place what they have is hope for a better future. A future that seems a little closer every day. This is not some dewy-eyed naivete. They control the Heart of Peytaht for the first time in living memory. The weirwood of the Groves is theirs to work and use. They can build their own homes, arm themselves, defend themselves. They don&#039;t like the Dawnish, they don&#039;t trust the Dawnish... but they openly admit that life under the Dawnish is incomparably better than it was under the Druj.&lt;br /&gt;
&lt;br /&gt;
They are also realists. They may have close ties with the Navarr, but they understand that the Barrens is not a Navarr territory like Therunin was. Even with their new fortress, they know that their continued freedom relies on the forbearance of Dawn. They are proud of what they have built, but still they know that the armies of the Dawnish would wash over them like a tide if they cared to. They are nowhere near strong enough to resist Dawnish rule, not yet.&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs have not given up the dream that the Barrens might one day be [[Malign_spiritual_presences#Anarchy|Free]]. That it might belong to the people of the Barrens - that those who lived there might rule themselves. But they also acknowledge that for them the purpose of that [[Malign_spiritual_presences#Anarchy|Freedom]] was that they would control the Heart of Peytaht and the weirwood groves within... They don&#039;t have [[Malign_spiritual_presences#Anarchy|Freedom]], but they do have the groves and the Heart. Life for the Great Forest Orcs is - surprisingly - good.&lt;br /&gt;
&lt;br /&gt;
Thus, &#039;&#039;Renata&#039;s Gift&#039;&#039;, as they are calling the ritual has come at the right time. The Great Forest Orcs are simple people, but they&#039;re not ignorant. They understand the magic that was used to aid them, how difficult it must have been to cast and what it would have cost the Dawnish. The Great Forest Orcs simply don&#039;t possess the means to cast a ritual that powerful. They can&#039;t reproduce it, but they know the cost and the value of it. And they are &#039;&#039;grateful&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In response, they offer a single wain of weirwood. Fresh timber cut from the Eaves of Peytaht, kiln-dried and ready to use, delivered by the Navarr to the estates of Lady Renata de Lagriffe. Not as payment, but as reciprocation. As a gift. As a token of what might be.&lt;br /&gt;
&lt;br /&gt;
It bears repeating that the Great Forest Orcs do not trust the Dawnish. &#039;&#039;Still&#039;&#039;. Renata&#039;s Gift has not washed away a decade of bloodshed. But they &#039;&#039;have&#039;&#039; responded positively to this gesture of friendship - the first such response directed at the Dawnish from a Barrens sept in years. This proves that is not impossible that the Dawnish could win their trust, and maybe one day their [[Loyalty]]. [[The Way]] insists that nothing is impossible - for those who possess Virtue, &#039;&#039;nothing is beyond your grasp&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But it never suggests that things will be easy. The Dawnish can only build on this development if they tread extremely carefully. As the outreach to the Karass this season shows, the wounds in the Barrens are still fresh and raw. A gift of salt is not welcome. That much is true of every one of the septs in the Barrens. It is still easier to offend then befriend. Attempts to win their trust that ignore past betrayals will ring hollow. Attempts to gain their friendship that don&#039;t acknowledge what Imperial victory in the Barrens has cost the septs will buy only bitter rebukes. Winning just the Great Forest Orcs round will take patience, generosity, and years of hard work.&lt;br /&gt;
&lt;br /&gt;
But even the most impenetrable forest may fall one tree at a time.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Flight_of_birds&amp;diff=137647</id>
		<title>Flight of birds</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Flight_of_birds&amp;diff=137647"/>
		<updated>2026-04-22T18:52:02Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* A Hero has a Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Leofric stared at the pair of burning candles, his mind wandering. It was dark in the ruined hall; the windows that had once let light pour into the main dining area were now choked with growth. The marsh was slowly reclaiming this place, in another century or so it would likely be gone if nothing were done to save it. In life the warriors of this Hall would have drunk and celebrated here. Now they were likely interred, in the waters outside, their weapons and armour lying in the dark mud along with them. It amused Leofric to imagine that soon their mead hall would be joining them.&lt;br /&gt;
&lt;br /&gt;
Of course that was only if nothing was done to shift its skein. There was something here, he could feel it. He hadn&#039;t just stumbled on this place, the birds had known where this abandoned nest would be found. They&#039;d led him here, a pair of Whooper Swans, their wings pointing the way as they took flight, their distinctive call beckoning him on. Not their [https://en.wikipedia.org/wiki/Swan_song swan song], but an invitation to something just as important.  This building was trapped here, caught at the boundary between life and death, like a hero on his death bed drawing his final breath.&lt;br /&gt;
&lt;br /&gt;
The mystic picked up the first candle, taking care not to spill any of the precious wax. Holding it over the bowl, he let the hot melt slowly drip into the cold water below. As soon as the first drop of clear wax touched the water it turned instantly cloudy as it blossomed into shape. A second drop joined the first and then a third. Three drops was enough he decided.&lt;br /&gt;
&lt;br /&gt;
Three wax tears for the three people of Wintermark. Ready to show him a vision of the future. Of what might be.&lt;br /&gt;
&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=Whooper Swan.jpg|caption=The Whooper Swan, found all across Wintermark and the north, is an important symbol of Pride.&amp;lt;br&amp;gt;It is also the national bird of Finland.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For some time now, the [[Raven Seer|mystics of Ishal]] have been travelling the length and breadth of Wintermark, studying the flights of birds, interpreting dreams, reading the entrails of slaughtered animals - all attempts to see beyond the limits of the mortal world to perceive something about the nation&#039;s skein. To date they have been guided in their journey by the messages sent them to by the [[Raven Seer]] each season, as a way to try to focus their divinations on the things that matter most to Wintermark.&lt;br /&gt;
&lt;br /&gt;
Last season the Raven Seer asked the [[mystic|mystics]] to help with the creation of a new Wintermark army, a [[Kallavesi]] [[army]] to lift up the blade that was laid down when the heroes of the [[Fist of the Mountains]] lost their lives in [[To_ruin|battle in Redoubt]]. The mystics are not warriors, but they have studied the omens and gathered what information they can and presented it for the nation to consider.&lt;br /&gt;
&lt;br /&gt;
The mystics have done what they can, but it is apparent to everyone that they could have done more, had their remit run wider. If they&#039;d been more free to collaborate with the nation&#039;s [[Wintermark_military_concerns#Banner-bearers|banner-bearers]], [[thane|thanes]] and [[runesmith|runesmiths]], they could have achieved more. If it was clear they had the mandate of Wintermark to pursue their divinations they could have worked with people across the nation to accomplish more. &lt;br /&gt;
&lt;br /&gt;
To that effect, the mystics have put forward a proposal for the nation to consider. To work as one, they must be guided by the whole nation - for that they need the Witan to speak...&lt;br /&gt;
==The Witan==&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal have asked the Wintermark egregore to host a Witan in Wintermark at the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Witan will take place in the centre of the Wintermark camp on Saturday at 14:30&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those assembled will need to decide how best to direct the mystics over winter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This will allow the Witan to select a single topic for appraisal this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Witan is the [[Wintermark_history#The_Troll_Wars|traditional grand moot]] held most famously after the people of Wintermark were victorious in the Troll Wars. For centuries, the Witan played a key role in Wintermark&#039;s leadership - it was the Witan that would [[Crown_of_Three_Tears#As_the_Crown_of_Wintermark|select]] who would next wear the crown when the current king or queen died. The Witan would meet whenever the monarch needed to call on the counsel and support of the nation.&lt;br /&gt;
&lt;br /&gt;
Not everyone realises that the design of the Imperial [[Senate]] was [[Senate#History|based on the Wintermark Witan]], but the parallels are clear. The Senate elects the Throne, just as the Witan once selected the next monarch. The Throne can only rule effectively with the support of the Senate, just as the Wintermark crown once relied on the support of the Witan to get things done. Even the method of voting used in the Senate - with those present moving to stand on one side or the other, or behind their preferred candidate - traces its roots back to the Witan. There are no hidden ballots in the Witan, no secret votes; a hero stands for the cause they believe in.&lt;br /&gt;
&lt;br /&gt;
The mystics have asked the Witan to decide what subject they should turn their attention to this season. They want the Witan to determine what problem is most pressing, so that the mystics can use their insight and wisdom to find an [[opportunity]] to influence the situation. By gaining the backing of the Witan, the mystics predict they will gain wider support for their goals - instead of just the mystics, it becomes a problem that everyone can work on. Working together the mystics will lead efforts to [[appraisal|appraise]] the single problem named by the Witan. They will do everything possible to find at least one solution, presenting any ideas or possibilities they find to the nation in time for the following summit, just as they did this season when looking to see how Wintermark might best raise a new Kallavesi army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EmmaStanton.jpg|align=left|caption=Wilda|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There are significant limits on what the mystics can achieve even with the help of Wintermark. Any appraisal they perform will likely provide interesting or useful insight into a situation or problem, but it&#039;s not likely to produce the sheer volume of opportunities the Prognosticator&#039;s Office provides. It will certainly provide at least one opportunity to engage with the matter they have been asked to look into, but it&#039;s unlikely to produce an entire wind of fortune the way a full appraisal does each season. &lt;br /&gt;
&lt;br /&gt;
Crucially, the problem needs to be one that is relevant to Wintermark. Wintermarkers have neither the time nor the inclination to study the problems of other nations. That restriction is cultural in nature, not geographical. A question was raised if the mystics might investigate Tsirku in some way - and they are happy to confirm that they consider Sydanjaa to be &amp;quot;Wintermark&amp;quot;, given that it is a key part of the nation&#039;s cultural traditions. What the mystics cannot and won&#039;t do is travel far abroad to investigate things that have nothing to do with Wintermark.&lt;br /&gt;
&lt;br /&gt;
To provide wise counsel, the crucial thing the mystics would need the Witan to provide is a concise outline of the problem that Wintermark wants to address. Anyone who brings an idea for an appraisal for the mystics before the Witan should ensure that they can articulate a clear idea of what the problem is and avoid details like how the problem should be addressed or how it should be solved. If the Witan favours their option, then Wilda will pass those details to the mystics.&lt;br /&gt;
&lt;br /&gt;
The mystics have asked Wilda who is [[Wintermark Egregore|Sulkavaris, Knower of Names]], to call a Witan at the coming summit. She has indicated that she will do so on Saturday afternoon at 14:30 in the centre of the Wintermark camp, after the election of the Senator for Kallavesa. The format will be simple. Anyone with a suitable proposal for an appraisal can put it before the Witan. The egregore will give each proposer a minute to make their case, and a chance to answer questions. Once the conversation becomes repetitive, she will ask those assembled to move to stand with their preferred candidate. The one with the most support will be the proposal deemed to have the backing of the Witan.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Leofric, Mystic of Ishal&amp;quot;&amp;gt;A hero&#039;s skein is like weather... the closer it is to now, the easier it is to read.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Model Army==&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal have been studying the omens to see how Wintermark might raise a new Kallavesi army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new Kallavesi army could be relentless, glorious, or resourceful&#039;&#039;&#039;&lt;br /&gt;
Last season, the Raven Seer set the Mystics of Ishal the task of seeing how Wintermark might best inspire and empower a new army. The [[Fist of the Mountains]], the first army of Wintermark, has been destroyed in battle. Their lives were spent defending the people of [[Urizen]] against the depredations of the [[Grendel]]. That army is gone - the [[Fight_with_monsters#Three_Tears_Entwined|Runebound mystics who served under Emperor Guntherm]] slain alongside their warrior counterparts. Maybe in years to come, when their souls are reborn, there will come a time when mystics once again march with Wintermark&#039;s armies, but that time is far away, beyond even the sight of the seers of Ishal.&lt;br /&gt;
&lt;br /&gt;
While the Fist of the Mountain may be gone, Wintermark endures. The Imperial [[Senate]] could pass a [[Senate motion|motion]] authorising the raising of a new Imperial army that draws on the Kallavesi people at any time. There are [[Army#Recruitment|costs involved of course]], it requires 200 wains of mithril to outfit a new army, costs 75 thrones and takes a year to complete. There&#039;s nothing the mystics can do about these costs, it takes time, resources and money to outfit and train an army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 50%; width=300px; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Raven Seer&amp;quot;&amp;gt;&lt;br /&gt;
We mourn the loss of the fist of the mountain, but must look to who will take up their blade. How can we best inspire and empower a new army such that it can become something unique and steeped in the traditions of Kallavesa? Show us opportunities, seeds that we might grow into a Kallavesi force of arms.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
They are able to read the omens enough to predict what quality such an army might possess, if it were indeed raised from the Kallavesi. There are not enough mystics left who are ready to go on campaign with an army, so any new army could never be as [[Army_qualities#Farsighted|far-sighted]] as the Fist was. However there are Kallavesi warriors who could be recruited; many of them from the [[Kallavesi#Overview|&amp;quot;naga-dominated halls that disdain magic&amp;quot;]], these fighters take joy in battle, often making use of the [[Kallavesa#Kallavesa_Marsh|strange plants that grow in Kallavesa]] to disarm their fear of dying, allowing them to commit to their skein no matter the cost.&lt;br /&gt;
&lt;br /&gt;
As things stand, any new army that was raised from the Kallavesi could draw on these strengths to become [[Army_qualities#Relentless|relentless]] or [[Army_qualities#Glorious|glorious]]. Alternatively, it could employ some of the quieter Kallavesi traditions, their expertise as foragers and herb gatherers who know how to live off the land, to become [[Army_qualities#Resourceful|resourceful]]. In addition to this, the omens have yielded two jealously guarded secrets.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Kallavesi_Hatchet_Warrior.jpg|caption=The warriors of Kallavesa fight furiously, unafraid.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===No Half Measures===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark could commission the Hall of the Soturi in Kallavesa to train heroes in readiness for a new army being raised&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Hall would allow Wintermark to raise a single new Kallavesi army with the fearless quality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When they die, the greatest heroes of Wintermark are interred in [[Kallavesa#The_Sovevann|The Sovevann]], the ever-shifting haunted marshes. According to the legends, their spirits dwell there still, and will sometimes come forth to welcome one of their own to their final resting place. The Sovevann is a place of mysticism and spirituality, where the veil between life and what comes after, grows thin.&lt;br /&gt;
&lt;br /&gt;
Leofric, one of the mystics of Ishal, was inspired by the flight of birds, to venture deep into the Sovevann as he sought inspiration to answer the Raven Seer&#039;s riddle. There he discovered the dwindling remnants of a once great dwelling, the Hall of the Soturi. Once home to a banner of Kallavesi warriors, they marched to war with [[Empress Aenea]] and never came back. The walls of the Hall bore the Soturi&#039;s oath, &amp;quot;A hero who commits their all never loses, they know only victory or death.&amp;quot; The oath epitomised the Soturi&#039;s approach to battle - once a course of action was chosen they must commit themselves to it without reservation. They were fierce exponents of the Kallavesi warrior tradition, committing themselves fully to the fight with no half-measures, no looking back.&lt;br /&gt;
&lt;br /&gt;
All the omens agree that it would be auspicious to rebuild the lost hall. Doing so would promote the fighting traditions of the Kallavesi, reminding everyone of why these fierce warriors are so feared. Such an effort would not be cheap - but if the Empire [[commission|commissioned]] the Hall of the Soturi as an [[edifice]] here in the heart of the Sovevann, it would draw young, aspiring warriors from across the territory. They would come here, to spar and train with each other, surrounded by the ghosts of some of the most legendary figures from Wintermark history. If that happened, it would allow Wintermark to raise a new Kallavesi army with the fearless quality.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Hall of the Soturi&#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; Kallavesa Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 white granite, 20 weirwood, and 120 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows Wintermark to raise a single new Kallavesi army with the fearless quality&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends if not commissioned before the end of Autumn Equinox 387YE or if the Hall of Names is commissioned&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 Hall would require twenty wains of white granite, twenty wains of weirwood, 120 crowns and take a season to complete. Once complete it would allow Wintermark to raise a single new Kallavesi army with the fearless quality, drawn from the warriors training here. Once used once, there would be no further benefit.&lt;br /&gt;
&lt;br /&gt;
====Fearless====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;no half measures&#039;&#039; order when [[army orders#Attacking|attacking]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Other Descriptors: Resolute, Whole-hearted, Fervid&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;fearless&#039;&#039;  army throws itself into battle heedless of the consequences, determined to achieve victory no matter the cost. Some Kallavesi warriors employ rare herbs drawn from the marshes of the Soveann that take away your fear of death. Once they are committed in battle they throw themselves into it without reservation fearless of the consequences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;No Half Measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fearless army takes every opportunity to defeat the enemy, committing themselves to victory no matter the cost. There can be no half measures for heroes in battle, only victory or death. Fighting without concern for the losses allows the army to drive enemies before them, but only at great cost, losses will inevitably be higher than they would otherwise have been.&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Kallavesi Warrior.jpg|caption=The scops of Wintermark record the names of the great heroes who have fought the enemies of the three people since the end of the Troll War.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Hero has a Name===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark could commission the Hall of Names to gather and record the names of Wintermark&#039;s heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Hall of Names would allow Wintermark to raise a single new Kallavesi army with the named quality&#039;&#039;&#039;&lt;br /&gt;
After some discussion with various scops, the mystics agree that there is an alternative. Rather than restore the hall as it once was, a monument to the Kallavesi fighting spirit, the Empire could build on the ruins to house a memorial to the achievements of generations of Wintermark heroes. The proposed Hall of Names aims to gather the names of the countless Wintermark heroes and chronicle their deeds. All could be included, the greatest heroes of ages gone like [[Inga Tarn]] and [[Emperor Guntherm]], alongside the deeds of the heroes who live today. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Hall of Names&#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; Kallavesa Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 25 white granite, 25 weirwood, and 150 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows Wintermark to raise a single new Kallavesi army with the named quality&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends if not commissioned before the end of Autumn Equinox 387YE, or if the Hall of the Soturi is commissioned&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;
Alongside the names of the original inhabitants of the Hall, would go the names and deeds of countless other Wintermark heroes. When the [[Wintermark_culture_and_customs#Scops|scops give someone a name]] it could be added to the records kept in the Hall, creating a living register of those who had proved their worth to their fellow Wintermarkers. &lt;br /&gt;
&lt;br /&gt;
It would take many years to gather the names of all the living Wintermark heroes spread across the nation. Initially most of the names added to the records would be Kallavesi heroes, simply because of the Hall&#039;s location near the centre of Kallavesa. Such an effort would be much appreciated by the people of Kallavesa whose individual heroism can be easy to overlook compared with the more martial and cunning traditions of the [[Steinr]] and [[Suaq]]. It would inspire their Pride and Loyalty and encourage them to further acts of heroism. If that happened, it would allow Wintermark to raise a new Kallavesi army with the named quality.&lt;br /&gt;
&lt;br /&gt;
The Hall of Names would require twenty five wains of white granite, twenty five wains of weirwood, 150 crowns and take a season to complete. Once complete it would allow Wintermark to raise a single new Kallavesi army with the named quality, recruited from the stories of the heroes recorded at the Hall. Once used once, there would be no further benefit.&lt;br /&gt;
&lt;br /&gt;
====Named====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;fight like heroes&#039;&#039; order when [[army orders#Attacking|attacking]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Other Descriptors: Brave, Valiant, Lofty&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;named&#039;&#039; army contains countless soldiers who have earned themselves a name from the scops of Wintermark for their heroism. These Proud warriors are determined to live up to their name; they accept nothing short of heroism from each other - and from the people they fight alongside. They have no time for those who seek to win by treachery or fight with needless savagery or cruelty. They are able to take the attacking order to fight like heroes building on recent Wintermark strategies involving [[Wintermark_military_concerns#Army_Orders|fighting with honour]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Fight Like Heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are decreased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any allied force that issues with orders to &#039;&#039;[[Army_qualities#Foraging|plunder]]&#039;&#039;, &#039;&#039;[[Army_qualities#Relentless|cut them down]]&#039;&#039;, carry out a &#039;&#039;[[Army_qualities#Cruel|merciless assault]]&#039;&#039;, do &#039;&#039;[[Army qualities#Cunning|whatever it takes]]&#039;&#039;, or employ &#039;&#039;[[Army qualities#Venomous|fire in the blood]]&#039;&#039; is changed to a &#039;&#039;balanced attack&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The presence of an army fighting like heroes is always obvious to other armies in the same territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A named army instructed to fight like heroes will seek to demonstrate the heroism that won them their names when fighting the enemy. They will be inspired to give their all in battle, pushing the enemy back but giving quarter where it is asked for. In addition, they will ensure that any forces that fight alongside them are prevented from taking orders designed simply to rob, kill or maim the enemy. This will &#039;&#039;not&#039;&#039; inflame tensions between the two forces, the inspiring example set by the heroes of Wintermark will be enough to ensure that others follow their example. &lt;br /&gt;
&lt;br /&gt;
In addition, the army will actively seek to protect innocent civilians on both sides. Settlements will not be looted and the occupants will be protected from harm by either side. &lt;br /&gt;
&lt;br /&gt;
Fighting like heroes does not prevent &#039;&#039;enemy&#039;&#039; forces from issuing orders to plunder or kill.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Raven Seer]]&lt;br /&gt;
* [[Heroism]]&lt;br /&gt;
* [[Kallavesa]]&lt;br /&gt;
* [[Appraisal]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Guerra&amp;diff=137624</id>
		<title>Guerra</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Guerra&amp;diff=137624"/>
		<updated>2026-04-22T16:12:17Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Brass Coast]][[Category:History]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Guerra is one of the three Founders of the Brass Coast, an acknowledged master of [[day magic]] though she was the youngest of the three sisters. Some hakima claim that it was Guerra, not [[Riqueza]], who led the Freeborn to the Brass Coast, using a dowsing pendulum marked with the [[Sular|rune of discovery]]. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and an accomplished negotiator, responsible for creating treaties with scattered Navarr stridings as well as the merchants of the League.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Was Guerra a merrow heretic?&#039;&#039;&#039;&amp;lt;br&amp;gt;Some Highborn sources claim Guerra possessed the [[merrow]] lineage, but this theory has largely been discredited. Its roots can be traced to the writing of Ham of Valour&#039;s Peak writing several decades after Guerra&#039;s death. There is some evidence that this was part of a larger attempt to diminish the significance of the Freeborn exodus in the years following the reformation of Highborn society. It must be remembered that for many of the Highborn at that time, being a merrow would have been seen in a negative light. The overwhelming majority of Freeborn scholars agree that the three Founders were unlineaged humans.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are also attempts to brand Guerra as a heretic, a follower of the false spiritual power of anarchy. Again, these claims are largely refuted by modern historians. Parallels are often drawn with both [[Emperor Frederick]] and [[Emperor Ahraz]], both proponents of philosophies that focused on the importance of personal responsibility and personal liberty. Guerra herself is never depicted as particularly religious or spiritual, but rather being an idealistic political and social reformer. Suggestions that she might have openly embraced Anarchy can again largely be traced back to Highborn archivists writing years or centuries later and with a vested interest in securing a narrative that cast the Brass Coast exodus in a negative light.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Before the Exodus==&lt;br /&gt;
Although Guerra was the scion of one of the powerful patrician families, she was an outspoken critic of the Patrician Council from an early age. She spoke out in public about the corruption and nepotism that had become rife in that time. In particular though, she was driven to oppose the practice of slavery in Highguard which she saw as an abomination. Although slavery was not endemic in Highguard at that time, it was not uncommon, with both humans and orcs kept as slaves by some of the larger and more powerful families. There was a small group who had sought to abolish slavery for some time but it had negligible political influence or support and was relegated to the fringe of Highborn society until Guerra took up the cause.&lt;br /&gt;
&lt;br /&gt;
Guerra repeatedly brought the issue of slavery before the Patrician Council, certain of the righteousness of her cause, and confident that she could persuade her fellow patricians to pass laws to forbid it. Unfortunately a number of the patrician families were heavily invested in slavery, owning estates and mines whose profitability depended on it. All these families would be expected to vote against her with their self-interest on the line, but it was the heavy bribes they provided to other council members that ensured that Guerra&#039;s efforts were firmly rebuffed. &lt;br /&gt;
&lt;br /&gt;
Frustrated by her failure, Guerra became increasingly vocal in public, decrying the Council as venal, and accusing members of taking bribes. Although her accusations were almost certainly correct, she had no proof, and she was repeatedly censored by the Council and eventually placed under virtual house arrest. Because of her high birth, it was difficult for the Council to take punitive action against Guerra herself, but some of those fighting with her were not so fortunate. They found themselves arrested and facing charges of sedition and treason, crimes that would likely result in their death if found guilty. It was made clear to Guerra that her friends would only be released if she ceased her campaign against the Patrician Council. &lt;br /&gt;
&lt;br /&gt;
Many Highborn whose views caused them to fall foul of the Patrician Council left Pharos to join one of the chapters which were growing in power and importance as a result. Guerra refused to take that path; she had never taken much interest in the virtues seeing the issue of slavery and the way Highguard was governed as much more significant than personal morality. Moreover, she felt that the chapters had recognised the fundamental flaws in Highguard, but rather than do anything about it simply moved to the outskirts of society and attempted to pretend that they were not part of society while remaining Highborn. Guerra refused to acknowledge that this compromise enabled both parties to attempt to live as they chose without coming into conflict with the other. Instead she saw it as an abdication of responsibility, and an act of moral cowardice, either she would change Highborn laws or she would leave the nation completely, she would accept no compromise.&lt;br /&gt;
&lt;br /&gt;
The execution of a man called Rufus, either a close friend or possibly a cousin of Guerra, seems to have been the final straw. Guerra was forced to accept that the Patrician Council could not be changed and that her actions had reaped a dangerous harvest for those closest to her. After length discussions with Erigo and Riqueza, and the three Founders agreed to depart Highguard together, along with any they could persuade to go with them.&lt;br /&gt;
&lt;br /&gt;
==The Exodus from Highguard==&lt;br /&gt;
Guerra&#039;s household attracted small groups of philosophers and reformers dissatisfied with the shape of Highborn society as well as three Highborn chapters to her banner. Writing in the time of [[Empress Aenea]], the Highborn historian Evangeline of Valour&#039;s Peak claims that Guerra brought to her household the newly formed chapters that dedicated themselves to the study of the false spiritual power of Anarchy, but later writers criticise her scholarship and suggest she was attempting to cast doubt on the legitimacy of the Freeborn exodus. Guerra herself held little interest in the virtues, though many of those who supported her were dedicated, however a letter from her to Erigo (who was a known devotee of [[Prosperity]]) states that her supporters were &#039;&#039;&amp;quot;followers of all the virtues and none&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is largely agreed that Guerra marched at the head of the caravan as it travelled west toward Sarvos, and it is likely that this is where the widely accepted story that Guerra led the pilgrims with her enchanted dowsing crystal. In reality the three Founders appear to have shared the burden of leadership, taking most crucial decisions together. A letter from Guerra to one of her cousins in Highguard first refers to the three Founders as sisters at this time. The romantic view that the three had blood ties likely stems from this, but it is more likely she was referring to way in which the three worked together.&lt;br /&gt;
&lt;br /&gt;
League historians agree that it was Guerra who led the negotiations with the people of Sarvos during the winter that the Freeborn caravan spent camped outside the city walls. There are a number of humorous stories about Guerra and Benedict Saravos, the powerful patrician of [[Sarvos]], in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage. Guerra was an experienced politician and a skilled public speaker with a reputation as a free-thinker. She found many kindred spirits in Sarvos, who likewise chafed under the yoke of the Patrician Council; and she encouraged everyone she spoke with to question the idea of inherited authority.&lt;br /&gt;
&lt;br /&gt;
After many weeks of negotiations, Guerra was able to secure an alliance with the rich merchants of Sarvos. These traders had long suffered the depredations of pirates attacking their shipping from the Grendel port of Trivento. Appeals for aid to Pharos in dealing with the local Naguerro orcs had gone unheeded, but Guerra was able to persuade them that by pooling their resources, they could deal with the threat together. They pooled their forces, hired mercenaries to bolster their strength and launched a successful surprise attack on Trivento, seizing the pirate fleet, and breaking their power on the northern Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
Benedict had tried and failed to persuade Guerra and her sisters to remain in Trivento, taking the town as their own. Instead they had agreed to leave the entire town and its spoils to Sarvos, but in return they took possession of the captured fleet. By this time Erigo had located Atalaya, the final destination for the caravan, but they needed the newly captured fleet to reach it safely. For perhaps as long as a year the Freeborn remained in control of Trivento, as Erigo and her fellow mariners secured Atalaya and the more northerly islands and slowly ferried the people to their new homes. Guerra split her time between Atalaya and Sarvos, and even after the Brass Coast became a reality, relations between the Freeborn and the merchant city remained excellent.&lt;br /&gt;
&lt;br /&gt;
The Spider&#039;s Dream, the elegant suspension bridge that spans the Vassa at its widest, stands partly in recognition of the importance of trade between the Coast and Sarvos, and partly as a memorial to the cooperation that had helped the Freeborn secure their destiny. Ever since the early Freeborn secured their claim on Madruga, there have always been a series of bridges crossing the Vassa. Through a combination of Freeborn enthusiasm and League engineering, Guerra and Benedict between them are said to have paid half of the money required for the initial series of projects. But the Vassa is a furious river, and particularly wide near the town of Trivento. There was no bridge there until the reign of Emperor Giovani when the ambitious architect Carmen i Dehasa i Erigo put forward the designs she is most famous for. In recognition of the cooperation of Guerra and Benedict, the Guerra dhomiro and Sarvosi merchant princes of the day came together and emulated Guerra and Benedict, each paying half the costs of the Spider’s Dream.&lt;br /&gt;
&lt;br /&gt;
==The Founding of the Brass Coast==&lt;br /&gt;
The foundation of the Brass Coast involved a long drawn out conflict between the followers of the Founders and the Grendel orcs who dwelt on the coast. This nation kept thousands of humans and orcs as slaves, just as the Grendel do today, and Guerra was determined to take the fight to them. If she could not free the slaves of Highguard, then she would achieve something even greater, by freeing the slaves of the Brass Coast. As each Naguerro settlement fell to the Freeborn, the Guerra would liberate the slaves and offer them a chance to join the Freeborn. This strategy was not universally popular - members of both the Riqueza and the Erigo are said to have questioned the wisdom of welcoming folk of unknown provenance as equals, but Guerra would brook no argument. Guerra said time and again that &#039;&#039;all&#039;&#039; people were siblings, regardless of their bloodline. If the Freeborn were to avoid the failures of Highguard, it was vital that they remember that simple fact.&lt;br /&gt;
&lt;br /&gt;
The offer to join the Freeborn did not extend to the orc slaves kept by the Naguerro. What happened to these orcs is unclear, though it is certain that they were not taken as slaves by the Freeborn - all the histories agree that all forms of slavery have always been illegal on the Coast - but clearly they were not accepted by the Freeborn either. Some scholars theorise that they were simply killed, others point out that while Guerra and her sisters believed strongly in human rights, it is clear that they were talking about humans and did not regard orcs the same way. The Founders and their followers came from Highguard, where orcs were considered intelligent but savage beasts - clearly not animals like oxen or horses but not civilised like humans. Some Freeborn historians claim that the orcs were freed, and told to leave. There is some evidence that they were armed, and sent west to survive on their own merits and it is possible that some of the bandits that inhabit the mountains of Kahraman may descend from orcs liberated by the Freeborn and exiled from their lands. More cynical scholars suggest that the freed orcs were either simply re-enslaved by the Naguerro, or formed their own clans. A recent fanciful tale by Ludwig von Temeschwar suggests that the Naguerro orc slaves rejected by the Freeborn went on to form the core of the Hierro clan; but Ludwig is better known as a provocateur and satirist than as a historian.&lt;br /&gt;
&lt;br /&gt;
Throughout this period, Guerra continued to send emissaries to Sarvos and Tassato, and even as far east as the streets of Pharos. Her followers still spoke out against the evils of slavery, but now they carried an important new message. They talked of the Brass Coast, a land without nepotistic rulers and corrupt laws, a land where everyone was Freeborn. These messengers recruited a second wave of exiles to join the Founders, much to the dismay of the patricians who it seems had expected the Founders journey to end in disaster. Some scholars have suggested that the departure of those who disgruntled with the rule of the Council may have hastened the oncoming conflict, for those who remained increasingly supported either the Council or the chapters, making civil war increasingly inevitable.&lt;br /&gt;
&lt;br /&gt;
Guerra also negotiated treaties of recognition with the scattered [[Navarr]] [[striding|stridings]], giving them the freedom to walk the [[trods]] on the Brass Coast in return for helping the nascent Freeborn nation maintain lines of communication between scattered settlements. The Navarr further helped to bring a steady trickle of dissatisfied new citizens to the Coast, some from as far afield as Varushka and Dawn, a practice which continues to this day.&lt;br /&gt;
&lt;br /&gt;
Guerra is also recognised as the builder among the Founders. She founded the city of [[Madruga#Siroc|Siroc]], overseeing the construction of the first harbour. While Atalaya was the first major settlement of the Freeborn, it was also a hard-to-reach island surrounded by treacherous seas. Its small size, isolated location, and limited potential for expansion all made it a poor choice for the capital of the Brass Coast. Guerra was visionary enough to realise that once the Freeborn nation became established they would need a capital that was more central, and easy to reach for both ships and caravans. With the conquest of Feroz, Siroc enjoyed a central location that made it ideal as the heart of the nation.&lt;br /&gt;
&lt;br /&gt;
==Death and Legacy==&lt;br /&gt;
Guerra was the last of the three Founders to die. She passed away peacefully in her late eighties, surrounded by friends and families. A passionate politician to the last, her final words are said to have been an exhortation to her people saying that their task could only really be complete when every person was as free as they were. The Guerra were the first group to formally organise themselves as a tribe, instituting the practice of allowing their hakima to recruit those who shared their Founder&#039;s vision to join them. The Riqueza and the Erigo quickly followed suit, and the three tribes as they are known today came into being.&lt;br /&gt;
&lt;br /&gt;
Unlike Erigo and Riqueza, Guerra left comparatively few physical relics behind. An apocryphal tale says that the crystal she used as the focus of her [[Day magic|magical arts]] was infused with light with the aid of an [[eternal]] and incorporated into the [[Madruga#Free_Landing|Shining Pillar]] that watches over Free Landing and the coast of Madruga. [[Roshanwe]] is the eternal most often credited with the deed; while Guerra is remembered as a politician she was also a master of the lore of Day and according to contemporary accounts enjoyed a friendly relationship with several of the eternals of that realm especially Roshanwe and [[Leviathan]]. The only other relic associated with Guerra was a crimson sash she wore at all times that greatly enhanced the magic abilities of the wearer (in a manner similar to an [[Ashen Mantle]] or [[Glamourweave Robe]] - scholars are divided on this issue). It was passed down from i Guerra to i Guerra under the watchful eye of the [[hakima]] until it was finally lost in 300YE. The last wearer was Callia i Arkaitz i Guerra, [[general]] of the [[Fire of the South]], who fell in battle against the [[Grendel]] during the pivotal battle of [[Necropolis#Sanctuary_Sand|Sanctuary Sand]].&lt;br /&gt;
&lt;br /&gt;
Most of Guerra&#039;s legacy lies in her passionate idealism; her commitment to abolitionism; and her belief that a free society based on mutual respect was the ideal state for all human beings to aspire to. Perhaps the most famous of the Freeborn inspired by Guerra was [[Emperor Ahraz]], idealist and abolitionist who eventually ended centuries of injustice by welcoming the [[Imperial orcs]] as the tenth nation of the Empire. It is often a source of pride to the Guerra that the only Freeborn [[the Throne|Throne]] to date embraced the ideals of their Founder, and did so in a way that had such a profound impact on the Empire.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steeplechase_LRP_Centre&amp;diff=137619</id>
		<title>Steeplechase LRP Centre</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steeplechase_LRP_Centre&amp;diff=137619"/>
		<updated>2026-04-22T15:48:37Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* By Bus or Taxi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
All our events are held at Steeplechase LRP Centre.&lt;br /&gt;
&amp;lt;!-- x&lt;br /&gt;
==Additional Fire Regulations==&lt;br /&gt;
* &#039;&#039;&#039;Please note that there are additional [[fire regulations]] in force at this event.&lt;br /&gt;
Due to the exceptionally hot dry summer that we have been having, the grass in the main camping fields has become very dry. That means there is an increased fire risk at the event, so we are putting in place additional [[fire regulations]] to manage this risk. Please make sure that you read these regulations carefully.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Site Address==&lt;br /&gt;
* &#039;&#039;&#039;Please use CB25 9QZ or [https://what3words.com/kind.campsites.horseshoe ///kind.campsites.horseshoe] to reach the start of the approved route&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once there you can use CB24 8FP or [https://what3words.com/speaker.reseller.aliens ///speaker.reseller.aliens] to reach the site entrance.&lt;br /&gt;
&lt;br /&gt;
The address is Steeplechase LRP Centre, Beach Road, Cottenham, Cambridgeshire. &lt;br /&gt;
&lt;br /&gt;
Please use CB25 9QZ or [https://what3words.com/kind.campsites.horseshoe ///kind.campsites.horseshoe] if you are putting the details into your satnav. This will bring you in by the correct route, avoiding the winding trip through the local villages. It will take you to the turning for Green End, the start of the approved route. Once there you can use CB24 8FP or [https://what3words.com/speaker.reseller.aliens ///speaker.reseller.aliens] for the site entrance.&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
Please ensure that you avoid coming to site via Cottenham as the roads are very narrow and congested in the village. Our suggested route avoids the village of Landbeach - it is slightly longer but avoids congestion. It is &#039;&#039;&#039;vital&#039;&#039;&#039; to follow these directions when you &#039;&#039;&#039;leave site at the end of the event&#039;&#039;&#039;. There will be significant delays for everyone if people try to go through the village to get to the A10.&lt;br /&gt;
&lt;br /&gt;
===On Arrival===&lt;br /&gt;
* &#039;&#039;&#039;Take the A14 to Cambridge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leave the A14 at J33, take the A10 North for Ely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow the A10 for 5km, past Landbeach and Waterbeach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take the slip road left onto Green End, signposted Cottenham 3, Landbeach 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;After 1km, Take the first right hand turn onto Cottenham Road, signposted for Cottenham&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1.5km on Cottenham Road until it becomes Beach Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The centre is the on the right - just opposite the lay-by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 600px; display: flex; flex-direction: column; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cottenham-A.png|align=right|width=600}}&lt;br /&gt;
{{CaptionedImage|file=Cottenham-2B.png|align=right|width=600}}&lt;br /&gt;
{{CaptionedImage|file=Cottenham-2E.png|align=right|width=600}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===On Departure===&lt;br /&gt;
* &#039;&#039;&#039;Turn left onto Cottenham Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1.5km, then turn left at the t-junction towards Streathem and Ely and away from Landbeach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1km until you reach the A10&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Turn left onto the A10 heading north&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 750m to the roundabout, circle the roundabout, and back onto the A10 heading south&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow the A10 until you reach the A14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==By Train==&lt;br /&gt;
We recommend getting the train to Cambridge North. While Waterbeach is technically closer to site, it is a local village station with no amenities, a tiny car park, and only two trains in each direction per hour compared with Cambridge North&#039;s 5. Cambridge central station is on the wrong side of the city. Profound Decisions coach shuttle service is operating from Cambridge North.&lt;br /&gt;
&lt;br /&gt;
===Amenities at Cambridge North===&lt;br /&gt;
* &#039;&#039;&#039;Seating, though most of it&#039;s outdoors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costa Coffee (takeaway only)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Co-op&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toilets including accessible facilities, inside the ticket barriers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Food van&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Step-free access throughout, via lifts and an overbridge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cambridge North is staffed at all times, there’s no ticket office but someone from the information desk can help with ticket machines if necessary. There is step-free access throughout, via the lifts, but always check on the day if you’re reliant on the lifts, as outages are not uncommon.&lt;br /&gt;
&lt;br /&gt;
===Cambridge North Shuttle Service===&lt;br /&gt;
* &#039;&#039;&#039;We operate a coach service between Cambridge North and the site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no charge for this service this year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may not eat on the coach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a sign-up sheet in GOD for the Sunday shuttle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We will operate a coach service collecting players from Cambridge North train station and bringing them to site and taking them back on Sunday.  As you exit the train station, turn left and walk past the cycles to the rail replacement bus bay. We have liaised with the Station and collection will be from there.&lt;br /&gt;
&lt;br /&gt;
On Thursday coaches will run between 12.30 and 19.30. We will run continuously through these times. The round trip to the station and back is 60 minutes but traffic and loading will mean this will not run precisely to the hour. On Friday it will run in the same manner between 11.00 and 16.00.&lt;br /&gt;
&lt;br /&gt;
On Sunday returning coaches will run from 16.00. The first two coaches to leave at the end of the event are often heavily subscribed. There is a sign-up sheet available in GOD to ensure you have a space. We understand that people will be looking to leave to catch prebooked trains and ask that you sign up for the most appropriate coach to get you there on time. You will have to take a taxi or travel on a later coach if the earlier coach is full.&lt;br /&gt;
&lt;br /&gt;
There is no charge for this service this year.&lt;br /&gt;
&lt;br /&gt;
==By Bus or Taxi==&lt;br /&gt;
Bus routes are not easy - you will need to get 2 buses; the guided bus to Histon and then change onto a number 8. The walk to site from the bus stop in Cottenham is on a national speed limit road with no pavement.&lt;br /&gt;
&lt;br /&gt;
If you want a taxi you’ll need to summon it most of the time, they only show up to the station on spec at rush hour. Local firms include Veezu and CamCab.&lt;br /&gt;
&lt;br /&gt;
* [https://www.veezu.co.uk/cambridge Veezu] - 01223 715 715&lt;br /&gt;
* [https://camcab.co.uk/ CamCab] - 01223 704704&lt;br /&gt;
&lt;br /&gt;
It costs about £20 to get a taxi to site. You should try to get the driver to take the PD recommended route for cars avoiding Landbeach if possible. Uber is available in Cambridge.&lt;br /&gt;
&lt;br /&gt;
==On Site==&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;
&lt;br /&gt;
Turn right into the site from the main entrance off Beach Road opposite the lay-by. There is a 10mph speed limit at all times once you leave the public road. Drive 250m up the site access track until you reach the gate. Profound Decisions gate team will be ready to receive you there. Our team will direct you where to camp. They will be able to answer any questions you have on the day and give you additional direction.&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.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sitemap2025.png|width=100%}}--&amp;gt;&lt;br /&gt;
==OOC Camping Fields==&lt;br /&gt;
There will be a space available for all participants who are camping OOC at the event. There is no need to book a spot in the OOC camping area - there is plenty of room here for everyone.&lt;br /&gt;
&lt;br /&gt;
==IC Camping Fields==&lt;br /&gt;
* &#039;&#039;&#039;If you want to camp in-character, then you must let your nation camp planner know&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must follow the rules for in-character camping and vehicle access&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anvil is spread over the small woods and the two adjoining fields. If you wish to camp in-character, then you must let the [[camp planner]] for your nation know. There are [[Event_information#Camping|rules in place for in-character camping]], so we can only guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
You can bring your car onto the in-character field to set up your camp. You can drive onto the roads through IC camping fields provided that you do so before time-in at 6pm, but you can only leave the roads if the weather is dry and the ground is in good condition. Space is at a premium on site and the spot where you stop to unload is likely to be needed by someone else to camp. For this reason, you must unload and set up your camp as quickly as you can and then move your vehicle off site as soon as you are done. You must not leave your vehicle on site over night.&lt;br /&gt;
&lt;br /&gt;
During take-down there is simply not enough room for everyone to bring their car onto the site while all the tents are still up. We need participants to make room for vehicles and be off as quickly as possible, otherwise the traffic on the site becomes gridlocked and nothing can move. For this reason you must take your tent down and pack up your belongings before you bring your vehicle on site, unless you need to bring your vehicle on first for accessibility reasons (such as disability, fatigue, childcare, etc). Once everything is down and ready to be packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go. We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather.&lt;br /&gt;
&lt;br /&gt;
This rule applies up to 7pm on Sunday - after that time participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
&lt;br /&gt;
All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
&lt;br /&gt;
==Crew Camping Fields==&lt;br /&gt;
* &#039;&#039;&#039;Camping for crew only&#039;&#039;&#039;&lt;br /&gt;
The crew camping field is for crew only. Crew may choose to camp here or in any of the player camping areas. GOD, and monster will all operate from this area.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Dadford Road Area.png|align=right|width=600}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessibility Support==&lt;br /&gt;
There are dedicated accessibility camps at all entrances to the site for anyone who needs to use them. We will provide additional support available where possible - email us at [mailto:accessibility@profounddecisions.co.uk accessibility@profounddecisions.co.uk] to discuss what arrangements will suit you best. We aim to make our events accessible to all and will do everything we can to help you enjoy the event.&lt;br /&gt;
&lt;br /&gt;
==Site regulations==&lt;br /&gt;
===Ground Fires===&lt;br /&gt;
Fires must not be set on the ground, they must only be lit on something that keeps the fire off the ground. Existing fires should be completely extinguished each night. We are arranging firewood for the site. The site includes land that is actively farmed - so please do not throw rubbish that does not burn into campfires - particularly tins, bottles and bottle tops.&lt;br /&gt;
&lt;br /&gt;
==Rubbish==&lt;br /&gt;
Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.&lt;br /&gt;
&lt;br /&gt;
==Amenities==&lt;br /&gt;
The nearest large supermarket is Tesco on Cambridge Road, Milton, Cambridge, CB24 6AY. It provides fuel and four low-power EV charging outlets and can be accessed from the roundabout where the A14 meets the A10 on the way to the site. There is a major EV charging station, 30 fast-chargers, at Cambridge Services, which is about 15 miles away on the A14.&lt;br /&gt;
&lt;br /&gt;
There is a Co-op in Cottenham, on the high street (CB24 8QP), which is smaller but closer and has some parking round the back. There is also a greengrocers on High Street, [https://www.facebook.com/leswardltd/?locale=en_GB Les Ward] which closes at 17:30 on Friday and 16:00 on Saturday and a butchers [https://www.facebook.com/p/SSGawthroupSons-High-Class-Family-Butchers-100063570281170/?locale=en_GB S S Gawthroup &amp;amp; Sons Ltd] which closes at 17:00 on Friday and 13:00 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Cottenham has [https://www.rumblescottenham.co.uk/ Rumbles] chip shop and an award-winning [https://www.currypalacecottenham.com/ Indian Restaurant] both of which are on the high street and open seven days a week. &lt;br /&gt;
&lt;br /&gt;
There are three small cafes in Cottenham, [https://www.facebook.com/Notjustbaguettes/ Not Just Baguettes], [https://www.cottenhamcc.org/ Cottenham Community Centre], and [https://www.facebook.com/p/Baked-100089103853561/ Baked], all of which are on the high street and are open on Friday and Saturday. There is a cafe, [https://www.twentypence.co.uk/our-restaurants/applejacks-restaurant.htm Applejacks Restaurant] on Twenty Pence Road, CB6 3RN. It&#039;s barely six miles from the site at the local garden centre, has plenty of parking and is open from 09:00 Monday to Saturday and 10:30 on Sunday. &lt;br /&gt;
&lt;br /&gt;
[https://chequerscottenham.co.uk/ The Chequers] is the closest pub to the site and has some parking. They serve excellent food and are very keen to welcome live roleplayers to Cottenham. There is also [https://www.thehopbind.co.uk/ The Hop Bind] and the [https://www.facebook.com/p/Waggon-and-horses-cottenham-61571796549197/ Waggon and horses].&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
It will be some time before we are able to offer storage on-site because of logistical and planning restrictions. There is a container storage facility called [https://www.selectedselfstorage.co.uk Selected Self Storage] at Grasshopper Business Park, Ely Road, Cambridge, CB25 9NN, which is 3 miles from site. We recommend contacting them early, as they have limited capacity, but can order additional containers to meet demand with sufficient warning.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&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=Opportunity&amp;diff=137580</id>
		<title>Opportunity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opportunity&amp;diff=137580"/>
		<updated>2026-04-22T11:14:54Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
An opportunity represents a chance to do something that players could not normally do themselves. Opportunities are seeded into the game by our [[plot crew|plot]] team. An opportunity often brings with it the ability to do something at a reduced cost, or in a way that could not normally be achieved. For example, a group of talented armour smiths might offer to outfit several [[military unit|military units]] with light-weight armour, effectively upgrading them at a reduced cost in mithril - but only a handful of units can benefit from this opportunity.&lt;br /&gt;
&lt;br /&gt;
A common type of opportunity is the chance to pass a judgement of [[mandate]] in the [[Synod]]; these often arise as a result of a [[statement of principle]] passed with a greater majority at an earlier event.&lt;br /&gt;
==Purpose==&lt;br /&gt;
Opportunities are intended to present the players with choices that they can make - or ignore. For example, the armour smiths above might also suggest that they could instead turn their attention to making a single suit of [[runeplate]] every Summer to presented to a specific general on the [[Military Council]], in return for a supply of mithril they can use to improve their forges. It would be up to the Imperial Senate which option they choose to exploit.&lt;br /&gt;
&lt;br /&gt;
Opportunities generally present options or chances - they will usually not be framed in terms of things the players &#039;&#039;must&#039;&#039; do. In the example above, the players could decline the offer if they wanted to or considered the cost to be too great. Depending on the nature of the opportunity they might be able to take advantage of it at a later date, or it might be a one-time offer. &lt;br /&gt;
&lt;br /&gt;
The parameters of the opportunity are often carefully set and while the players have some leeway in how to respond it is not usually possible to spread or increase the benefit being offered. In the example above, they could not, however, try to get the armour smiths to equip four armies at a reduced cost even if they had the mithril.&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
Under normal circumstances, the player who raises a motion can define the [[Motion_wording#Necessary_Details|necessary details]]. With an opportunity, some or all of those details will either be predefined, or only a small number of options will be available.&lt;br /&gt;
&lt;br /&gt;
This also applies to flavour text. With a normal construction you have a large amount of sway to basically write the flavour text for the shape and structure. Provided that the flavour text is consistent with the setting. With an opportunity much of the work will be being done by active NPCs rather than being overseen by a player - and that can significantly curtail their input. Instead of being the architect, the player is often in the role of a rich patron trying to get an artist to do what they want. Effectively, the player can make requests - but the artist has a vision - and they may or may not accommodate outside input.&lt;br /&gt;
&lt;br /&gt;
For example, when taking advantage of the opportunity presented by [[Those_who_worship#Almodin_Okt.C3.ADstis.2C_Priest_of_the_Builder|Almodin Oktístis]], it is not possible to prevent him from adding [[Asavean Archipelago|Asavean]] elements to any design he oversees. The player might be able to guide or suggest the broad outline of a commission, but ultimately the NPC determines the shape of a structure if he is involved in a construction.&lt;br /&gt;
==Building Opportunities==&lt;br /&gt;
* &#039;&#039;&#039;Building opportunities give unique advantages that cannot be achieved with standard commissions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They require the commission to follow specific criteria laid down by the opportunity&#039;&#039;&#039;&lt;br /&gt;
The proposals that the Empire might commission the [[#Houses of Healing|Houses of Healing]], [[#Winewater Hall|Winewater Hall]], and [[#Greenwatch|Greenwatch]] are examples of building [[opportunity|opportunities]]. While they provide unique benefits, they also come with specific restrictions. It&#039;s not possible to get the benefits proposed without accepting the restrictions. It might be possible to negotiate with Ossegrahn to tweak some of these requirements; for example they might be persuaded to support the building of healing houses somewhere else. However, without the approval of the NPC power - in this case the eternal Ossegrahn - these commissions will do &#039;&#039;nothing&#039;&#039;. They might still be built - in these specific opportunities it is not the building itself that is important but the people who will populate it - but the result would not be an [[Imperial title]]. Instead, they would effectively become an [[edifice]]. It might be possible to persuade Ossegrahn to support them after they are built, but this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
The same considerations apply to the titles they create. In each case, Ossegrahn has specified that these titles must have specific responsibilities. It&#039;s not possible to create these titles without these responsibilities. It might be possible to add &#039;&#039;more&#039;&#039; responsibilities, outlined in the [[Commission#Necessary_Details|necessary details]] of the commission, but if they aren&#039;t broadly in line with the rest of the responsibilities, the eternal might withdraw their support again leaving the title with no powers.&lt;br /&gt;
&lt;br /&gt;
==Amending and Improving==&lt;br /&gt;
It&#039;s usually not possible to amend, improve, or upgrade a commission that was created as part of an opportunity through the normal means. Many opportunities involve NPCs - trading partners, [[eternal]] patrons and the like. You generally can&#039;t make an eternal give you more [[vis]] just by throwing [[white granite]] at their statue, nor force a foreign merchant to increase the amount of trade goods flowing through your market. In cases like this, it requires another opportunity to improve a commission. One way to try and do this is through the same kinds of negotiations that can lead to an opportunity in the first place - contacting the NPCs and laying out your proposals for example.&lt;br /&gt;
==Creating Opportunities==&lt;br /&gt;
There are a number of levers built in to the game that may lead to opportunities. The most obvious is a statement of principle in the general assembly that receives a greater majority, or the appraisal power of the Imperial senate. It&#039;s impossible to dictate what the outcome of engaging with levers such as this will be - you can specify the problem you are concerned about for example but trying to ensure you get the answer you want will always lead to disappointment.&lt;br /&gt;
&lt;br /&gt;
One route that won&#039;t work is contacting Profound Decisions to request an opportunity out of character. In fact doing so will make it less likely that the opportunity occurs! We&#039;re very very keen that opportunities arise as the result of plots or actions taken in game by players using the levers to hand. As a result we have to make sure we don&#039;t encourage players to email in asking by giving them what they want. We always direct any anyone inquiring towards the game levers - like appraisal - so you always have those routes. But asking means we&#039;re much less likely to spontaneously offer something like what you want as a plot!&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
* &#039;&#039;&#039;Most opportunities are only available for a limited time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The default period, if nothing is listed, is one year starting at the event where the wind of fortune is published&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any opportunity may disappear early, if there are sigificant changes in the ongoing campaign which would affect it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can email us at any time to check the availability of an opportunity if you believe that events may have overtaken it&#039;&#039;&#039;&lt;br /&gt;
In most cases, an opportunity will not be around forever. 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 because 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}} to check if an outstanding opportunity is available, but it is only neccessary to do so if something significant has changed regard the particulars.&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Game Design]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_thing_with_feathers&amp;diff=137532</id>
		<title>The thing with feathers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_thing_with_feathers&amp;diff=137532"/>
		<updated>2026-04-21T20:36:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Autumn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I hope the next place is a bit bigger, my back&#039;s &#039;&#039;killing&#039;&#039; me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sure wherever it is will be perfectly acceptable, now chuck me the spare pick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brother, I love you. But there&#039;s more to life than mining rock, processing the ore, smelting it down into easily usable ingots, and then selling those ingots to the highest bidder.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Really, sibling, tell me a single thing that is better than what you&#039;ve just described. That sounds like the perfect day to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, spending it afterwards?&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Feather2.jpg|align=left|caption=I&#039;ve heard it in the chillest land - And on the strangest Sea -&lt;br /&gt;
Yet - never - in Extremity - It asked a crumb - of me.|width=300}}&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;[[Ourselves and immortality]]&#039;&#039;&#039; wind of fortune. &lt;br /&gt;
&lt;br /&gt;
Magical events originating closer to home are detailed in the companion wind of fortune, &#039;&#039;&#039;[[The tune without the words]]&#039;&#039;&#039;. There is also the &#039;&#039;&#039;[[Mushroom, mushroom, mushroom]]&#039;&#039;&#039; wind of fortune specifically on the renewed interest of [[Llofir]] in the Empire; and &#039;&#039;&#039;[[In the ground‎]]&#039;&#039;&#039; which has the response from [[Adamant]] to the Stone Smith, along with other eternals interested in [[the Marches]].&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===Rite of Way (Roshanwe)===&lt;br /&gt;
{{CaptionedImage|file=RoshanweArt.jpg|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;The heralds of the Elder Pharos will come to the Anvil Arena to host the promised challenge of ceremonies at 14:00 Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They expect the five teams that the volunteers have promised to organise, and as many spectators as wish to attend&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small group of Sumaash präster will also attend - to participate, not to talk politics&#039;&#039;&#039;&lt;br /&gt;
The [[Roshanwe|Finder of the Way]], as the eternal of truth-seeking sometimes names herself, offered the Imperials the chance to win her boon at the [[Upon_a_midnight_dreary#Let_Every_Word_(Roshanwe)|last summit]]. The challenge was laid down for five teams to perform their most magnificent - or moving - [[Religious skills|religious ceremonies]]. Several Imperial volunteers gave their names to &#039;&#039;Miriam When The Rain Is Steel&#039;&#039;, an adventuresome herald, and promised to organise the teams and ensure they all knew the rules of the challenge, which the herald ensured the Imperials had multiple copies of.  &lt;br /&gt;
&lt;br /&gt;
One wet day, a few short weeks before the summit, &#039;&#039;Miriam When The Rain Is Steel&#039;&#039; returns to the Hub. There they discuss the details with &#039;&#039;Jorgen&#039;&#039;, the long-suffering civil servant with the unenviable task of talking to heralds. The dashing herald is fresh from fighting a many-headed monster deep in the inhospitable Desert of Sapphidy, and makes it clear that she is much keener to slay another than discuss timings and organisation, so the two quickly come to an agreement. &#039;&#039;Miriam&#039;&#039; also informs the rather harassed looking Jorgen that a delegation from the [[Sumaah Republic]] is on its way, by invitation of the Beachcomber, to participate. &#039;&#039;Miriam When The Rain Is Steel&#039;&#039; leaves at a run, but shouts over her shoulder that she will also attend to distribute the Wise Pioneer&#039;s gift to the participants.&lt;br /&gt;
&lt;br /&gt;
===The Day Came Slow (Ylenwe)===&lt;br /&gt;
{{CaptionedImage|file=Ylenwe001.webp|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Two heralds of Ylenwe will arrive at the Hall of Worlds at 22:45 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ylenwe has requested the Archmage of Day, or their representative, take them to experience dancing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The current Archmage of Day is &#039;&#039;Skywise Gralka&#039;&#039; of the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
A herald with shimmering blue and silver scales steps out of the regio on a brisk, late-autumn day. The herald walks with a light grace towards the Hub, humming a soft melody in time with their step. They find the place surprisingly busy, with harassed-looking civil servants trying to placate an incandescent Highborn farmer whose wheelbarrow of cabbages had been overturned by an overzealous herald of [[Rhianos]]. Seemingly unaffected by the chaos they&#039;ve walked into, the herald offers a gentle smile to the civil servant at the desk and waits for them to finish their paperwork. &lt;br /&gt;
&lt;br /&gt;
Ylenwe is curious about the mortal view on movement and music. The herald explains &#039;&#039;Zie of the Perfect Morning&#039;&#039; believes that dance could serve as the harmony between music and mathematics. A pair of zie&#039;s heralds will journey to Anvil at the upcoming Winter Solstice, to partake in different types of music and to understand how people move to it. The Dove asks that &#039;&#039;&#039;Skywise Gralka&#039;&#039;&#039;, the [[Archmage of Day]], or her chosen representatives, welcome the heralds and introduce them to a variety of music.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===Heartbreaking (Agramant)===&lt;br /&gt;
{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;A group of Navarr from Therunin have claimed that Agramant considers the territory to be &amp;quot;&#039;&#039;fair game&#039;&#039;&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Agramant has made an offer to any military captains in Therunin who are the target of &#039;&#039;Unleash the Beasts Within&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone performing &#039;&#039;Treacher&#039;s Quill&#039;&#039; asking for support in Therunin can also send 14 liao and receive a magical foci&#039;&#039;&#039;&lt;br /&gt;
On one particularly cold night before the winter summit, a haggard group of Navarr make their way across the border into [[Reikos#Chalcis Mount|Chalcis Mount]], having managed to overcome the horrors of [[Therunin]] and escape into Imperial territory once again. The &#039;&#039;Mourningstone&#039;&#039; have slipped through the lines to warn the Empire what the Howler is up to.&lt;br /&gt;
&lt;br /&gt;
A number of their fellow Navarri have only managed to survive with the aid of [[Agramant|Dream of Famine]]. Cut off, with dwindling supplies and surrounded by ettercaps, people are finding it hard to resist Howler&#039;s aid. The only price he is extracting is a promise to spread word of his generosity far and wide. Wastewalker claims that out of respect for the Navarr Assembly, the &#039;&#039;Howler&#039;&#039; waited for the Empire to reclaim Therunin. The people of the territory were [[386YE_Summer_Solstice_Synod_judgements#Judgement_215|told]] that aid was on its way... but that was a year and a half ago. And the &#039;&#039;Horned Manticore&#039;&#039; is done waiting when there are so many eager to be saved.  &lt;br /&gt;
&lt;br /&gt;
It seems that heralds of &#039;&#039;He who calls the Lost to Feast&#039;&#039; are now active in the territory. For the most part, they have been resolutely ignored - or beaten to death with extreme violence - but as time goes on, more Navarri are bound to be tempted. In an attempt to hasten that along, &#039;&#039;the Whisperer&#039;&#039; has made it known that any Navarr [[military unit]] based in Therunin that is enchanted with [[Unleash the Beasts Within]] at the coming summit will be supported further by his heralds. The ritual will provide an additional two ranks when [[Military_unit#Campaigning|supporting]] an army on campaign. Further, if the army is in Therunin, then the captain will also receive a [[Venture#Raid_the_Druj|Druj potion]], taken from the Druj remnants in the territory. The presence of the heralds of Agramant would be known to every Imperial taking part in the campaign, but not who they were attached to. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; It would be mentioned in the winds of war, but it would not be clear which military unit they were supporting.)&lt;br /&gt;
&lt;br /&gt;
Obviously, the ritual is in [[Urizen lore]], which means that any Navarri willing would need to convince a ritualist from that nation to help them. The &#039;&#039;Hunter in the Wastes&#039;&#039; offers a different gift to the Masters of the High Peaks; any Urizen magician who performs [[Treacher&#039;s Quill]] this season to ask for boons defending against the vallorn and reclaiming Therunin, can include with it 14 liao and a piece of jewellery. &#039;&#039;Old Bloody Teeth&#039;&#039; will return the jewellery as a boon, a [[:Category:Foci|foci]] that enhances a Winter ritualist&#039;s ability to perform the rituals in the [[Agramant#Childer_of_the_Black_Drop|Ceremonies of the Black Drop Society]]. &lt;br /&gt;
&lt;br /&gt;
If a magician found a way to send a dose of [[true liao]] with their jewellery instead, they would receive an incomparable boon, a powerful relic from the Howler for the magician and a boon to invoke Agramant&#039;s aid in defence of a homeland when attacked. Of course, it&#039;s not &#039;&#039;only&#039;&#039; the Urizen who have the ways and means to cast that ritual, the &#039;&#039;Carnivore Concierge&#039;&#039; has friends in all nations,  and the same offer is open to others too.&lt;br /&gt;
&lt;br /&gt;
===Moments of Silence (Sorin)===&lt;br /&gt;
{{CaptionedImage|file=Sorin001.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;The Basalt Citadel has been called to Eoradal every season for the last year&lt;br /&gt;
* &#039;&#039;&#039;The Sepulchral Pontifex, herald of Sorin, will be visiting the Imperial Orc camp at 22:45 on Saturday&lt;br /&gt;
For an entire year, the ruins of Eoradal have hosted the Basalt Citadel of [[Sorin|the Empty One]]. Even when the [[Frozen Citadel of Cathan Canae|Frozen Citadel]] was called from the demesne of the [[Cathan Canae|Immovable One]], the &#039;&#039;&#039;Heralds of the Reaper&#039;&#039;&#039; drew the black stone fortress from the Silent Kingdom. This commitment to the defence of [[Mareave]] has drawn the grudging respect of the Monarch of the Silent Kingdom, who has dispatched the &#039;&#039;Sepulchral Pontifex&#039;&#039; to speak with the Imperial orcs to see what strength and wisdom they have gained over the conflict of the last year.&lt;br /&gt;
&lt;br /&gt;
Should the answer please the Pontifex, and an appropriate level of respect and gratitude be shown, there is an offer the Tomb King wishes to make to the nation, though details of this were not shared with the civil service. The Sepulchral Pontifex has not visited the mortal realm in decades and will therefore be guided by an attache, &#039;&#039;Noah of the Fallen Leaves&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Finally, the Sepulchral Pontifex requests the attendance of one of the &#039;&#039;&#039;Heralds of the Reaper&#039;&#039;&#039; and one of the &#039;&#039;&#039;Wolves of the Pale Raven&#039;&#039;&#039;, ideally &#039;&#039;&#039;Lenni Voittoson&#039;&#039;&#039; as their only [[Draughir|whelpborn]], to attend as well. There is some concern that the Heralds do not have a single whelpborn amongst them; they should find someone who is to speak on their behalf while they are there.&lt;br /&gt;
&lt;br /&gt;
==Spring==&lt;br /&gt;
===The Pride of Gryphons (Irra Harah)===&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002a.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Irra Harah has asked the Gryphon&#039;s Pride to help the rebels build watchtowers in Nesustak Forest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If supported by the Gryphon&#039;s Pride, the watchtowers will remove the under threat quality from the region&#039;&#039;&#039;&lt;br /&gt;
Two seasons ago, &#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039;, [[Gryphon&#039;s Pride|General of the Gryphon&#039;s Pride]], met with heralds of Irra Harah to [[Can_you_hear_me%3F#The_Prince_of_a_Thousand_Foes|discuss]] how the people of Dawn understand the world. The outcome of that meeting is still unknown, but the general&#039;s orders from [[387YE_Summer_Solstice_Military_Council_orders#Gryphon&#039;s_Pride|that season]] and the [[387YE_Autumn_Equinox_Military_Council_orders#Gryphon&#039;s_Pride|one following]] both make references to the children of Papa Otec. A few heralds of Shackle-Smasher were seen around the army last season in the [[Sarangrave]], talking to the questing knights and war-witches of the army, and now &#039;&#039;Broadleaf&#039;&#039;, herald of Warrenwise, comes to the army with a request.&lt;br /&gt;
{{CaptionedImage|file=GryphonPride Colour.png|align=right|width=175}}&lt;br /&gt;
The rebels of the Sarangrave are busy consolidating their hold on [[Sarangrave#Nesustak_Forest|Nesustak Forest]], but the region lies in the shadow of the [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle Wayhouse]] in [[The Barrens#The Bleaks|the Bleaks]]. The Bloodwater Spears have, with the support of the Prince of Beggars&#039; heralds, drawn up plans for a series of [[edifice|watchtowers]] that will remove the ever-present [[Region_qualities#Under_Threat|threat]] imposed by the [[Navarr wayhouse|wayhouse]] on the region. However, the work will take years if the rebels have no outside help. &#039;&#039;Broadleaf&#039;&#039; has discussed the matter with Halyx Fireeyes, the young matriarch of the sept, and they have agreed to allow the soldiers of the Gryphon&#039;s Pride - and only the Gryphon&#039;s Pride - to help. &lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice, the General of the Gryphon&#039;s Pride can take a [[Army_orders#Defending|defensive]] order with wording to specifically support the rebels in building their watchtowers. If they do so, then the watchtowers will be completed by the Spring Equinox 388YE, and the under threat quality on Nesustak Forest will be removed. If there is no campaign during the season, then they will benefit from natural resupply, and [[Casualties#Emergency_Resupply|emergency resupply]] if any.&lt;br /&gt;
&lt;br /&gt;
===The Stone Cried Out (Irra Harah again)===&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;A herald of Irra Harah has called for three landskeepers and smiths of Anvil to the Hare Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Linley Weaver&#039;&#039; of Goatsbridge Coven is [[Sentinel_Gate#Prognostication|responsible]] for visiting the Hare Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This conjunction is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
Shortly after the end of the Autumn Equinox, the alder of [[Wildest_dreams#New_Longstwick_Market|New Longstwick]] is approached by a distressed-looking briar, &#039;&#039;Margie o&#039; the Woods&#039;&#039;. The [[briar|greenscar]] explains that there&#039;s something strange going on at the Hare Stone, and that a herald of [[Irra Harah|Prince with a Thousand Foes]] has told them to ask for smiths and landskeepers of Anvil to visit and &amp;quot;&#039;&#039;work out what&#039;s what&#039;&#039;&amp;quot;. The briar asks that &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039;, as representative of the coven that most [[387YE_Autumn_Equinox_interlude#Stone,_Branch,_Fen,_and_Ice|recently]] performed [[Forge the Wooden Fastness]] on Alderly. Linley Weaver is asked to arrange for six to come, ideally an even mix of landskeepers and smiths.&lt;br /&gt;
&lt;br /&gt;
Margie says the Price doesn&#039;t mind if Linley is in the number but they should include at least one attending their first summit, and someone who knows the [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|history of the woods]]. &#039;&#039;Margie&#039;&#039;  warns that the number shouldn&#039;t include any holders of Imperial titles, as that would apparently just make things worse; &amp;quot;&#039;&#039;the protectors won&#039;t stop fighting and, frankly, they&#039;re fucking me right off&#039;&#039;&amp;quot;. Who the Protectors are and why they&#039;re fighting remains something of a mystery.&lt;br /&gt;
&lt;br /&gt;
===Midwinter, Was It? (Llofir)===&lt;br /&gt;
{{CaptionedImage|file=LlofirArt.jpg|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to end the suffering of those fighting the vallorn&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Speaker of the Vallornguard&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for ending the suffering of those in Eastring&lt;br /&gt;
* &#039;&#039;&#039;This conjunction is a [[Accessibility#Combat_Unlikely_or_Contained|combat contained]] encounter&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
Shortly before the Winter Solstice, a herald of [[Llofir|the Wisdom of Dead Wood]] carefully shuffles its way into the Hall of Worlds and starts to speak to one of the magicians there. The towering herald - almost human if not for the coned cap in place of a head - gills undulating as it speaks in a gentle whisper, asks that a message be passed on to [[vine|vines]] and to the [[Vallornguard|enders of the wellspring]]. The vines have made an oath to &amp;quot;heal all those who would stand against the vallorn&amp;quot;, and the herald explains that the Rotlord is aware of some who are suffering after fighting [[vallornspawn husk|vallornspawn husks]]. The Wisdom of Dead Wood asks that the  [[Vallornguard#Speaker_of_the_Vallornguard|Speaker of the Vallornguard]] journey through the Sentinel Gate with the vines to Eastring, [[Therunin]], and end the suffering of those there.&lt;br /&gt;
&lt;br /&gt;
The herald warns that there is a vallornspawn briar in the area acting strangely; it does not appear to be immediately aggressive. Indeed, it doesn&#039;t appear to care at all about the wounded folk, but the herald advises that anyone going close might cause it to lash out. The herald asks that &#039;&#039;&#039;Earl Percival Summerstrong&#039;&#039;&#039;, as Speaker of the Vallornguard, work with the vines and the sodality to ease the suffering of those who cannot be saved and cast [[Turns the Circle]] to allow them to die peacefully and painlessly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Content Warning&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This encounter contains themes of suicide and assisted dying, such as with [[Surcease of Sorrow]], and will involve depictions of injuries. It is unsuitable for participants who might struggle with such themes.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Can You Hear It? (Janon)===&lt;br /&gt;
{{CaptionedImage|file=Janon002b.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Vanja Oddsbreaker, the former Shadowed Torchbearer, has vacated her position&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Janon has sent a &#039;&#039;Ring of the Oddsbreaker&#039;&#039; to the Prefect of the Conclave to be given to whoever is elected to replace her&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Ring of the Oddsbreaker can be used to send a short missive to the Muse of Fire each season for a year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have accepted an invitation to witness the Imperial Orc fighting pit for presumably unrelated reasons&#039;&#039;&#039;&lt;br /&gt;
Heralds of [[Janon|Shadowfire]] have been following the actions of the [[Shadowed Torchbearer]] over the past eighteen months, and those abroad in the Empire have spoken of &#039;&#039;Blazing Blade&#039;s&#039;&#039; joy in hearing their tales. When word reaches them that &#039;&#039;Vanja Oddsbreaker&#039;&#039; of [[Wintermark]], the first Shadowed Torchbearer, has vacated her position, he is not perturbed. The &#039;&#039;Night Sword&#039;&#039; heaps effervescent praise on the work done by her friend. Yet &#039;&#039;The Pyre Of Hearts&#039;&#039; regrets that sie did not give zir representative a chance to speak with it. To prevent such a regrettable state of affairs from recurring in future, &#039;&#039;The Blazing Blade&#039;&#039; has dispatched the Ring of the Oddsbreaker to &#039;&#039;Abelard the Assiduous&#039;&#039;, [[Prefect of the Conclave]], to be given to whoever is elected to the position at the upcoming summit.&lt;br /&gt;
&lt;br /&gt;
The Ring of the Oddsbreaker serves as a piece of [[:Category:Jewellery|jewellery]] that allows the person bonded to it to send a short missive of no more than one hundred words to Janon each season. The herald explains that this should include at least some details on what the Shadowed Torchbearer has been doing to further the concerns of &#039;&#039;Freedom&#039;s Call&#039;&#039;. Heralds of &#039;&#039;Shadowfire&#039;&#039; explain that whilst anyone could be bonded to the Ring of the Oddsbreaker, it is probably not a good idea for anyone other than the Shadowed Torchbearer to try using it to send a missive to the eternal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The player of the character bonded to the Ring of the Oddsbreaker can email {{plot}} after each event before downtime closes with a missive of up to one hundred words to Janon. &lt;br /&gt;
&lt;br /&gt;
Not everything is about Imperial politics. &#039;&#039;The Flame Of The Ancestors&#039;&#039; has apparently received an invitation to witness the passionate fire of the Imperial Orcs as they honour their ancestors in the fighting pit. The heralds will arrive in the Hall of Worlds at 17:00 on Saturday, and intend to go from there to the fighting pit as intended. &#039;&#039;The Voice Of Zorech&#039;&#039; has been very pleased with the reception that faer heralds have received in Anvil thus far. &#039;&#039;The Scribe Of Burning Names&#039;&#039; wishes it to be known that all those who desire blessings need only come to the heralds to have their innermost fires kindled. No clarification is offered as to what this mildly ominous statement might actually mean.&lt;br /&gt;
&lt;br /&gt;
===Victory Against the Night (Whisper Gallery)===&lt;br /&gt;
{{CaptionedImage|file=WhisperGal004.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Attacks by heralds and agents of the Whisper Gallery against civil servants and researchers have fallen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attacks against the Magpies, and the sodality&#039;s supporters have risen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The [[Whisper Gallery]] have been a poisoned thorn in the side of researchers and civil servants since the [[Bloody murder|summer of 379YE]]. For almost ten years, the eternal&#039;s agents and heralds have threatened, attacked, and taken out bounties on the department of [[historical research]] and other places of discovery and learning. Two years ago, &#039;&#039;Ris Steelfist&#039;&#039; urged [[A_long_December#The_Fucking_Whisper_Gallery|urged people]] to hunt down the enemy and take the fight to them, launching the War of Whispers.&lt;br /&gt;
&lt;br /&gt;
Perhaps the war has been successful? For the last six months, there have been no credible reports of attacks. At first some assume that the &#039;&#039;Court of the Shadowed Oracle&#039;&#039; have finally been silenced - at least, when not [[Ourselves_and_immortality#Only_Gossamer,_My_Gown|responding]] to a message from the [[Archmage of Night]]. Sadly that proves a little too optimistic - it seems the &#039;&#039;Concilium of the Perjured Throne&#039;&#039; now has bigger fish to fry.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Magpies]] have reported figures in dark robes, dusky shrouds, and inky cloaks following them. One member, a would-be explorer called Vanya Heartsworn looking for lost [[Inga_Tarn#Signs|Avalanche]], was found close to death from several knife wounds, by their associates. There was no sign of the assailant, Vanya survived, but claims to have seen nothing of their attacker.&lt;br /&gt;
&lt;br /&gt;
When one front closes, another opens it seems. Still, the Empire has successfully protected what remains of the department of historical records from the &#039;&#039;Shadow Courtiers&#039;&#039; poison Has the Empire managed to root out the last cultists of the &#039;&#039;Concilium of the Perjured Throne&#039;&#039;? Definitely not, but maybe it is winning this shadow war. &lt;br /&gt;
&lt;br /&gt;
====Against a Threat====&lt;br /&gt;
{{SOP|statement=The Assembly of Vigilance REJECT the premise of a single threat or cause being &amp;quot;the most important&amp;quot;. To only focus on the poison in one neighbours&#039; field leaves us blind to the poison in another. We are all watchtowers, to build all our watchtowers in one place is the height of folly.|by=Irada Von Temeschwar, Vigilance Assembly|vote=310-102|when=Autumn 387YE}}&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Archivist has requested that the Vigilance Assembly consider encouraging the faithful to seek out the agents of other eternals under enmity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so could make it easier to counter threats from Agramant and other eternals under enmity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The cost is giving the Whisper Gallery more leeway to attack the Magpies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last season, the Vigilance Assembly upheld a [[387YE_Autumn_Equinox_Synod_judgements#Judgement_104|statement of principle]] raised by &#039;&#039;&#039;Irada Von Temeschwar&#039;&#039;&#039; that rejected the notion of a single threat being [[The highest calling|the most important]]. The judgement did not manage to achieve a greater majority, but it piqued the interest of &#039;&#039;Leontes the Scribe&#039;&#039;, who has asked the assembly to consider encouraging the vigilant to go further. If a [[statement of principle]] that directs the vigilant to seek out heralds of other eternals under [[Alignment#Enmity|enmity]] is upheld with a greater majority, then the [[Venture#War_of_Whispers|War of Whispers]] venture will expand after the Winter Solstice.&lt;br /&gt;
{{CaptionedImage|file=Assembly Vigilance.png|align=right|width=175}}&lt;br /&gt;
The Vigilance Assembly could choose a specific realm to focus on, which would change the venture&#039;s production to 96 rings, a pawn of appropriate [[vis]], one mana crystal.&lt;br /&gt;
&lt;br /&gt;
Alternatively, and in keeping with the judgement raised by &#039;&#039;&#039;Irada&#039;&#039;&#039;, they could call on the vigilant to seek out the agents of &#039;&#039;all&#039;&#039; eternals under enmity. This would change the production to 96 rings, one mana crystal, and either a vial of [[Vis#Vital Honey|vital honey]], a vial of [[Vis#Heart&#039;s_Blood|heart&#039;s blood]], or a pouch of [[Vis#Crystal_Fire|crystal fire]] (although [[Cold Sun]] is under enmity, its &#039;&#039;scions&#039;&#039; are few and far between in the Empire).&lt;br /&gt;
&lt;br /&gt;
If the Conclave chose to change the alignment of other eternals, then it would also change the potential vis available in the venture. Of course, if the Assembly don&#039;t issue a call to action - or it doesn&#039;t pass with a greater majority - then the faithful will continue focussing their efforts on protecting the agents of the Whisper Gallery.&lt;br /&gt;
&lt;br /&gt;
On the face of it, Leontes&#039; proposal seems like a fair one - there is only one small drawback. Abraham points out that resources are limited, if the Vigilance Assembly refocus the War of Whispers away from the Whisper Gallery, it will help to counter threats from [[Agramant]] and other evils. But it will inevitably mean the Whisper Gallery has a freer hand than it has had to date. That means members of the Magpies will be at &#039;&#039;greater&#039;&#039; risk than they are now. Many of the Magpies are tough heroes of Anvil - not like the defenceless academics who report to Leontes - so they&#039;ll be fine right?&lt;br /&gt;
&lt;br /&gt;
====Knife In the Snow====&lt;br /&gt;
{{CaptionedImage|file=Magpie Sodality.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Servants of the Whisper Gallery have attacked a group of Magpies near Gulnar&#039;s Depths in Hahnmark&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Magpie sodality is [[Sentinel_Gate#Prognostication|responsible]] for selecting someone to take responsibility for the conjunction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This conjunction is for sixty people at 18:30 on Friday &#039;&#039;at the next summit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
It appears the Empire may have an ally in their war against the Whisper Gallery. The [[Zakalwe|&#039;&#039;Hunter of Tides&#039;&#039;]] has little time for what it regards as &amp;quot;the capricious wickedness of Rainbow Mask&amp;quot;. Delphysius, herald of [[Zakalwe]], has spent time studying the reports of the recent attack, almost certainly agents of the Whisper Gallery, on Vanya Heartsworn. After thorough divination of the Sentinel Gate, Delphysius believes they have identified a conjunction that could help, not this summit, &#039;&#039;but next&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is rare, but not completely unknown, for the Sentinel Gate to give up such secrets. Scholars who study the Gate claim that the conjunctions are a reflection of fate, and since fate is not fixed, they rarely occur far into the future. But rare is not never and the prognosticators have confirmed that the conjunction is real - and fixed - at least for now.&lt;br /&gt;
{{CaptionedImage|file=Zakalwe001.png|align=right|width=175}}&lt;br /&gt;
Working with Delphysius, the evidence seems overwhelming that the conjunction concerns the murderous attack on Vanya and presumably is linked to his personal quest to recover Avalanch, the famed rune-forged two-handed hammer, that featured in so many of the adventures of [[Inga Tarn]]. Most credible scholars think Vanya was off his rocker hoping to find the hammer in the valleys near Gulnar&#039;s Depths. Still he must have found &#039;&#039;something&#039;&#039;, some secret, that provoked the Gallery to attack. &lt;br /&gt;
&lt;br /&gt;
Given this is most definitely the business of the Magpies, the civil service have asked the sodality to use a formal vote to choose one of their number to take responsibility for the skirmish. Whoever the Magpies select will need to find sixty heroes of Anvil prepared to pledge to support them when they go through the gate &#039;&#039;at the Spring Equinox&#039;&#039;. If there is some clue that might lead people to Avalanche, then they will need to be ready to fight the Whisper Gallery&#039;s minions.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===In the Fields of Glory (Eleonaris)===&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Seven armies were enchanted with Knights of Glory at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in armies enchanted with Knights of Glory this season are becoming more attuned to the Summer Realm&lt;br /&gt;
As has been previously stated, the reign of [[Empress Brannan]] saw armies becoming reliant on Knights of Glory, which saw exposure to the glorious knights of the Summer realm having an unlooked-for effect on Imperial soldiers. Over the last year or more, the Empire has increasingly relied on Knights of Glory to empower its armies, especially (but not exclusively) in their fight against the Druj.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sakari Nightscale, Grandmaster of the Rod and Shield&amp;quot;&amp;gt;Conclave witnesses the ongoing effects of the Summer realm on armies in the Sarangrave. We permit further castings of Knights of Glory, but will oversee the situation vigilantly&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s [[Upon_a_midnight_dreary#Splendor_and_Pennants_(Eleonaris)|been noted]] that [[Knights of Glory]] is having a lasting effect on armies enchanted with it, most clearly observed in [[Sarangrave]]. This may be because of the [[Druj miasma|oppressive aura of fear]] coupled with the feeling of confidence and personal power sponsored by exposure to the heralds of the [[Eleonaris|Fields of Glory]].&lt;br /&gt;
&lt;br /&gt;
As per the &#039;&#039;&#039;[[Even_darkness_must_pass#Game_Information|Even darkness must pass]]&#039;&#039;&#039; wind of war, the [[Eastern Sky]], [[Gryphon&#039;s Pride]], [[Lions of Adelmar]], [[Granite Pillar]], [[Fire of the South]], [[Citadel Guard]], [[Golden Axe]], and [[Northern Eagle]] cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. Following the past season in the Sarangrave, the [[Summer Storm]] are included in that number. This effect persists until the army in question has spent an entire year without experiencing the Knights of Glory enchantment. &lt;br /&gt;
&lt;br /&gt;
Only one army, the Golden Axe, hosted the Knights of Glory again this season. Further information on how the general might take advantage of the situation to reforge the army can be found in the &#039;&#039;&#039;[[Fire_and_the_flood#Participation:_Gaspare_and_the_Axe_of_Victory|Fire and the floor]]&#039;&#039;&#039; wind of war.&lt;br /&gt;
{{SOP|statement=Pilgrims of the Granite Pillar, your Assembly, supported by your general, now speaks. You have stood in battle beside the knights of Eleonaris, and your Courage is not in question for you fight for the Ambition of the Empire. Yet do not forget: these are beings from the realms, not of the Way. Do not disrespect them, but keep your distance, and do not mistake them for creatures of Virtue. Their purposes are not ours; do not allow their influence to determine your actions. Let your hearts turn evermore towards Virtue. Seek out the priests who march beside you; and use liao ceremonies, that you may overcome the temptations of the realms. Let Vigilance be your watchword and Courage your shield. For in the Mallum, danger hides everywhere, and the gifts of the realms often come with hidden chains. Trust not in power for its own sake, but in the Way alone.|by=Frater Pontius of Adoniram&#039;s Testament, Highborn Assembly|vote=772-0 (Greater Majority)|when=Autumn Equinox 387YE|size=small}}&lt;br /&gt;
====Standing in Defiance====&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly can enact a mandate to call soldiers of the nation&#039;s armies to turn away from support offered by heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If enacted, Highborn armies would once again be able to take the &#039;&#039;Give Ground&#039;&#039; and &#039;&#039;Cautious Advance&#039;&#039; orders for the coming year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the affected armies were supported by heralds as a result of an enchantment or boon they would have 1000 less strength for the coming year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the Autumn Equinox, two statements of principle were raised that addressed the situation with Knights of Glory. One, raised by &#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039; in the Loyalty Assembly, issued a call for the &amp;quot;&#039;&#039;restoration of free mortal will&#039;&#039;&amp;quot;. This was upheld, but without a greater majority, so it has received little attention outside of Anvil. The other, raised by &#039;&#039;&#039;Frater Pontius of Adoniram&#039;s Testament&#039;&#039;&#039; in the Highborn Assembly, was upheld with a greater majority and so has received recognition across Highguard.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Be alert to all dangers; within and without. We send (named priest) with 50 doses of liao to encourage our courageous soldiers to stand apart from these servants of eternals. Seek out falsehood and expose the truth.|assembly=Highborn Assembly}}&lt;br /&gt;
{{CaptionedImage|file=Assembly Highborn.png|align=right|width=175}}&lt;br /&gt;
If this mandate is enacted, Highborn soldiers will deliberately keep their distance from any heralds or other servants of an eternal sent to fight alongside them. As a result, the General of the Granite Pillar (and other Highborn generals) will be able to issue orders to give ground or maintain a cautious advance for the coming year. Such distance comes at a price, however. Highborn armies that are enchanted with rituals [[Knights of Glory]] or [[Quickening Cold Meat]], or supported by the Knights of Tharim will also lose a thousand effective strength for all purposes during that year. Any ritual or boon that calls on an eternal to send creatures to fight alongside an army will be affected.&lt;br /&gt;
&lt;br /&gt;
===Hope&#039;s Rest (Cathan Canae)===&lt;br /&gt;
* &#039;&#039;&#039;The Phoenix Rising coven of Dawn is three-quarters of the way to receiving a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;They need to perform Frozen Citadel of Cathan Canae one more time at Hope&#039;s Rest in the Barrens&lt;br /&gt;
For the last three seasons, the &#039;&#039;&#039;Phoenix Rising&#039;&#039;&#039; [[coven]] of [[Dawn]] has been raising the [[Frozen Citadel of Cathan Canae]] over the region of [[The Barrens#Hope&#039;s Rest|Hope&#039;s Rest]] in [[the Barrens]]. As well as offering protection to the [[territory]], the [[enchantment]] is [[Golden_magicians_fayre#Frozen_Strength|part of a test]] by [[Cathan Canae]] from whom the ritual draws power.&lt;br /&gt;
{{CaptionedImage|file=CathCane001b.webp|align=right|width=175}}&lt;br /&gt;
If a frozen citadel is raised in Hope&#039;s Rest during the Winter Solstice, then the task will be complete. At the start of the Spring Equinox 388YE, the &#039;&#039;Mistress of Blizzards&#039;&#039; will anchor a little of the essence of her [[Realms#Summer|domain]] in the [[Region_qualities#Hills|hills]] of the southern Barrens. The region will gain the &#039;&#039;Rimebound&#039;&#039; quality - the weather there will always be slightly worse than in the rest of the Barrens, with regular snowfalls and even blizzards in winter. But any casting of Frozen Citadel of Cathan Canae on the region - or any other similar Summer enchantments - will be empowered. The ritual already summons a [[Frozen Citadel of Cathan Canae|battalion of heralds]] from the demesne of the &#039;&#039;Queen of Ice and Darkness&#039;&#039;; when cast at Hope&#039;s Rest she will provide one of her great captains and their warband to support the defence of the territory. The battalion will have a total strength of 3,000 towards determining victory and inflicting casualties, and take part in any military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies. At the same time, [[Stalwart Stand on Solid Ground]] will mean the fortification does not collapse until the ritual ends, no matter how much damage it takes.&lt;br /&gt;
&lt;br /&gt;
The magicians of Dawn would also gain leave to use [[ilium]] to permanently summon a Frozen Citadel in Hope&#039;s Rest if they wish. Should they choose to do so, the &#039;&#039;Thane of the Rimebound Shore&#039;&#039; will petition his mistress to allow his personal castle to be summoned to the mortal world and bring his household to support it until such time as the Druj of the Mallum are permanently broken. The &#039;&#039;Citadel of the Rimebound Shore&#039;&#039; follows the rules for a [[fortification]] - the [[fortification#bastion|bastion]] would provide significant protection to Hope&#039;s Rest, and the Thane&#039;s personal retinue would [[fortification#garrison|garrison]] the territory, keeping guard against both the Druj and the [[vallorn]], as well as keeping a watchful eye on the wilder places of the Barrens.&lt;br /&gt;
&lt;br /&gt;
With the willing support of the Thane and his mistress, this feat could be achieved with &amp;quot;only&amp;quot; 100 rings of ilium rather than the usual requirement of 300 rings. Furthermore, until the Druj are defeated or the Imperial Conclave declares [[Alignment#Enmity|enmity]] against Cathan Canae, the presence of the Thane and their warriors will mean the citadel has no upkeep unless the Empire chooses to [[Fortification#Improvement|improve]] it in some way. This offer of a permanent citadel remains until the start of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
====Broken Fist====&lt;br /&gt;
* &#039;&#039;&#039;The Fist of the Black Glacier can no longer be cast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The assurance on the ritual was broken at the Summer Solstice 387YE&#039;&#039;&#039;&lt;br /&gt;
Two years ago, at the Winter Solstice 385YE, three generals were [[Begins_where_it_ends#Cathan_Canae|invited]] by a castellan of the &#039;&#039;[[Cathan Canae|Queen of Ice and Darkness]]&#039;&#039; to discuss the strategies behind the conquest of [[Ossium]], [[Sermersuaq]], and [[Zenith]]. &#039;&#039;&#039;Nicassia of Phoenix Reach&#039;&#039;&#039;, as the [[Citadel Guard|General of the Citadel Guard]], won the competition and was rewarded with a ritual text to call on the Fist of the Black Galcer. The &#039;&#039;Castellan of the Spire of Unbroken Notes&#039;&#039; visits the Hall of Worlds following the Autumn Equinox with the sad, but firm, news that with the [[387YE_Summer_Solstice_Senate_sessions#Decommission_the_Eastern_Guard|decommissioning]] of the Eastern Guard, the assurance on the ritual has been broken.&lt;br /&gt;
&lt;br /&gt;
It is unclear how the &#039;&#039;Lady of the Frost&#039;&#039; feels about the situation: clearly, the Senate must have had a reason for decommissioning the fortification, but it is a demonstration that the Empire does not share the same concerns as the &#039;&#039;Immovable One&#039;&#039;. If the [[Archmage of Summer]] wants to explain the reasoning to the eternal, then their power of [[Archmage#Plenipotentiary|plenipotentiary]] is available.&lt;br /&gt;
&lt;br /&gt;
===Champions of a Champion (Hayaak)===&lt;br /&gt;
{{CaptionedImage|file=Hayaak001b.png|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Those who championed Hayaak during the Icy Crag tourney have received their rewards from Hayaak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hayaak remains as the patron of the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice 387YE, the [[Hayaak|Peregrine Knight]] became the patron of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]. The Outlaw Prince had to [[Upon_a_midnight_dreary#College_of_Magic_(Hayaak)|delay]] providing rewards to his champions, but has dispatched his heralds to &#039;&#039;&#039;Nimue de Rondell&#039;&#039;&#039;; &#039;&#039;&#039;Arlen Foreman-Smith&#039;&#039;&#039;; and the Master of Ice and Darkness himself, &#039;&#039;&#039;Alexander Tallstag&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To Nimue, he has sent a [[:category:Paired Weapons|set of blades]] taken from an overthrown queen. The blades are similar to the [[Earthquake Drummers]] known to Imperial artisans, and the corrupt queen of an unknown realm used them to slaughter her own people until she was overthrown.&lt;br /&gt;
&lt;br /&gt;
To Arlen, he has sent a set of [[:category:Mage Armour|mage armour]] taken from a twisted king. The armour is similar to the [[Twilight Pauldrons]] known to Imperial artisans, and the deceitful king of an unknown realm used them when spreading malice and suffering to his people until he was cast down.&lt;br /&gt;
&lt;br /&gt;
To Alexander, he has sent a piece of [[:category:jewellery|jewellery]] taken from a fallen monarch. The jewellery is similar to the [[Abraxus Stone]] known to Imperial artisans, and the crooked monarch of an unknown realm used it to swindle their way into power, until he was deposed.&lt;br /&gt;
&lt;br /&gt;
Hayaak has exerted his will to infuse the items with fresh power; their restored enchantments will last a year.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
{{stub}}&lt;br /&gt;
We&#039;ve temporarily removed the section on Callidus, while we fix the mistakes with it.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Hope is a Subtle Glutton (Callidus)===&lt;br /&gt;
{{CaptionedImage|file=CallidusArt.jpg|align=right|width=175}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
* &#039;&#039;&#039;Multitudo, herald of Callidus, will visit the Hall of Worlds at 18:10 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multitudo wishes to meet the Champion of Ambition and the ambassadors to both Jarm and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Prince of the Argent Tontine has arranged a special auction for high-end goods&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All bids will take place with ingots and measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 21:30 on Saturday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
As the Winter Solstice nears, the sun is low in the sky as a herald steps out of a regio onto the darkening path. Clad in robes embroidered with fanciful script, they are short with golden labyrinthine lines running over their face and neck. Barely pausing, the herald walks briskly towards the Hub to deliver a letter from the [[Callidus|Sovereign-Lord of the City of Chains]]. They inform the civil servant that, following the [[Upon_a_midnight_dreary#Relics_of_the_Past_(Callidus)|visit]] of &#039;&#039;Multitudo&#039;&#039; last season, the Prince of the Argent Tontinue has dispatched &#039;&#039;Goldentongue&#039;&#039; to host an auction for several treasures.&lt;br /&gt;
&lt;br /&gt;
Though some of the requested items are available, some are sadly impossible to provide. Following discussion with the &#039;&#039;Prince of the Argent Tontine&#039;&#039;, the terms of the auction have been changed from [[Volumes_of_forgotten_lore#The_Auction_of_Desire|last season]], and the right to bid in the auction will only be available to a select number of individuals, as befits an event arranged by the &#039;&#039;Lord of Greed and Want&#039;&#039;. The prospectus will be auctioned by order, in open bid. If no one is willing to bid on a specific lot, or bidding does not reach a (hidden) reserve price, then bidding will be opened to those without an invite. There are seven tickets accounted for, going to &#039;&#039;&#039;Carmine de Sarvos&#039;&#039;&#039;, of the Printers&#039; Guild; &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;, the [[Golden Pyramid|Grandmaster of the Golden Pyramid]]; &#039;&#039;&#039;Trencher Smoulder in The Cold&#039;&#039;&#039;, &#039;&#039;&#039;Ezekial of Adina&#039;s Charge&#039;&#039;&#039;, and &#039;&#039;&#039;Edwin de Warrenne&#039;&#039;&#039;, as the highest bidders on mithril, white granite, and ilium seats respectively, along with whoever bids the highest on a weirwood seat at the [[Auction of the Seats]]; and finally &#039;&#039;&#039;Vossk&#039;&#039;&#039; as the [[Archmage of Autumn]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goldentongue&#039;&#039; will have an additional invite, available to the highest bidder from the floor before the auction starts. Finally, a ticket is available if a [[declaration]] of [[alignment]] sees Callidus granted the amity of the [[Conclave]] - if this passes, then the ticket will be available to whoever raised the declaration. &#039;&#039;Goldentongue&#039;&#039; will be in the Hall of Worlds from 21:00 on Saturday to begin organising the auction and to answer any questions. &lt;br /&gt;
&lt;br /&gt;
There are several lots available, ranging from the mundane to the esoterically impractical. Those invited will receive the full prospectus, and a copy will be sent to the Hub in time for Saturday morning. The herald of the City of Chains hints at several of the items available: there is a chance to hire &#039;&#039;Vug and Druzy&#039;&#039; (surveyors extraordinaire) on behalf of the [[mine]] owners of a territory for a year; a rare Moonsilver Scarf from the Palace of the Azure Sky; and a key to the Myriad Market of the [[Ephisis|City of Gold and Lead]].&lt;br /&gt;
&lt;br /&gt;
Finally, Multitudo intends to watch the Mariner play at the [[Opening_ceremonies#The_Anvil_Arena|Anvil Arena]]. They hope that &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039;, incumbent [[Ambassador to Jarm]]; &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, [[Ambassador to the Grendel]]; and &#039;&#039;&#039;Eldrid &#039;Phoenix Flame&#039; Vestardottir&#039;&#039;&#039;, [[Champion of Ambition]] will accompany them, alongside two other guests, then afterwards they can retire somewhere more private to discuss &amp;quot;&#039;&#039;sashes and shields&#039;&#039;&amp;quot;.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Fire and Stone (Estavus)===&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;Office of Fire and Stone&#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; Iteri, Zenith (at the Crucible of Fate)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 [[white granite]], 20 [[mithril]], 10 rings of ilium, 90 crowns labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the title of &#039;&#039;Architect of Hammers&#039;&#039;&lt;br /&gt;
* Allows heralds of Estavus to enter the mortal realm at the Office of Fire and Stone regardless of alignment&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Architect of Hammers&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Urizen or Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes or Declaration of Conclave&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039;&lt;br /&gt;
* Can make a single announcement in the Senate each season, either:&lt;br /&gt;
** Repair or upgrade to an existing commission utilising the labour of the House of Iron and Stone. This does not count towards the limited number of commissions available to the Senate.&lt;br /&gt;
** Assess a bourse seat that produces mithril or white granite in a region controlled by the Empire, utilising the expertise of the Architects of Iron and Stone.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Oversee the Office of Fire and Stone; liaise with heralds of Estavus on behalf of Urizen or the Empire as a whole, depending on appointment method&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Investigated resource&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Produces&#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;[[Brilliant Star]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pride of Ikka&#039;s Tears]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Vigilant Swan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White granite&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 Architects of Iron and Stone have finalised their proposal for a permanent office in Zenith&lt;br /&gt;
In the Autumn, [[Has_reared_himself_a_throne#Sculptured_Ivy_and_Stone_Flowers|draft proposals]] were set forth by the [[Estavus|City of Fire and Stone]] regarding offices built at the [[Zenith#Crucible_of_Fate|Crucible of Fate]]. As per the previous request, the intent of the offices is for them to serve as a legacy for the long and productive partnership between the denizens of the Autumn realm and Edmundo of Damakan&#039;s Forge&#039;s. A title is to be created to oversee the offices, the Architect of Hammers - but as of the Autumn Equinox, this was as far as planning had progressed. Representatives of the &#039;&#039;Architects of Iron and Stone&#039;&#039; , the faction within the City that put together the proposal, met with the Archmage and associates at the last summit to discuss the exact purpose to which the offices can be put.&lt;br /&gt;
&lt;br /&gt;
Having completed their consultation, the expanded proposal for the Architect&#039;s powers is as follows. Once per season, the Architect will be able to [[Senate announcement|announce]] either of the following to the Senate:&lt;br /&gt;
{{CaptionedImage|file=EstavusArt.jpg|align=right|width=175}}&lt;br /&gt;
They may invite the &#039;&#039;Coalition of Stone and Struggle&#039;&#039; to repair or upgrade an existing commission. This will not count against the existing limitation on commissions as the labour will be provided by the Coalition, one of the greatest collections of [[Inhabitants_of_the_realms#Drudges|labourers]] in the &#039;&#039;City of Fire and Stone&#039;&#039;. This can be any upgrade - either a standard one or one available due to an opportunity - with the exception that the Coalition refuse to work on projects sponsored or designed by eternals of other realms. Labour costs will need to be provided at the ordinary rate, though it is possible that the Coalition might occasionally request alternate forms of payment.&lt;br /&gt;
&lt;br /&gt;
They may invite the &#039;&#039;Architects of Iron and Stone&#039;&#039; to assess a bourse resource that produces mithril or white granite, which has not already been assessed in this manner, and at the cost of ten thrones. The Architects of Iron and Stone will send their representatives to investigate how the resource might be improved. The following season, the heralds will present plans for an upgrade of that resource. This could be a [[Metal_and_stone#Expand_the_Quarry|straightforward plan]] to improve production, or the [[Metal_and_stone#Actual_Ambition|discovery]] of a hitherto-unexploited opportunity for side profit. It is even possible that, on rare occasions, there may be unexpected [[Metal_and_stone#Tempest_Miners|additional opportunities]] associated with the resource. The cost per assessment is set at five thrones until at least the Winter Solstice 388YE. The Architects will assess what profits they have made from the relationship after that point, and may change the price.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_time_of_plenty&amp;diff=137461</id>
		<title>A time of plenty</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_time_of_plenty&amp;diff=137461"/>
		<updated>2026-04-21T14:39:32Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Coin that Goes Unspent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:382YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;This is never going to happen&amp;quot; he said. Although Gabriela tried to love her brother the way she felt a sister should, his pessimism was a near-constant in their lives. Just occasionally - like right now - it drove her crazy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably not.&amp;quot; she settled on. Would it be enough? Alas no.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why are you persevering then?&amp;quot; What was it about pessimists? It wasn&#039;t enough to be convinced everything was going to fail - oh no - they had to validate their beliefs by convincing everyone else that everything was going to fail. She wondered if there were any pessimistic architects in the world. She hoped not, for their sake.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They probably asked Zemress the same question.&amp;quot; It wouldn&#039;t work with her brother, he was too used to her, but sometimes people would be shocked when she mentioned the paragon so casually and they would shut up. It worked often enough it was becoming a habit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re not Zemress.&amp;quot; He moved closer, clearly trying to get into her line of sight, presumably to make her acknowledge he was talking so she focussed harder on her drafting board.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nope. But I&#039;m trying to be. She&#039;s a paragon for a reason Hebi - she&#039;s &#039;&#039;supposed&#039;&#039; to inspire people.&amp;quot; When she was day-dreaming she like to imagine that maybe, just maybe, he was wrong. I mean anything was possible... but that was her little secret that she never told anyone. Foolish to even think it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She&#039;s an &#039;&#039;exemplar&#039;&#039; Gabi. It&#039;s different. Point is your dock is stupid, it doesn&#039;t do anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gabriela had absolutely no idea what the difference between a paragon and an exemplar was but someone had explained it to her once and she had decided they were quite wrong. Paragons were better than exemplars, and nobody was better then Zemress, so that meant she &#039;&#039;must&#039;&#039; be a paragon. And now to the other point. She turned to face her brother, better to get this over with quickly, then she could get back to drawing, hopefully without any further distractions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re wrong Hebi, you&#039;re quite wrong. My seminary does do something. It &#039;&#039;inspires&#039;&#039;. That&#039;s what it does. It lifts up the human spirit, it reminds us to contemplate the virtues and the lives of those who have been virtuous before us. It drives us to pursue a virtuous life, which is the purpose of living. And who knows what might come of that? Yes it will be expensive, but if it inspires enough people to support it then it will happen - and if it doesn&#039;t then it will fail.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hebi made to argue with her again but she cut him off. &amp;quot;It&#039;s ok to fail Hebi. I&#039;m an architect, not a general. Nobody dies if I get this wrong. Trying and failing is virtuous, it&#039;s failing to try that is a sin. Now &#039;&#039;please&#039;&#039;, can I just have a moment&#039;s peace? I really need to finish this before the Solstice.&amp;quot; Her tone was cajoling now, a reflection that her patience was running out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! Sorry - that&#039;s what I actually came to tell you. That priest is back again - the one with the funny clothes. The Mash Potato fellow. He wants to see you again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Paragons save us! She was not going to get any piece at all today that was now clear. Why did everyone have to keep bothering her?&lt;br /&gt;
&lt;br /&gt;
Hebi could see his sister was at the end of her tether so he went in for the kill. &amp;quot;I reckon he fancies you...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gabriela threw her favourite pencil at Hebi as he ran out of the room laughing. But she was laughing herself by the time he came back leading the visitor into their study. &amp;quot;The Präster to see you Gabriela, about the &#039;&#039;paragon&#039;&#039; Zemress.&amp;quot; She scowled at his mockery one last time as he shut the door leaving her alone with the beaming priest.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Zemress was an inspirational Freeborn figure, recognised as an [[Paragons and Exemplars|Exemplar]] of [[Prosperity]] by the [[Synod]] in 223YE, three years after her death. A brilliant ship-wright, she financed her first campaign against the pirates that plagued the Bay of Catazar with funds raised by the sale of her designs. With the money she designed and built the ship that made her famous, the &#039;&#039;Kraken&#039;s Bane&#039;&#039;, a sleek beautiful design half-way between a military vessel and a merchant ship. From the deck of the Bane she dedicated herself to driving every pirate from the Bay eventually until she earned the epithet &#039;&#039;The Blade of the Isles&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Zemress [[Zemress#Biography|disappeared in mysterious circumstances in 220YE]], the Krakens Bane was discovered almost a year later, adrift at sea, empty. It was towed back to the place of her birth, [[Madruga#Calvos Sound|Calvos Sound]], where it remains moored to this day, in memory of Zemress and her [[Signs_of_the_paragon_and_exemplar#Inspiration|inspirational]] deeds. Despite her significance in Imperial and Freeborn history, she has never possessed an [[inspirational location|memorial]] - until now.&lt;br /&gt;
&lt;br /&gt;
==Coin that Goes Unspent==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gilah, Daughter of the Chantry, Statement of Principle, Prosperity Assembly, Autumn Equinox 382YE, Upheld with a greater majority (152-0)&amp;quot;&amp;gt;Gilah, daughter of the Chantry, with the support of the Prosperity assembly will travel to Calvos Sound in Madruga and perform insight on the Kraken&#039;s Bane. If no true consecration of prosperity is on the flagship of the Exemplar Zemress then with a dose of true liao I will consecrate the Kraken&#039;s Bane, Inspirational vessel, which is the template for all ships sailed by the Corsairs. Let this shrine spiritually bolster all those that follow in her actions in raiding the Grendel, and guide pilgrims across the world in opposing slavery.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the resounding support of the Assembly of Prosperity, Gilah of the [[Highguard groups#Chantry_of_the_Silver_Skull|Chantry]] travelled to Calvos Sound to examine the &#039;&#039;Kraken&#039;s Bane&#039;&#039;. Having identified that the ship did not possess a [[liao#True Liao|true liao]] [[consecration]], she used a dose of the priceless liquid to create a permanent [[aura]] as testament to Zemress&#039; inspirational [[Signs_of_the_paragon_and_exemplar#Legacy|legacy]]. The vessel has long been housed in a specially erected dry dock in Calvos and has always been a favoured destination of pilgrims from all over [[the Brass Coast]], the Empire and even from far [[Sumaah Republic|Sumaah]]. Now, more pilgrims than ever are seeking to travel to the town for a chance to look on Zemress&#039; work, to stand on the deck of her vessel, and to experience the profound sense of fulfilment from all their hard work that the true liao aura creates.&lt;br /&gt;
&lt;br /&gt;
Calvos Sound is a prosperous town and should soon be able to house a steady flow of pilgrims. Already enterprising Freeborn [[family|families]] are opening new paradors in and around the town, looking to cater to the pilgrims. Plans are in place to expand the dock, to make access easier - but also to put an end to people trying to remove pieces of the vessel to keep as  relics. In place of pieces of the keel, merchants are being encouraged to fashion tiny replicas of the ship to sell, or for those with rings instead of crowns, copies of her novel ship designs. It seems that in death, as in life, Zemress will continue to enrich her beloved Coast.&lt;br /&gt;
&lt;br /&gt;
And yet still people are asking if something more could not be done? The consecration has made the &#039;&#039;Kraken&#039;s Bane&#039;&#039; a focal point for the virtue of Prosperity and it will inspire pilgrims for centuries to come. But the prevailing mood is that it would be best if something, some structure, could be built where the lessons of Zemress life could be studied and shared.&lt;br /&gt;
&lt;br /&gt;
==What the Morrow Holds==&lt;br /&gt;
In response to these concerns, &#039;&#039;Gabriela i Matez i Riqueza i Zemress&#039;&#039;, suggests that the Empire might build a great wharf, running away from the dry dock where the &#039;&#039;Bane&#039;&#039; is kept to jut out into the sea. Vessels could tie up at the wharf of course, that is what they are for after all, but Gabriela would like permission to construct a seminary on the jetty itself. Priests dedicated to [[prosperity]] could come from all over the Empire - from all over the world even - to study at the seminary, to learn about Zemress, and to contemplate the virtues.&lt;br /&gt;
&lt;br /&gt;
The plans for this seminary are ambitious. A great tall building of weirwood and white granite, it would stand out in the ocean on heavy pilings driven deep in the bedrock of the shallow bay. Tall glass windows would look out over the waters on all sides, so that students studying there could contemplate the oceans and how humankind&#039;s dominion over the waves was achieved and preserved through hard work. The proposed structure would include a library of books and scrolls all pertaining to the life of Zemress, so that scholars could pore over the details to glean new insights into her life and works.&lt;br /&gt;
&lt;br /&gt;
The most exotic part of the structure that Gabriela has proposed is a mithril floor, worked with intricate designs, etched into the precious metal to depict seminal moments from the life of the exemplar. According to Gabriela, visitors to the seminary will literally follow in Zemress&#039; footsteps as their journey through the building takes them over the key scenes, the crucial moments that caused her to become the Blade of the Isles.&lt;br /&gt;
&lt;br /&gt;
==All That is Worthwhile==&lt;br /&gt;
Gabriela&#039;s plan is expensive of course, it would need 15 wains of weirwood, 15 wains of white granite, and 15 wains of mithril and 45 crowns. That is a huge undertaking for what is ultimately no more than a [[folly]]. It would be cheaper and easier to just build a regular church to celebrate her life, a [[sinecure]] that would provide whoever was appointed to run it with liao and votes to match. But Gabriela claims that the beauty of her design is that it is absolutely dedicated to showing the importance of Zemress as an &#039;&#039;inspirational&#039;&#039; figure. The building would be beautiful and inspiriting, it would allow everyone who came to study there to focus on her lift without being distracted by worldly concerns.&lt;br /&gt;
&lt;br /&gt;
Against all the odds, help is offered from some unlikely quarters. The first, perhaps unsurprisingly is from the [[Zemress islander|Zemress islanders]] themselves. Zemress is more than just an exemplar to the people of Zemress Island, she is literally a mother figure to them, an iconic legend responsible for their existence. They have no precious resources that they can contribute to the plan, but what they have is the gift of their labours and on that they will not stint. If the Empire will find a way to authorise the construction of Gabriela&#039;s design and provide the relevant materials so that the construction can begin, then the Islanders will carry out the construction work, paying for it with coin from their community. As a result, all of the 45 crowns will be paid directly by the Islanders.&lt;br /&gt;
&lt;br /&gt;
The other offer of help is much more surprising. There has always been a small but steady stream of Sumaash pilgrims coming to visit Calvos Sound to see the Kraken&#039;s Bane. Zemress visited the Republic on many occasions and is recognized as a paragon of Prosperity among the Sumaah, her visits having a notable impact on their faith. Consequently, she is a popular and well liked figure there, and followers of Prosperity who can afford it sometimes make the long journey to the Empire to see her vessel for themselves.&lt;br /&gt;
&lt;br /&gt;
The Sumaah are absolutely delighted that the vessel has been consecrated with true liao, and there is a noticeable increase in the flow of overseas visitors to the shrine once news of the deed reaches the Republic. The [[Will you believe?|missionaries]] that come to Calvos Sound are in general much less interested in denouncing the Synod and much more interesting in expounding the virtues of Prosperity as exemplified by the life of Zemress - making them little different to the Freeborn preachers doing the same. When Gabriela begins to sound out local dignitaries about the prospect of constructing the seminary word of her plans spreads to the small Sumaash community visiting the town and a delegation comes to see her. They discuss the plans in detail, and although they are keen to make no promises at first, they speak favourably of the plan and suggest that the House of the People (the Sumaah equivalent of the Imperial Senate) might be willing to support the construction with material help.&lt;br /&gt;
&lt;br /&gt;
Weeks later, confirmation is received that the Republic will provide help in two forms. The first is material, Sumaash vessels are willing to provide all of either the white granite or the weirwood needed to complete the structure provided the Empire will put forward the other two. Both resources are precious and valuable in the Sumaah Republic, as doubtless they are in the Empire, so the präster don&#039;t know which resource would be most useful. As a result they have made their offer in good faith, whichever material the Empire is most short of, they will provide.&lt;br /&gt;
&lt;br /&gt;
In addition to that, once the seminary is complete, the präster will also supply carefully created copies of the life and works of the exemplar Zemress i Ezmara, the Blade of the Isles, that are currently stored in Sumaah. Doubtless most of these works contain information about Zemress that is already known to the Empire, but these people are certain that not all of it will be. Accounts of her travels in Sumaah, of her dealings with them, are near certain to be unknown in the Empire. Obviously the Republic won&#039;t release the original tomes - but they are prepared to have perfect copies made in their scriptoriums and all at their own cost. Once complete, these would be conveyed to the seminary, where they would help to bring new insights into her life and her philosophy.&lt;br /&gt;
&lt;br /&gt;
All that the Republic asks in return is that the Empire and the people of the Brass Coast give them a solemn promise that the Seminary would forever more remain open to all followers of [[the Way]] to come and study, not just Imperial pilgrims. Obviously Sumaash pilgrims are free to visit the &#039;&#039;Kraken&#039;s Bane&#039;&#039; now but their request makes clear that they would expect to be welcome to come study here no matter the state of relations between the Republic and the Empire.&lt;br /&gt;
&lt;br /&gt;
==Limited Opportunity==&lt;br /&gt;
Gabriela&#039;s plan is essentially complete - there is no requirement to begin work on the seminary immediately. Support among the Zemress islanders and Sumaash pilgrims however is a little more conditional. If work has not begun on the seminary by the start of the Summer Solstice 383YE, the offer of labour, additional materials, and accounts of Zemress&#039; time among the Sumaah will not be available.&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Senate]] has agreed to [[commission]] the construction of the [[Construct_Zemress_seminary|Zemress seminary]].&lt;br /&gt;
&lt;br /&gt;
Several [[statement of principle|statements of principle]] were raised in the [[Synod]] urging that &amp;quot;pilgrims visiting the shrine of the exemplar Zemress at Calvos Sound in the Brass Coast who are dedicated to the Way should be allowed to conduct their pilgrimage in safety regardless of their country of origin&amp;quot; but none achieved a greater majority. Fortunately, the Sumaah have accepted the statements at face value, as evidenced by the strong support for them, and have indicated that they will provide the promised support, provided the construction begins on time.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Winter_Solstice_2026&amp;diff=137452</id>
		<title>Winter Solstice 2026</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Winter_Solstice_2026&amp;diff=137452"/>
		<updated>2026-04-21T09:37:12Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 [[387YE Winter Solstice winds of fortune|winds of fortune]] and the [[387YE Winter Solstice 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 [[387YE Winter Solstice Imperial elections|list of upcoming Imperial elections]]&lt;br /&gt;
{{CaptionedImage|file=Steeplechase1.jpg|title=Steeplechase LRP Centre|align=right|width=400|caption=One of the skirmish fields at the new site}}&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 20:00 and ending at 21:00&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No bow or crossbow use in Anvil after 20:45 or on quests that start 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 20:45 each day. This means you cannot use a bow in Anvil after this time, or on a skirmish or quest that starts 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 20:00 and 21:00.&lt;br /&gt;
{{CaptionedImage|file=Steeplechase2026-1.png|title=Site Map|align=right|width=600}}&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;
&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. 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.&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 year to return once again this year. You can find those who have already booked to attend below.&lt;br /&gt;
&lt;br /&gt;
* [http://www.battle-ready.com/ Battle Ready] Hand-crafted leather goods.&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;
* Hardy &amp;amp; Sweet Weapons and LARP supplies&lt;br /&gt;
* [https://www.larpinn.co.uk/ Having A Larp] Costume, weapons, armour and LARP accessories.&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;
* [https://www.kriosphotography.com/ Krios Photography]&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.mandalastudios.co.uk/ Mandala Studios] High quality latex prosthetics and masks tailor made for the Empire campaign.&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://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;
&amp;lt;!--&lt;br /&gt;
* [https://www.bespokepewter.com Bespoke Pewter] Empire specific and general medieval pewter badges and dress accessories.&lt;br /&gt;
* Honest Jim&#039;s Wandering Shop&lt;br /&gt;
&lt;br /&gt;
* [https://millstreamforge.co.uk Millstream Forge]&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=Steeplechase_LRP_Centre&amp;diff=137451</id>
		<title>Steeplechase LRP Centre</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steeplechase_LRP_Centre&amp;diff=137451"/>
		<updated>2026-04-21T09:19:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
All our events are held at Steeplechase LRP Centre.&lt;br /&gt;
&amp;lt;!-- x&lt;br /&gt;
==Additional Fire Regulations==&lt;br /&gt;
* &#039;&#039;&#039;Please note that there are additional [[fire regulations]] in force at this event.&lt;br /&gt;
Due to the exceptionally hot dry summer that we have been having, the grass in the main camping fields has become very dry. That means there is an increased fire risk at the event, so we are putting in place additional [[fire regulations]] to manage this risk. Please make sure that you read these regulations carefully.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Site Address==&lt;br /&gt;
* &#039;&#039;&#039;Please use CB25 9QZ or [https://what3words.com/kind.campsites.horseshoe ///kind.campsites.horseshoe] to reach the start of the approved route&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once there you can use CB24 8FP or [https://what3words.com/speaker.reseller.aliens ///speaker.reseller.aliens] to reach the site entrance.&lt;br /&gt;
&lt;br /&gt;
The address is Steeplechase LRP Centre, Beach Road, Cottenham, Cambridgeshire. &lt;br /&gt;
&lt;br /&gt;
Please use CB25 9QZ or [https://what3words.com/kind.campsites.horseshoe ///kind.campsites.horseshoe] if you are putting the details into your satnav. This will bring you in by the correct route, avoiding the winding trip through the local villages. It will take you to the turning for Green End, the start of the approved route. Once there you can use CB24 8FP or [https://what3words.com/speaker.reseller.aliens ///speaker.reseller.aliens] for the site entrance.&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
Please ensure that you avoid coming to site via Cottenham as the roads are very narrow and congested in the village. Our suggested route avoids the village of Landbeach - it is slightly longer but avoids congestion. It is &#039;&#039;&#039;vital&#039;&#039;&#039; to follow these directions when you &#039;&#039;&#039;leave site at the end of the event&#039;&#039;&#039;. There will be significant delays for everyone if people try to go through the village to get to the A10.&lt;br /&gt;
&lt;br /&gt;
===On Arrival===&lt;br /&gt;
* &#039;&#039;&#039;Take the A14 to Cambridge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leave the A14 at J33, take the A10 North for Ely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow the A10 for 5km, past Landbeach and Waterbeach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take the slip road left onto Green End, signposted Cottenham 3, Landbeach 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;After 1km, Take the first right hand turn onto Cottenham Road, signposted for Cottenham&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1.5km on Cottenham Road until it becomes Beach Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The centre is the on the right - just opposite the lay-by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 600px; display: flex; flex-direction: column; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cottenham-A.png|align=right|width=600}}&lt;br /&gt;
{{CaptionedImage|file=Cottenham-2B.png|align=right|width=600}}&lt;br /&gt;
{{CaptionedImage|file=Cottenham-2E.png|align=right|width=600}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===On Departure===&lt;br /&gt;
* &#039;&#039;&#039;Turn left onto Cottenham Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1.5km, then turn left at the t-junction towards Streathem and Ely and away from Landbeach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1km until you reach the A10&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Turn left onto the A10 heading north&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 750m to the roundabout, circle the roundabout, and back onto the A10 heading south&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow the A10 until you reach the A14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==By Train==&lt;br /&gt;
We recommend getting the train to Cambridge North. While Waterbeach is technically closer to site, it is a local village station with no amenities, a tiny car park, and only two trains in each direction per hour compared with Cambridge North&#039;s 5. Cambridge central station is on the wrong side of the city. Profound Decisions coach shuttle service is operating from Cambridge North.&lt;br /&gt;
&lt;br /&gt;
===Amenities at Cambridge North===&lt;br /&gt;
* &#039;&#039;&#039;Seating, though most of it&#039;s outdoors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costa Coffee (takeaway only)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Co-op&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toilets including accessible facilities, inside the ticket barriers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Food van&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Step-free access throughout, via lifts and an overbridge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cambridge North is staffed at all times, there’s no ticket office but someone from the information desk can help with ticket machines if necessary. There is step-free access throughout, via the lifts, but always check on the day if you’re reliant on the lifts, as outages are not uncommon.&lt;br /&gt;
&lt;br /&gt;
===Cambridge North Shuttle Service===&lt;br /&gt;
* &#039;&#039;&#039;We operate a coach service between Cambridge North and the site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no charge for this service this year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may not eat on the coach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a sign-up sheet in GOD for the Sunday shuttle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We will operate a coach service collecting players from Cambridge North train station and bringing them to site and taking them back on Sunday.  As you exit the train station, turn left and walk past the cycles to the rail replacement bus bay. We have liaised with the Station and collection will be from there.&lt;br /&gt;
&lt;br /&gt;
On Thursday coaches will run between 12.30 and 19.30. We will run continuously through these times. The round trip to the station and back is 60 minutes but traffic and loading will mean this will not run precisely to the hour. On Friday it will run in the same manner between 11.00 and 16.00.&lt;br /&gt;
&lt;br /&gt;
On Sunday returning coaches will run from 16.00. The first two coaches to leave at the end of the event are often heavily subscribed. There is a sign-up sheet available in GOD to ensure you have a space. We understand that people will be looking to leave to catch prebooked trains and ask that you sign up for the most appropriate coach to get you there on time. You will have to take a taxi or travel on a later coach if the earlier coach is full.&lt;br /&gt;
&lt;br /&gt;
There is no charge for this service this year.&lt;br /&gt;
&lt;br /&gt;
==By Bus or Taxi==&lt;br /&gt;
Bus routes are not easy - you will need to get 2 buses; the guided bus to Histon and then change onto a number 8. The walk to site from the bus stop in Cottenham is on a national speed limit road with no pavement.&lt;br /&gt;
&lt;br /&gt;
If you want a taxi you’ll need to summon it most of the time, they only show up to the station on spec at rush hour. Local firms include Veezu, CamCab and A1 Taxis. &lt;br /&gt;
&lt;br /&gt;
* [https://www.veezu.co.uk/cambridge Veezu] - 01223 715 715&lt;br /&gt;
* [https://camcab.co.uk/ CamCab] - 01223 704704&lt;br /&gt;
* [https://a1-taxi.co.uk/book-your-a1-taxi-online/ A1 Taxis] - 0151 480 7777&lt;br /&gt;
&lt;br /&gt;
It costs about £20 to get a taxi to site. You should try to get the driver to take the PD recommended route for cars avoiding Landbeach if possible. Uber is available in Cambridge.&lt;br /&gt;
&lt;br /&gt;
==On Site==&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;
&lt;br /&gt;
Turn right into the site from the main entrance off Beach Road opposite the lay-by. There is a 10mph speed limit at all times once you leave the public road. Drive 250m up the site access track until you reach the gate. Profound Decisions gate team will be ready to receive you there. Our team will direct you where to camp. They will be able to answer any questions you have on the day and give you additional direction.&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.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sitemap2025.png|width=100%}}--&amp;gt;&lt;br /&gt;
==OOC Camping Fields==&lt;br /&gt;
There will be a space available for all participants who are camping OOC at the event. There is no need to book a spot in the OOC camping area - there is plenty of room here for everyone.&lt;br /&gt;
&lt;br /&gt;
==IC Camping Fields==&lt;br /&gt;
* &#039;&#039;&#039;If you want to camp in-character, then you must let your nation camp planner know&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must follow the rules for in-character camping and vehicle access&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anvil is spread over the small woods and the two adjoining fields. If you wish to camp in-character, then you must let the [[camp planner]] for your nation know. There are [[Event_information#Camping|rules in place for in-character camping]], so we can only guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
You can bring your car onto the in-character field to set up your camp. You can drive onto the roads through IC camping fields provided that you do so before time-in at 6pm, but you can only leave the roads if the weather is dry and the ground is in good condition. Space is at a premium on site and the spot where you stop to unload is likely to be needed by someone else to camp. For this reason, you must unload and set up your camp as quickly as you can and then move your vehicle off site as soon as you are done. You must not leave your vehicle on site over night.&lt;br /&gt;
&lt;br /&gt;
During take-down there is simply not enough room for everyone to bring their car onto the site while all the tents are still up. We need participants to make room for vehicles and be off as quickly as possible, otherwise the traffic on the site becomes gridlocked and nothing can move. For this reason you must take your tent down and pack up your belongings before you bring your vehicle on site, unless you need to bring your vehicle on first for accessibility reasons (such as disability, fatigue, childcare, etc). Once everything is down and ready to be packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go. We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather.&lt;br /&gt;
&lt;br /&gt;
This rule applies up to 7pm on Sunday - after that time participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
&lt;br /&gt;
All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
&lt;br /&gt;
==Crew Camping Fields==&lt;br /&gt;
* &#039;&#039;&#039;Camping for crew only&#039;&#039;&#039;&lt;br /&gt;
The crew camping field is for crew only. Crew may choose to camp here or in any of the player camping areas. GOD, and monster will all operate from this area.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Dadford Road Area.png|align=right|width=600}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessibility Support==&lt;br /&gt;
There are dedicated accessibility camps at all entrances to the site for anyone who needs to use them. We will provide additional support available where possible - email us at [mailto:accessibility@profounddecisions.co.uk accessibility@profounddecisions.co.uk] to discuss what arrangements will suit you best. We aim to make our events accessible to all and will do everything we can to help you enjoy the event.&lt;br /&gt;
&lt;br /&gt;
==Site regulations==&lt;br /&gt;
===Ground Fires===&lt;br /&gt;
Fires must not be set on the ground, they must only be lit on something that keeps the fire off the ground. Existing fires should be completely extinguished each night. We are arranging firewood for the site. The site includes land that is actively farmed - so please do not throw rubbish that does not burn into campfires - particularly tins, bottles and bottle tops.&lt;br /&gt;
&lt;br /&gt;
==Rubbish==&lt;br /&gt;
Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.&lt;br /&gt;
&lt;br /&gt;
==Amenities==&lt;br /&gt;
The nearest large supermarket is Tesco on Cambridge Road, Milton, Cambridge, CB24 6AY. It provides fuel and four low-power EV charging outlets and can be accessed from the roundabout where the A14 meets the A10 on the way to the site. There is a major EV charging station, 30 fast-chargers, at Cambridge Services, which is about 15 miles away on the A14.&lt;br /&gt;
&lt;br /&gt;
There is a Co-op in Cottenham, on the high street (CB24 8QP), which is smaller but closer and has some parking round the back. There is also a greengrocers on High Street, [https://www.facebook.com/leswardltd/?locale=en_GB Les Ward] which closes at 17:30 on Friday and 16:00 on Saturday and a butchers [https://www.facebook.com/p/SSGawthroupSons-High-Class-Family-Butchers-100063570281170/?locale=en_GB S S Gawthroup &amp;amp; Sons Ltd] which closes at 17:00 on Friday and 13:00 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Cottenham has [https://www.rumblescottenham.co.uk/ Rumbles] chip shop and an award-winning [https://www.currypalacecottenham.com/ Indian Restaurant] both of which are on the high street and open seven days a week. &lt;br /&gt;
&lt;br /&gt;
There are three small cafes in Cottenham, [https://www.facebook.com/Notjustbaguettes/ Not Just Baguettes], [https://www.cottenhamcc.org/ Cottenham Community Centre], and [https://www.facebook.com/p/Baked-100089103853561/ Baked], all of which are on the high street and are open on Friday and Saturday. There is a cafe, [https://www.twentypence.co.uk/our-restaurants/applejacks-restaurant.htm Applejacks Restaurant] on Twenty Pence Road, CB6 3RN. It&#039;s barely six miles from the site at the local garden centre, has plenty of parking and is open from 09:00 Monday to Saturday and 10:30 on Sunday. &lt;br /&gt;
&lt;br /&gt;
[https://chequerscottenham.co.uk/ The Chequers] is the closest pub to the site and has some parking. They serve excellent food and are very keen to welcome live roleplayers to Cottenham. There is also [https://www.thehopbind.co.uk/ The Hop Bind] and the [https://www.facebook.com/p/Waggon-and-horses-cottenham-61571796549197/ Waggon and horses].&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
It will be some time before we are able to offer storage on-site because of logistical and planning restrictions. There is a container storage facility called [https://www.selectedselfstorage.co.uk Selected Self Storage] at Grasshopper Business Park, Ely Road, Cambridge, CB25 9NN, which is 3 miles from site. We recommend contacting them early, as they have limited capacity, but can order additional containers to meet demand with sufficient warning.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&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=Each_age_a_lens&amp;diff=137450</id>
		<title>Each age a lens</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Each_age_a_lens&amp;diff=137450"/>
		<updated>2026-04-21T08:18:45Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Druj]]&lt;br /&gt;
{{CaptionedImage|file=Advisor Frith.jpg|align=left|caption=&#039;&#039;&#039;Frith&#039;&#039;&#039;, Advisor on Orc Affairs|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five orc nations have engaged in diplomacy of one kind or another with the Empire&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations. Not all are barbarians; the Empire has a long-standing peace treaty with the Thule for example (see the &#039;&#039;&#039;[[Invited with asperity]]&#039;&#039;&#039; wind of fortune for more details on Thule diplomacy this season). There are also communities of orcs within the Empire&#039;s borders. Some are part of Imperial nations - the [[Imperial Orcs|Unshackled]], the former [[Grendel]] of [[the League]], the free [[Jotun]] thralls of [[the Marches]]. Others maintain a degree of independence while still being at least ambivalent to the Empire - the orcs of [[Mareave#Beoraidh|Beoraidh]] and the protectorate of Morajasse - while still others keep to themselves and have an uncertain relationship with their Imperial neighbours - the [[Not_to_conquer#Rahvin|Rahvin]] in [[the Barrens]] for example, the septs of [[Mareave]], or the remaining orc septs in [[Ossium]] who declined to move to [[Skarsind]] when the offer was made.&lt;br /&gt;
&lt;br /&gt;
In most cases, diplomacy with most of these disparate orc groups is technically the responsibility of the [[Imperial Consul]], currently &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]], perhaps advised by the [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]]. In practice, many of these orc groups prefer to deal with members of certain nations with whom they have ties - the Jotun prefer to talk to the folk of Wintermark for example, while the Great Forest Orcs consider the Navarr to be their close allies.&lt;br /&gt;
==Jotun==&lt;br /&gt;
* &#039;&#039;&#039;The Jotun remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Responsibility and authority for diplomacy with the Jotun falls to the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
The [[Jotun]] are a powerful, martial nation led by the Jarl of Jarls - Queen Yrsa Jansdóttir of [[Jotun#History|Kallsea]] and King Gudmundr Arason of [[Jotun#History|Narkyst]]. The Empire has been at war with them for most of its existence, although there have been numerous short periods of peace during that time. They encroach into Imperial lands - having conquered [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;). The Empire responds with an [[Rubies in the snow|attack on Skallahn]] that threatens to take control of [[Hordalant#The_Kongegőr|the Kongegőr]], the bridge that connects the northern and southern territories of the sprawling barbarian nation.&lt;br /&gt;
&lt;br /&gt;
There is no ambassador to the Jotun. They seem never to have been especially interested in such a formalised relationship with the Empire. That is not to say that they are incapable of engaging in diplomacy or negotiation, merely that they tend to prefer to deal with individual nations rather than the Empire as a whole. Over the centuries they have had a &amp;quot;close&amp;quot; relationship with the folk of [[Wintermark]], for example, for all that the two nations clash constantly along their borders. In recent times, they have also shown a similar degree of respect for [[the Brass Coast|the Freeborn]]. When the Empire as a whole must deal with the orcs of Kalsea and Narkyst, however, the responsibility falls to the [[Imperial Consul]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A New Meeting Place===&lt;br /&gt;
* &#039;&#039;&#039;A new Meeting Place has been constructed on Gull Isle, a tidal island in the Gullet.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Wintermark National Assembly have encouraged their people to use this opportunity to build bridges with the Jotun.&#039;&#039;&#039;&lt;br /&gt;
While they are unreceptive to the more formal structures of an [[embassy]], there is nonetheless a long tradition of peaceful meeting on neutral ground between the Jotun and Wintermark. Once there was a [[Sermersuaq#The_Meeting_Place|Meeting Place]] just outside the borders of [[Sermersuaq]] where such meetings too place. Sadly in 382YE it was destroyed and defiled by a renegade [[Varushka|Varushkan]], infuriating the Jotun. &lt;br /&gt;
&lt;br /&gt;
In recent years careful negotiations have been taking place regarding the creation of a new meeting place. The old stone is gone, but something new has been raised, with assistance from the Wintermark [[mystic|mystics]] and their &amp;quot;opposite numbers&amp;quot; among the Jotun, the &#039;&#039;[[Elite_Jotun_characters#Ghodi|ghodi]]&#039;&#039;. A little common ground has been found, and there the Empire has helped build a great meeting hall where, it is hoped, Jotun and Imperial might be able to speak without the shadow of violence falling across them. This initiative had extensive support from the Wintermark National Assembly as seen in the [[387YE_Summer_Solstice_Synod_judgements#Judgement_146|statement]] raised by Hayrin at the Summer Solstice, and supported by the Wintermark Assembly.&lt;br /&gt;
&lt;br /&gt;
[[Construct Meeting Place|Construction]] has taken nearly a year, but it is finally complete. A meeting hall now stands on a wave-swept island in the waters to the west of [[Kallavesa]] where barbarian and human can meet one another to talk. There are still some decisions to be made about the place, however.&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;For Ustigar Jarl of Kierheim, by Iron Osric, Hammer of the West&amp;quot;&amp;gt;&lt;br /&gt;
Where march the war-bound, the bold-hearted brethren?&amp;lt;br&amp;gt;&lt;br /&gt;
Where flew the banners, the fire-bright spears?&amp;lt;br&amp;gt;&lt;br /&gt;
Far from the fray, he stood steadfast in duty,&amp;lt;br&amp;gt;&lt;br /&gt;
Bound to the crown, while his kin bled and fell.&amp;lt;br&amp;gt;&lt;br /&gt;
Steel-fast in service, he stayed through the seasons,&amp;lt;br&amp;gt;&lt;br /&gt;
Honour his harness, though hunger for war&amp;lt;br&amp;gt;&lt;br /&gt;
Burned in his breast like buried bright ember -&amp;lt;br&amp;gt;&lt;br /&gt;
To rise, to reckon, to rest in the red.&amp;lt;br&amp;gt;&lt;br /&gt;
But fate is a falcon, fierce in its turning,&amp;lt;br&amp;gt;&lt;br /&gt;
It flew to his field in the fullness of time.&amp;lt;br&amp;gt;&lt;br /&gt;
Sword-slung and shouting, he&#039;ll stride into battle,&amp;lt;br&amp;gt;&lt;br /&gt;
And die with the day, as doers of old.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Rules of War===&lt;br /&gt;
* &#039;&#039;&#039;Iron Osric has spoken to Igya Olgafsdottir about a meeting to better define terms of war with the Jotun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The message has been well received and a meeting proposed for the Spring Equinox honouring Tromsan traditions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Negotiations will occur at the new meeting place; Ingrid Talon-of-the-Mark, Osric, the Golden Jarl and the Imperial Consul are invited&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ingrid Talon-of-the-Mark will be [[Sentinel_Gate#Prognostication|responsible]] for the meeting at the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The thane and the jarl are both invited to bring a small entourage; the meeting will take the form of a feast where anger is put aside&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, a messenger leaves the Jotun territory of &#039;&#039;Ashvale&#039;&#039; (which the Empire calls [[Liathaven]]) and makes camp at the base of the burial mound that was once [[Kahraman#Fort_Braydon_(destroyed)|Fort Braydon]]. She sits under a flag of truce and waits. The [[the Brass Coast|Freeborn]] who speak to her learn that she is bringing a message from &#039;&#039;Igya Olgafsdottir&#039;&#039;, hero-engineer and warleader of the Jotun. The message is quickly communicated to [[Tassato]] and to the office of the [[Imperial Consul]].&lt;br /&gt;
&lt;br /&gt;
Apparently [[general]] [[Heroism#Iron_Osric|Iron Osric]] of the [[Green Shield]] has requested a parley to discuss the terms of the on-going war. In particular, &amp;quot;to try and agree what magic we will not employ, the banning of poisons or other foul things, the protection of innocents, where our armies will clash, the number of forces and how long the conflict will endure before the feasting time.&amp;quot; There seems to be some uncertainty as to whether Osric is speaking only on behalf of Wintermark, or for the Empire as a whole.&lt;br /&gt;
&lt;br /&gt;
What&#039;s clear from the reply is that the Jotun continue to view Iron Osric and a figure they refer to as &amp;quot;the Golden Jarl&amp;quot; in particular as exemplars of what it means to be an honourable warrior. As such they are minded to take his request very seriously. Igya proposes that it is long past time for such a meeting, and that she is eager to attend one as a representative of her Queen. A second representative will come to speak with the voice of the King, and each will bring a &amp;lt;u&amp;gt;small&amp;lt;/u&amp;gt; honour guard of champions and godhi to speak for the warbands and champions of the west.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Iron Osric.png|caption=Iron Osric, General of the [[Green Shield]]|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Atte.png|caption=Atte Arrow-Tongue Metsastajason of the Sussivari Oathsworn Fyrd; elder statesman and [[Imperial Consul]].|align=left|width=300}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Olgafsdottir has called the meeting under the laws of hospitality of her home. In [[Tromsa#Tromsdalen|Tromsdalen]] when feuding warbands can stand one another no more and only blood will settle their anger, they engage in the &#039;&#039;hetjuveisla&#039;&#039; - the feast of heroes. Both sides bring food and drink, and bards to play music and tell tales. For a time the price of blood is set aside, so that a negotiation may be held in good faith to determine precisely how the battle-to-come will go. When the feast is over, the sun must rise and set again before violence resumes allowing both sides to safely return to their homes.&lt;br /&gt;
&lt;br /&gt;
As long as Iron Osric agrees, she proposes that at the Spring Equinox - at the start of the year - Iron Osric, the Golden Jarl, and the Imperial Consul come to the new Meeting Place. Igya proposes that Osric and the Jarl each bring a small honour guard and the Consul an assistant. Both sides should bring food, drink, and bards. A negotiation will take place there that will bind both sides in agreement, and they will part peacefully.&lt;br /&gt;
&lt;br /&gt;
News of this meeting is not met with universal approval. Both the Imperial Consul and Iron Osric are [[Wintermark|Winterfolk]]. The Jotun refuse to name the Golden Jarl, but it is definitely a reference to one of the Freeborn. Of [[the Marches]] in particular there is no mention - where the Jotun still dominate [[Bregasland]] - there are rumbles of discontent that Winterfolk and Freeborn will negotiate how war will take place between the Empire and the western barbarians. They&#039;re not alone - in [[Navarr]] there are a few undercurrents of unhappiness about this. While it is easy to see the sense of a general representing the [[Military Council]] and the Consul representing the [[Senate]], no-one is sure if this &amp;quot;Golden Jarl&amp;quot; even speaks for the Brass Coast. And who will speak for the other nations that must fight the Jotun?&lt;br /&gt;
&lt;br /&gt;
===Virtuous Possibilities===&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have constructed an ancestral shrine as part of the Meeting Place, and assume that the Empire will dedicate a space to the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Synod could pass a writ of consecration to create a true aura at the Meeting Place&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effect would be dependant on the aura chosen, and whether it was a sacred site or a memorial&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have requested that the Wintermark National Assembly endorse any such Consecration to soothe the worries of the Ghodi&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A true consecration will not lead any Jotun to convert to the Way of Virtue&#039;&#039;&#039;&lt;br /&gt;
With the new Meeting Place constructed, the Jotun have taken the message [[387YE_Autumn_Equinox_Synod_judgements#Judgement_128|spread]] by &#039;&#039;&#039;Ingrid Talon-of-the-Mark&#039;&#039;&#039; to heart, and wasted no time in making themselves at home. Along with the wall-hangings, feasting tables, treasured ancestral weapons and other creature comforts they have brought with them, they have swiftly established dedicated spaces for their religious practice. One room of the Meeting Place has been established as a shrine to the ancestors, and is already being filled with small idols, painted images and relics of the honoured dead. As well as this, an outdoor space has been marked out as suitable for ritual combat. While raising a hand in anger against a guest or a host would be a terrible breach of hospitality, two or more warriors choosing to test their strength against one another in honour of their ancestors is not only accepted but encouraged as a demonstration of strength and piety.&lt;br /&gt;
&lt;br /&gt;
Soon, word reaches the Meeting Place of a letter sent by &#039;&#039;&#039;Thane Erlend Gunnulfson&#039;&#039;&#039;, who identifies himself as the person responsible for gathering the Empire&#039;s contribution of [[white granite]] towards this project. The letter bears a suggestion that the Empire might [[Consecration|consecrate]] part of the site. While most Jotun are broadly disinterested in the Way of Virtue (despite the best efforts of the Lasambrian orcs), the suggestion seems reasonable. If the Jotun can honour their ancestors, why not allow the Empire to honour their Virtues? There is agreement with the offer, at least in principle.&lt;br /&gt;
&lt;br /&gt;
In practice, there are several ways that this could be done. The simplest would be to claim a specific space in the Meeting Place as a space for religious observance, and to consecrate it normally with a little [[liao]], renewing it season by season. This is how consecrated areas are maintained across the Empire, after all. This would incur no costs, lead to no downsides, and would allow the aura to be changed from season to season.&lt;br /&gt;
&lt;br /&gt;
Of course there is a more costly, and more impactful, alternative. [[Liao#True Liao|True liao]] could be used to create a [[Consecration#True_Liao|true consecration]] within the new Meeting Place. One of the [[Assembly#The_Virtue_Assemblies|Virtue Assemblies]] would need to uphold a [[writ of consecration]] as normal, and that judgement would need to be upheld by a [[greater majority]] of the relevant assembly. While multiple assemblies could attempt to pass a writ to consecrate the Meeting Place, such judgements would be considered to be [[Mandate#Competing_Mandates|competing]] with one another; only the greater majority judgement with the highest margin of success would be upheld.&lt;br /&gt;
{{SOP|statement=The meeting hall at Gull Island will be completed for the Winter Solstice. Yet until a meeting has taken place there it is just a hall. We send Ingrid Talon-of-the-Mark with 25 doses of liao to spread word of the Hall both in Wintermark and in the lands of the Jotun. Let the Ghodi bring their people to join with the folk of Wintermark to see what bridge may be built.|by=Ingrid Talon-of-the-Mark, Wintermark Assembly|vote=284-0|when=Autumn 387YE}}&lt;br /&gt;
There are limits to the effect of such a consecration. Jotun living in, or visiting, the Meeting Place might visit the Imperial shrine out of curiosity or a desire to learn, but such things would have no wider effect on the Jotun as a nation - this would not convert the Jotun to the Way. However, a true consecration would reinforce how the Empire view their relationship with the Jotun. An [[Auras_of_Loyalty#A_Peerless_Kinship|aura of Loyalty]] for example, would remind everyone of the importance of service to others, and perhaps communicate that the Empire will always stand by their friends and allies. An [[Auras_of_Pride#Partner_of_Greatness|aura of Pride]] would encourage rock-hard self-esteem, and remind Imperial visitors that they are the foundation on which future relations with the Jotun will be built, perhaps resonating with Jotun ideas of honour and integrity. There would be a degree of interpretation involved on both sides, especially since the Jotun would react to the &#039;&#039;actual aura&#039;&#039; rather than the symbolism of the virtue. But such a potent site would be seen by the Jotun as demonstrating the kind of future that the Empire desires with them.&lt;br /&gt;
&lt;br /&gt;
Normally, a writ of consecration would be passed with the intention of creating an [[Inspirational location]] dedicated to a [[paragons and exemplars|paragon or exemplar]]. With the Meeting Place, the writ could identify the Meeting Place as a [[Inspirational_location#Sacred_Sites|sacred site]] - significant but not associated with any particular individual, or as a [[Inspirational_location#Memorials|memorial]] dedicated to a renowned inspirational figure.&lt;br /&gt;
&lt;br /&gt;
Consecrating the Meeting Place as a memorial could not help but send a much more specific message to the Jotun. The barbarians would interpret a shrine commemorating a specific figure from the Empire&#039;s past through the lens of their own faith, and likely see the inspirational figure chosen in such a way as an &amp;quot;honoured ancestor&amp;quot; of the Empire. This possibility was apparently met with a great deal of interest by the &#039;&#039;ghodi&#039;&#039; visiting the construction of the Meeting Place. Some, more open-minded ghodi, would be very curious about what figures the Empire looks to for guidance, and while some elements will doubtless be lost in translation, the Jotun will look to any memorial as a statement about who the people of the Empire desire to be. Any greater effect would be highly dependent on the figure chosen, but it will doubtless be deeply meaningful.&lt;br /&gt;
&lt;br /&gt;
There is a note alongside this talk of open-mindedness, however. The ghodi are as divided and cantankerous as any group of Synod priests, and while they often show unity in the face of outsiders their internal debates are just as heated. More conservative voices are already raising criticisms of allowing the Empire such leeway in the practice of their faith. The missionary zeal of the Empire is well known, and some fear that this may be the thin end of the wedge. Indeed, there are undoubtedly Imperial citizens who would love nothing more than to spread the Way among the peoples of the Jotun, whether the Jotun wanted them to or not. In order to shut this debate down before it starts causing problems, the Jotun have suggested that their neighbours in Wintermark act as guarantors of the Empire&#039;s honour. The Wintermark National Assembly could pass a suitably-worded [[statement of principle]] endorsing a writ of consecration regarding the Meeting Place. Such a statement would need to be raised before the consecration was carried out, but if passed with a greater majority it would address the fears of the more suspicious Jotun.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel remain at war with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&#039;&#039;&#039;&lt;br /&gt;
The Grendel are the dominant power on Attar and the Broken Shore, and they remain at war with the Empire. They have conquered parts of Redoubt, and continue to fight Imperial forces defending Mareave. The [[Asavean Archipelago|Asavean]] plenum offers significant support to the Grendel in the form of warships and resources, using them as proxies for their own war with the Empire. &lt;br /&gt;
&lt;br /&gt;
Speaker Morna is the primary diplomat who deals with the Empire, and reports to the Salt-Lords Council directly. They are known to be cynical, arrogant, and self-indulgent, and while they obviously participate in the ongoing-knife fight that is Grendel politics, they were chosen for their fidelity as much as their diplomatic acumen. &lt;br /&gt;
===Misapprehensions===&lt;br /&gt;
* &#039;&#039;&#039;They request that further correspondence about diplomatic matters come from the Ambassador to the Grendel&lt;br /&gt;
A single [[Call Winged Messenger|magical missive]] arrived at the offices of the Ambassador to the Grendel, &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039; of Urizen. The letter begins by welcoming the new ambassador, but then immediately goes on to correct a misapprehension. [[Bedight in veils#Peace and Storm|Last season]], Morna simply pointed out that any discussion of peace between Grendel and Empire must take place between themselves and the Ambassador to the Grendel. This has apparently been misinterpreted as a sign that the Grendel desire an end to the conflict with the Empire. That is not the case - Speaker Morna was simply reminding &#039;&#039;&#039;Abel the Rounder&#039;&#039;&#039; of how diplomatic relations between nations must take place.&lt;br /&gt;
&lt;br /&gt;
If the Empire wishes to put forward their own plan for peace, they are welcome to do so. As long as the Empire&#039;s opening offer is serious, Morna will present it to the Salt Lords for consideration. At the &#039;&#039;absolute minimum&#039;&#039; it will need to include the complete withdrawal of Imperial forces from Mareave and Redoubt. The Grendel Ambassador will not waste the Salt Lords&#039; time with anything less.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=It seems that many of Gallum&#039;s troops are Stone Born, the most heavily armoured and arguably the most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Protectorate of Morajasse==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel controlling Morajasse have been recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked that the Imperial Consul handles communications with them rather than the Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
While Feroz has mostly been liberated from the Grendel occupation, [[Feroz#Morajasse|Morajasse]] remains in the hands of the master-strategist &#039;&#039;[[Fake empire#Gallum Fiersach|Commander Gallum Fiersach]]&#039;&#039;. Ably supported by &#039;&#039;Wind Lord Saoirse&#039;&#039; - his partner and a master of the [[Autumn magic|lore of Sand]] - along with a significant number of veteran Grendel soldiers, they control the fortress of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]]. They carefully protect the borders of Morajasse, and apparently have sufficient supplies to endure a drawn-out siege if needed. &lt;br /&gt;
&lt;br /&gt;
They are not just protecting their own borders. They have shown themselves more than willing to [[A_circle_sewn_with_fate#The_Battle_of_Oran|fight the Children of Wrecks]]. After the battle at [[Feroz#Oranseri|Oran]], the [[Senate]] chose to [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognise]] Morajasse as &#039;&#039;a protectorate under the command of Gallum Fiersach, who will be deemed a foreigner as long as they remain independent from the Grendel&#039;&#039;. So far, they seem to continue to be independent of the Grendel. Indeed, the protectorate has requested that all negotiations be handled by the [[Imperial Consul]] rather than the [[Ambassador to the Grendel]]. The [[Civil Service|civil service]] speculate that this request reflects a clear division between the protectorate and the Salt Lords&#039; council... yet there are certainly other possibilities some of them quite intriguing. Given Wind Lord Saoirse has clearly mastered the art of commanding [[Call Winged Messenger|magical couriers]] its hard to believe they have not at least been in contact with the Salt Lords, but for now they appear to be operating in line with their agreement with the Senate. &lt;br /&gt;
&lt;br /&gt;
Not long before the Winter Solstice, such a magical courier arrives at the Consulate in Tassato, again sent by Wind Lord Saoirse. The message is short and sweet. Commander Gallum is considering the invitation of &#039;&#039;&#039;Atte Arrowtongue&#039;&#039;&#039; to Anvil but at this time thinks he and his supporters should be focused on Feroz. Spring might be a better time to send emissaries. This would also present an opportunity for his partner to send one of her covenmates to speak with &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; and the Artisan&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
More importantly, he wants to be clear to the Consul that while he and his soldiers only agreed to protect Feroz from the Children of Wrecks, they are also prepared to fight against the invading [[Iron Confederacy]] forces that [[Red_skies#Swords_of_the_South|currently occupy]] the islands of the [[Feroz#Cazar_Straits|Cazar Straits]], provided they are well paid. While there may be something of a &#039;&#039;détente&#039;&#039; between the Salt Lords and the Suranni Dukes, Commander Gallum Fiersach apparently sees no &amp;quot;legal&amp;quot; impediment to fighting as mercenaries against all comers.&lt;br /&gt;
&lt;br /&gt;
===Ramparts of Sand===&lt;br /&gt;
* &#039;&#039;&#039;Wind Lord Saoirse is prepared to again enchant Mora&#039;s Rock if the Empire fears an attack from the Children of Wrecks or Iron Confederacy&#039;&#039;&#039;&lt;br /&gt;
Last season, Wind Lord Saoirse offered to support Feroz by drawing allied forces from the [[Realms#Autumn|Mercurial Archipelago]]. Indications are that she is referring to the enchantment the Empire knows as [[Mystic_scrolls_of_Estavus#Ramparts_of_Ashlar|Ramparts of Ashlar]]. The Imperial Conclave declined to [[Endowment|endow]] her with the mana she requested, but she wishes them to know that the offer is still open. If the Empire is at all concerned about the intentions of the Suranni, or the risk of the Children of Wrecks retaliating, she will enchant the [[fortification]] to enhance its garrison as it protects the territory. &lt;br /&gt;
{{SOP|statement=The Grendel on Mora&#039;s Rock have stolen the wealth of the Brass Coast. As thieves, they are to be despised. To trade with them harms the Prosperity of the Empire. It should not happen. Let them wallow in their ill-gotten gains, shunned by the Empire. Trade instead with the Freeborn. Help the honest to earn an honest living, and build the Prosperity of the Coast.|by=Dragonet de Gauvin, Prosperity Assembly|vote=137-38|when=Autumn Equinox 387YE|size=small}}&lt;br /&gt;
===Supplies===&lt;br /&gt;
* &#039;&#039;&#039;The orc quartermasters at Mora&#039;s Rock have been attempting to buy provisions and supplies from the Freeborn of Feroz and Segura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The entrepreneurial Freeborn remain suspicious and uncooperative&#039;&#039;&#039;&lt;br /&gt;
For several months now, the orcs at Mora&#039;s Rock have been making attempts to trade with their Freeborn neighbours in [[Segura]] and Feroz. To date, however, they have had limited success. It is hard for the people of the Brass Coast not to see the &amp;quot;protectorate&amp;quot; and remember the cruel tyranny of former Governor Rahab. They were, after all, still part of the apparatus that enforced the authority of the despised ruler of the territory. While the garrison merchants have crowns to spend, their wealth was mostly taken from the people of Feroz one way or another. &lt;br /&gt;
&lt;br /&gt;
At the Autumn Equinox, &#039;&#039;&#039;Dragonet de Gauvin&#039;&#039;&#039; proposed a statement of principle condemning the orcs of Morajasse as thieves. The Prosperity assembly upheld the judgement, but not with a greater majority, so its impact has been negligible. However, given that the majority of the Freeborn seem broadly disinclined to trade with the Grendel, the status quo sees Commander Gallum&#039;s forces continue to find it next to impossible to engage in peaceful relations with their neighbours. The Freeborn of Feroz may, perhaps grudgingly, accept their protection but they do not accept their coin.&lt;br /&gt;
&lt;br /&gt;
===Spies===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Rahmah i Darwisj i Erigo.jpg|caption=&#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, Imperial Spymaster|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Weaver&#039;&#039;&#039; (changeling), Grandmaster of the Shuttered Lantern|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Vigilance.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is concern that the Protectorate of Morajasse is being used as a base for Grendel spies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A spy network could be used to gather information about both the Protectorate and the Iron Confederacy in the Cazar Straits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Conclave sends mana to Morajasse, then the Shuttered Lantern could be employed to inveigle their way into the Protectorate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A scouting army could investigate rumours of espionage rings and assess the military disposition of Gallum&#039;s forces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell could be used to root out any collaborators in the area&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suspicion of the Protectorate of Morajasse is not restricted to matters of trade however. The Grendel are known to employ [[Rings_and_crowns|espionage rings]] throughout the [[Bay of Catazar]]. They spy on Imperial territories but they are also capable of taking direct action - a Grendel espionage ring aided the attack on [[A beacon of smoke|Siroc]] for example. Not much is actually known about the so-called Protectorate, and it is entirely possible that Commander Gallum is protecting Feroz simply to let a Grendel espionage ring dig themselves into the territory in advance of the orcs of the Broken Shore launching another attack.&lt;br /&gt;
&lt;br /&gt;
There are any number of &#039;&#039;other&#039;&#039; conspiracy theories - some are looking at the request to be treated as a separate entity to the Grendel as a sign that perhaps Gallum and his forces are fractured from the Salt Lords for example. This is most likely wishful thinking but perhaps its noteworthy that they have not tried to seize ships and return to Attar.&lt;br /&gt;
&lt;br /&gt;
Regardless of what one believes, there are rumblings in Feroz that what is needed is a better understanding of this Protectorate. So far, they have been reticent to travel to Anvil, and their borders are largely closed. Only the very small number of Freeborn prepared to deal with them are allowed entry and then only to a trading camp just over the border. Further information might help the Brass Coast, and the Empire, get a better idea of how to approach the Protectorate.&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Spymaster]] &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039; (or the Senate) could of course create a [[spy network]] in Feroz. There are, after all, two non-Imperial regions in the territory now. If at least 1,000 strength were committed to the spy network it would be enough to get a general feel for not only the Protectorate, but also the Suranni presence in the Cazar Straits. If at least 5,000 strength were committed, it would be sufficient to get detailed information about what is going on in these regions and an insight into the politics of the two foreign groups. The drawback is that this is a slow process - building a spy network takes time as does using it to uncover information. If the Spymaster began immediately, there&#039;d be no report before the Summer Solstice at the absolute earliest.&lt;br /&gt;
&lt;br /&gt;
If the Empire wants information more quickly, then there are three potential opportunities any one of which would give some insight into the Protectorate, and each of which could provide additional information.&lt;br /&gt;
&lt;br /&gt;
The [[Military Council]] could direct an army to the territory to take the [[Army qualities#Scouting|Guard the Gates]] [[army orders|order]]. As long as the general indicated in their orders that the army was particularly interested in the Protectorate, they could take advantage of opportunities to speak to the [[fortification#garrison|garrison]] of Mora&#039;s Rock as they patrol outside Morajasse. This would give insight into the Grendel, their attitude to Feroz, and the broader plans of the Commander. If that army were also enchanted with [[Bound by Common Cause]], they could also work with the people of Feroz to get a better sense of their attitudes, or become aware of any underhand activity sponsored by Gallum and his supporters. &lt;br /&gt;
&lt;br /&gt;
Another possibility would be to look to the wizards of the [[Conclave]]. The [[Shuttered Lantern]] are adept at negotiation and infiltration where wizards are involved, but the Grendel are too canny to just welcome them into their homes. However if the Conclave passed a declaration to send mana to the Wind Lord, then members of the Shuttered Lantern would have the perfect cover they need to inveigle their way into the Rock. In that case, the [[Grandmaster]] could [[Concord#Guiding_an_Order|guide their order]], urging Freeborn and other members to visit Morajasse and try to get a feel for what is going on. This would require 20 mana from the font as usual, and would provide insight into feelings in the Protectorate and may reveal something of their plans. Salt-Lord Saoirse is a powerful magician, supported by a coven of adepts, so they are sure to have things to talk about.&lt;br /&gt;
&lt;br /&gt;
Finally, the Synod could engage the [[Silent Bell (Sodality)|Silent Bell]] to root out any collaborators in the area. If there is an espionage ring here, it would at least confirm that, and may even provide some leads to help shut it down. If there are merchants profiteering from trade with Morajasse, it would enable the Synod to put a stop to that, if they so chose. If the Empire plans to isolate the former Grendel, then the Silent Bell might be the most effective tool in the long run.&lt;br /&gt;
&lt;br /&gt;
Normally these opportunities might be exclusive, too many spies in one area would simply reveal the Empire&#039;s interest. As it happens, though, the three possibilities are each focused on different priorities. Each additional opportunity taken would provide less information overall, but would focus on different parts of the Protectorate and so still have some potential value. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Wheeling gulls.jpg|caption=Beoraidh is a tiny &amp;quot;nation&amp;quot; with great big ambitions.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is a city state on the coast of Mareave that allegedly aims to remain neutral in the conflict between the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate has recognised the orcs of Beoraidh as foreigners&#039;&#039;&#039;&lt;br /&gt;
The city state of [[mareave#Beoraidh|Beoraidh]] in [[Mareave]] is apparently committed to neutrality between the Empire and the [[Grendel]]. The former-Salt Lord Ehsan rules from the city there, and sees the place as a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. Recently, as discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. Exactly what this protection means - and how much influence the Sarcophan actually have - is not entirely clear. At the last it implies that anyone attacking Beoraidh - Imperial or otherwise - will incur the wrath of the Delves and their warships.&lt;br /&gt;
&lt;br /&gt;
===Prosperity===&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh has aligned itself with the Sarcophan Delves, accepting the protection of the powerful mercantile nation&#039;&#039;&#039;&lt;br /&gt;
As an independent nation, recognised by the Senate, the city-state of Beoraidh falls into the purview of the Imperial Consul. A messenger arrives at the Consulate in Tassato bearing greetings from former-Salt Lord Ehsan. The first thing the missive announces is that the ruler of Beoraidh has taken the title &amp;quot;Ehsan, Lord of Sand&amp;quot;. This is likely an attempt to mollify the Salt Lords of the Grendel, among whose number he is no longer counted.&lt;br /&gt;
&lt;br /&gt;
The meat of the letter addresses the alliance with the Sarcophan Delves. Ehsan presents the decision to accept the protection of the Delves as a perfectly reasonable one prompted by reality. The Empire&#039;s Senate can be quite volatile, as can the Salt Lords. To accept the protection of one side or the other would be to risk being seen as aligned with them - something detrimental to the desire of Beoraidh to remain neutral. The Sarcophan Delves however are renowned for their refusal to pick sides, and the orcs of Beoraidh find that they have more in common with them than the Unshackled. Perhaps if the Empire had been more enthusiastic about the invitation to establish the [[I_wish_you_would#Shrine_of_the_Virtues|shrine of the virtues]], or had been more welcoming to the gladiators seeking Imperial investment, or had more decisively dealt with the armies invading Mareave, Ehsan might have waited a little longer. Whatever his reason, it is clear he feels the Sarcophan are simply offering his city the best deal going.&lt;br /&gt;
&lt;br /&gt;
As such, Ehsan, Lord of Sand, wishes to formally inform the Imperial Consul that they have agreed a treaty with the Delves. An attack against their city, or the plains of [[Mareave#Sinfoyard|Sinfoyard]], will be treated as an attack on the Delves. However, the treaty is very clear that this agreement is not be an &amp;quot;exclusive&amp;quot; partnership. Both Beoraidh and the Delves are free to continue to pursue their own ambitions in the Bay of Catazar, with the Empire and the Grendel at the bare minimum. The tribute sent to the Empire, and the Grendel, will continue until such time as it can be renegotiated - as an assurance of Beoraidh&#039;s good faith as much as anything else. Yet the Lord of Sand is not shy about suggesting that Beoraidh will, eventually, want to discuss that tribute.&lt;br /&gt;
&lt;br /&gt;
If the Consul is still interested in investing in Beoraidh, Ehsan lays out three possibilities.&lt;br /&gt;
&lt;br /&gt;
===Investment of Salt===&lt;br /&gt;
* &#039;&#039;&#039;The opportunity to build a temple or basilica in Beoraidh is still available&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A previous Imperial Consul agreed to purchase land for the shrine of virtue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Even if commissioned, work cannot begin until the money for the land is paid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The previous Consul proposed an agreement with Lord Ehsan to [[I_wish_you_would#Beoraidh|build a Temple of the Way]] in the city-state. If the new Consul is still interested in that, opportunities to do so remain available. Ehsan and his council have no interest in turning money and prosperity away, wherever it comes from. The invitation to build the shrine of the virtues remains. Either a temple or a grand basilica, depending on the level of investment the Empire wishes, can still be built. Provided the agreed on 20 thrones for the purchase of land is delivered, of course.&lt;br /&gt;
&lt;br /&gt;
===Investment of Sea===&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;Investment in Beoraidh&#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; Beoraidh, Mareave &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 weirwood, and 90 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; Opens the port of Beoraidh to Imperial fleet captains&amp;lt;/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; Raises taxation in Mareave by 3 thrones and taxes from tariffs by 7 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire is welcome to invest in the docks of Beoraidh&#039;&#039;&#039;&lt;br /&gt;
The Sarcophan are interested in investing in Beoraidh&#039;s docks, and Ehsan feels it would be remiss not to offer a similar opportunity to the Empire. He has, indeed, already offered this opportunity to the Grendel and his former colleagues in the council of Salt Lords seem cautiously interested. If the Imperial Consul is interested, then Ehsan proposes that the Empire participate in the expansion of Beoraidh&#039;s docks with an eye towards creating docks specifically for Imperial vessels to dock, and for their merchants to do business in the marketplaces of the city. Beoraidh still produces goods of its own, but the real draw perhaps will be the opportunity to gain access to goods imported from the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
A standard fleet visiting Beoraidh will be able to secure assorted valuable goods worth 72 rings, as well as two doses of consumable available to the orcs of Beoraidh, the Delves, or the Grendel trading there. An [[enchantment|enchanted]] or [[fleet#upgrades|upgraded]] fleet would receive proportionally more. &lt;br /&gt;
&lt;br /&gt;
Ehsan intends to apply what he calls &amp;quot;[[Tariffs#Mercantilist|reasonable tariffs]]&amp;quot; and anticipates the Empire will apply the same tariffs to any Beoraidh ships visiting Imperial ports. Once the docks are completed there will certainly be Beoradhi merchants eager to do so. The [[Civil Service|civil service]] estimates that investment in the docks would also raise the taxable income of Mareave by 3 thrones each season - increased prosperity for Beoraidh will slowly trickle across to the businesses of the territory as a whole - and bring in an additional 7 thrones per season to the Senate treasury in the form of tariffs.&lt;br /&gt;
&lt;br /&gt;
===Investment of Stone===&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;Imperial Consulate in Beoraidh&#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; Embassy&amp;lt;/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; Beoraidh, Sinfoyard, Mareave&amp;lt;/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, and 75 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;Upkeep:&#039;&#039;&#039; 5 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Provides the Empire with some information on the factions in Beoraidh, local politics and recent developments&lt;br /&gt;
* Allows the Consul to purchase goods from Beoraidh&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ehsan proposes an Imperial consulate be built in Beoraidh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would not involve the appointment of a new ambassador&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The consulate would provide some limited information on the factions in the city and their machinations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ehsan is not naive when it comes to diplomacy; he has decades of experience as a salt lord after all. After some discussion with his advisors, and with the Sarcophan representatives, he offers the Empire the ability to establish a consulate in Beoraidh if they wish to do so. This will give them a presence in the city, and cement diplomatic relations between the city-state and the great power. They don&#039;t want embassy - they&#039;d rather continue to deal with the Consul. But a small cadre of civil servants in Beoraidh would be able to ease representation to Beoraidh.&lt;br /&gt;
&lt;br /&gt;
The Grendel have already been approached, and now Ehsan makes the same offer to the Empire. A structure in the Imperial style, built near the &#039;&#039;[[Mareave#Palace_of_Chains|Palace of Chains]]&#039;&#039;, with lodging for a dozen civil servants and visiting diplomats. The proposal is much more compact than a traditional Imperial embassy - only 25 white granite - but the labour costs are a little higher due to the limitations of Beoraidh.&lt;br /&gt;
&lt;br /&gt;
If the new consulate were completed, it would not require the appointment of an ambassador to deal directly with Lord Ehsan. Instead the civil servants there would report to the Imperial Consul and could be instructed to acquire local goods for a small fee (assuming such things are [[The_circle_game#Diplomatic_Ministries|still acceptable]]). Perhaps more importantly, the Empire would have civil servants on the ground in Beoraidh who could assess what was happening in the city. It would provide some idea of factions within the city, what they want and any options that might exist to influence or antagonise them. It might also help the Empire to be more aware of what the Grendel and the Sarcophan were up to in the city...&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
* &#039;&#039;&#039;A group of Beoraidh orc gladiators claim they were assaulted while visiting Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are coming to Anvil to confront those they say attacked them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, representatives of the Diamant Drakes [[I_wish_you_would#That&#039;s_Entertainment|visited Anvil]], to discuss opportunities for Imperial citizens to invest in the gladiatorial arena at Beoraidh. According to these orcs, while they were in Anvil they were assaulted by members of the [[Sannite]] sept of the [[Imperial Orcs|Unshackled]], accused of engaging in slavery. When the forces of law and order intervened, members of the militia flat lied about what had happened.&lt;br /&gt;
&lt;br /&gt;
This obvious corruption of the Anvil militia doesn&#039;t particularly bother them - this group seem to have a very low opinion of those who enforce the laws and this has only enforced that. What the Diamant Drakes are angry about, is the beat down they claim they received at the hands of the Sannites. As news of it has spread through Beoraidh interest in visiting the Empire has declined significantly. The fact their attackers were [[Imperial Orcs]] has also soured some who were intent on seeking closer relations with their neighbours in Mareave.&lt;br /&gt;
&lt;br /&gt;
After stewing on the matter for a few months, the Diamant Drakes have announced their intention to seek [[Grendel_religion#Retribution|retribution]] at the Winter Solstice. They haven&#039;t addressed exactly what this means but they&#039;re expected to reach Anvil around three in the afternoon on the Saturday of the summit, and head to the Unshackled camp to confront the Sand Vipers they are apparently holding responsible for the assault.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GeneralSeventhWave.jpeg|caption=Melkior of Balthazar&#039;s Vineyard.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption= Dino i Riqueza, Ambassador to the Delves.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Pathfinder Gaddak.jpg|caption=Pathfinder Gaddak, Senator for Mareave.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Diplomatic Delegation===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from Beoraidh led by Emissary Harailt intends to visit the Imperial Orcs at 11.00am on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are keen to speak to Pathfinder Gaddak, Senator for Mareave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ehsan has asked the Imperial Consul and/or Melkior of Balthazar&#039;s Vineyard to ensure no unfortunate incidents happen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bedelaar Huisbaas Annike has also asked the Ambassador to the Sarcophan Delves to help ensure the meeting goes smoothly&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice, a delegation from Beoraidh plans to visit Anvil. Their main intent is to speak to the Imperial Orcs within whose territory they live, and are especially keen to meet &#039;&#039;&#039;Pathfinder Gaddak&#039;&#039;&#039;. Gaddak is [[Senator]] for Mareave but was one of those involved in ensuring an endangered Beoraidh vessel safely returned to port. Their invitation to the folk of Beoraidh to visit Anvil was reasonable, and encouraged Ehsan that the experiences of the Diamant Drakes need not be representative.&lt;br /&gt;
&lt;br /&gt;
Obviously the story of the Diamant Drakes makes them a little concerned about the kind of reception they will receive. In part this has inspired their decision to ask representatives of the Sarcophan Delves to accompany them given that nation&#039;s interest in smoothing relations between the city state and the Empire. To be on the safe side, Ehsan asks that the Imperial Consul meet the delegation either in person or via a trusted lieutenant to further ensure that there is no repeat of the recent assault. Alternatively or additionally, &#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039; could serve a similar purpose - their sensible missive contributed to the decision to undertake this delegation after all. On behalf of the Delves, Bedellar Huisbaas Annike has asked the [[Ambassador to the Sarcophan Delves]] to use their influence to ensure things progress smoothly.&lt;br /&gt;
&lt;br /&gt;
The delegation has been entrusted to the leadership of &#039;&#039;Emissary Harailt&#039;&#039;, an experienced negotiator and merchant and one of Ehsan&#039;s distant cousins. They anticipate reaching Anvil around eleven in the morning on Saturday of the coming summit, but a lot depends on their confidence with regard to their potential reception.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Druj Flag.png|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Mallum==&lt;br /&gt;
* &#039;&#039;&#039;The Druj demand that the Empire withdraw all troops from Sarangrave or they will unleash the vallorn of Béantal Dol&lt;br /&gt;
Unexpectedly, a message has also been received at the Consulate that appears to be from the [[Druj]]. If it is taken at face value, it is a message from a buruk tepel named &#039;&#039;Inkagoch&#039;&#039; who resides in the city of [[Salt Flats of Sanath#Leen|Leen]] in the [[Salt Flats of Sanath]]. It is fairly terse and wastes no time with clever language. According to this missive, the rulers of [[the Mallum]] demand that the Empire withdraw all of its forces from the [[Sarangrave]]. If they do not, then the [[Druj lore#Ghulai|Ghulai]] of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] will destroy the warding stones of [[Sarangrave#Béantal_Dol|Béantal Dol]] and unleash the [[vallorn]] to claim the marshes. If the Druj cannot have the Sarangrave, nobody can...&lt;br /&gt;
&lt;br /&gt;
The civil service advising the Consulate have no idea if the Druj are capable of making good on this threat but... the Tainted Basilisk are adept at [[Night magic]] so the fact the territory is largely under Imperial control may not present an obstacle to their ghulai reaching the stones. Everything the Empire knows about the [[Into_Béantal_Dol#The_Warding_Stones|warding stones]] that contain the vallorn suggests that if too many are destroyed the boundary will fail and the vallorn will explode out across the marshes like an unwinding spring. The Druj have clearly advanced their understanding of the vallorn in the last few years, as evidenced by their work in Therunin. &lt;br /&gt;
&lt;br /&gt;
If they are not bluffing, the [[Sarangrave#Tower_of_the_Skink|Tower of the Skink]] is likely to be able to hold off the vallorn at least for a while but... the loss of life would potentially be apocalyptic. The vallorn would not spare anyone - rebel orc, Druj, or Imperial. This would be an absolute disaster for everyone in the Sarangrave and would mean the Druj could never recover the territory themselves. Are they really that desperate? Surely not even the Druj would be prepared to unleash such a catastrophe?&lt;br /&gt;
&lt;br /&gt;
Surely?&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Advisor on Orc Affairs]]&lt;br /&gt;
* [[Ambassador to the Grendel]]&lt;br /&gt;
* [[Imperial Consul]]&lt;br /&gt;
&lt;br /&gt;
* [[Invited with asperity]] 387YE Winter wind of fortune specifically dealing with the Thule&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Queen_Waits.pdf&amp;diff=137397</id>
		<title>File:The Queen Waits.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Queen_Waits.pdf&amp;diff=137397"/>
		<updated>2026-04-20T15:54:43Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:The Queen Waits.pdf&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=File:The_Dead_Whisper.pdf&amp;diff=137396</id>
		<title>File:The Dead Whisper.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Dead_Whisper.pdf&amp;diff=137396"/>
		<updated>2026-04-20T15:53:42Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:The Dead Whisper.pdf&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=Fire_and_the_flood&amp;diff=137395</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137395"/>
		<updated>2026-04-20T15:51:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battlefield Environment: Miasma of despair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the [[Axos#Gates_of_Ipotavo|Citadel of Ipotavo]], who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, the Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Ipotavans will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Ipotavo army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the Axou the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Shield of Ipotavo to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Ipotavan lives, and the engagement will be considered a diplomatic triumph for the Military Council. The Empire have worked tirelessly for years to overcome the bad feelings resulting from the failed raid on [[Tsark]], but this is first serious attempt at military cooperation since then debacle. The Ipotavans will know that the Empire proactively moved to shield their allies from the worst of this - and that will pay dividends. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Ipotavan army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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;Camp Askoun Orama&#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;
===Battlefield Environment: Whispers of the Dead===&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, a character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137394</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137394"/>
		<updated>2026-04-20T15:48:54Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battlefield Environment: Miasma of despair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the [[Axos#Gates_of_Ipotavo|Citadel of Ipotavo]], who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, the Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Ipotavans will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Ipotavo army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the Axou the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Shield of Ipotavo to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Ipotavan lives, and the engagement will be considered a diplomatic triumph for the Military Council. The Empire have worked tirelessly for years to overcome the bad feelings resulting from the failed raid on [[Tsark]], but this is first serious attempt at military cooperation since then debacle. The Ipotavans will know that the Empire proactively moved to shield their allies from the worst of this - and that will pay dividends. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Ipotavan army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
===Battlefield Environment: Whispers of the Dead===&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, a character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137393</id>
		<title>Rubies in the snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137393"/>
		<updated>2026-04-20T15:48:01Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Walls Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monochrome Orcs.jpg|caption=The orcs and humans of Skallahn fight as fiercely as any Imperial to defend their city.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gathering in Sermersuaq!==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=rc7h4q6Qh58}}}|300|right}}&lt;br /&gt;
The [[Narwhal&#039;s Spear]] is already in [[Sermersuaq]]. Following the Autumn Equinox, they are joined by five other Imperial armies. The [[Fire of the South]] have travelled the longest distance, all the way from [[the Mallum]], from [[Sarangrave]]. The [[Burning Falcon]] has come up from [[Mournwold]], making the bulk of the journey through Kallavesa alongside the [[Valiant Pegasus]] and the [[Autumn Hammers]] who had been billeted in [[Mitwold]], and the [[Green Shield]] from [[Upwold]]. Together the armies gather in [[Sermersuaq#Stark|Stark]], a sea of tents spreading out around the [[Sermersuaq#Fortress_of_Kalant|Fortress of Kalant]].&lt;br /&gt;
&lt;br /&gt;
The weather is grim; a short autumn in the north gives way to hail, sleet, and snow. At night, it is cold enough to freeze water into stone; the [[the Brass Coast|Freeborn]] in particular feel the cold, but mostly use it as an excuse to light bonfires and stay up late into the night, sharing stories and the warmth of camaraderie with their allies. For the Winterfolk and [[Imperial Orcs|Unshackled]], the cold is notable but nothing unfamiliar. They are used to the cold plains of Sermersuaq, to the snowy alpine mountains of [[Skarsind]]. They offer advice to their friends from the south; how to dress, how to keep warm in the night, how to avoid chilblains and frostbite. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, once again we have a Jotun Fort in our sights! We call upon the contracts with the Forgemistress to storm the walls and take Kierheim in the Jotun Heartlands of Skallahn. Strike the Hamer blow in Bjorkey, break down their gates and claim the fort. Take pride in your strength, our Empire will grow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;To the Marches last season. To the North this season. The Jotun threaten the west and we respond as one Empire. The walls of Kierheim will shake  before the Falcon and crumble before the Hammer of the Imperial Orcs. We march to Victory and to show the Jotun the pride of Freeborn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Xenia i Erigo, General of the Fire of the South&amp;quot;&amp;gt;Cousins! I have watched with pride as your flame burned across the Empire to crush the Druj. I now ask you to shine your indomitable light towards the cold, windswept north. Take a forced march onwards to Skallahn to engage the Jotun. Move with the clarity of Day in your minds and courage in your hearts. Strike hard and true, show our enemies the blazing strength of the Freeborn!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;How to Honour the fallen, friend and foe? The faithful lost, the hearts laid low? Now with sorrows, not with sighs, but with fire that lights the skies. The Host assembles! Banners bright, shining in the sun, steadfast in fight. Spears like silver, swords that sing. Drums of the march, trumpets ring. We storm the fortress. Strong and high. The walls will crumble and towers lie. Through toil and tempest, with blood and flame, we slow the north of a warriors home. For hardship faced and courage shown, turns bitter grief to honour grown. War done nightly, with heart and hand, is the greatest gift to foe and friend.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;Sermersuaq, I feel your pain. I feel you suffer. I have lived through all 4675 of your nightmares. In loyalty, with courage we remember the fallen. We are the ones who carry on. We are the proud flames of those now gone. Take a breath, a deep breath, our work never stops. Look to the west, to Skallahn, to Kierheim. We push to get their attention, to make them look at us. Be the beacon of Ambition, no one can ignore!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;My brothers and sisters, we march to Skallahn to fight alongside our cousins in Wintermark, the freeborn and the Imperial orcs to strike the city of Kierheim, inflicting a blow to the Jotun which they shall surely feel. Look to your bands of loyalty for each other and the empire to guide your actions through virtue. Your loyal brother, Hector&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Valiant Pegasus have an opinion on the weather, the [[Highguard|Highborn]] keep it to themselves. They are too busy preparing to face the Jotun to worry about what the sky is doing. The magical warriors who have pitched their tents among the stark black, white, and red of the Highguard army are perhaps also a cause for some concern. The [[Knights of Glory]] have been called from the demesne of the &#039;&#039;[[Eleonaris|Mistress of Penants]]&#039;&#039; to fight with the Pegasus. These fey hunters are garbed in gold and green, and the majority wear animal masks and fight with paired blades. They are led by &#039;&#039;Mistress Malachie&#039;&#039;, herself a relentless war-witch who once served the &#039;&#039;Peregrine Knight&#039;&#039; [[Hayaak]] but now owes fealty to the &#039;&#039;Lady of Summer&#039;&#039;. It is probably just a coincidence that this particular cohort has come from Eleonaris&#039; realm to fight with the Highborn, although a handful of [[magister|magisters]] mutter that to choose &#039;&#039;this&#039;&#039; band of knights in &#039;&#039;this&#039;&#039; place, and have them fight alongside Highguard, may be some kind of pointed comment from the Lion Queen. &lt;br /&gt;
&lt;br /&gt;
Other than the Highborn, all the other armies are woven with [[Day magic]], granted the [[Clarity of the Master Strategist]] that helps focus soldiers on their goals, to look at the wider picture, to work together seamlessly towards a common cause. It makes preparation for the trip west and for dealing with the weather significantly easier. &lt;br /&gt;
&lt;br /&gt;
Once the Fire of the South have arrived, and had a day and a night to catch their breath, the invasion of Skallahn commences on a cold, frosty morning not too long after the Autumn Equinox. Brazen horns sound as the sun rises in a clear, brittle blue sky over the tundra of northern Wintermark, and the armies begin to move.&lt;br /&gt;
&lt;br /&gt;
==Greenwall==&lt;br /&gt;
[[Skallahn#Greenwall|Greenwall]] is the southernmost region of Skallahn. Herds of short-haired cattle wander freely across the lowlands, with shaggy sheep favouring the hillsides. Between the larger farms are innumerable crofts that, in the right season, cultivate grains, and a peculiar dark, spongy, purple vegetable that forms the basis of many meals for the thralls here. Jarl Asbjørn Dalgaard once ruled here, before their [[The_current_when_it_serves#The_last_village_.28Conjunction.29|death]] at the hands of Imperial heroes. Now, Eluf Asbjørnsson holds the Jarls hall up near the northern border with Iron Stand. It is to him that the thralls turn when the Empire arrives.&lt;br /&gt;
&lt;br /&gt;
To his credit, Eluf does his best, but he is absolutely outclassed. He can&#039;t even delay the forces ranged against him in any meaningful way, and clearly sees little profit in throwing the lives of his warriors away in a futile attempt to stem the tide of Imperials. Instead, he sends swift-footed messengers north and west, warning the rest of Skallahn what is coming. Within a few days, the first soldiers from the garrison at [[Skallahn#Kierheim|Kierheim]] cross the border into Greenwall, scouting out the Empire&#039;s force and doing their best to harry their advance guard. They aren&#039;t alone - the banners of the wealthy Jarl of Aftanes are quickly spotted among their number. Indeed, the Jarl of Aftanes themselves appears to be in charge of the defence; it&#039;s not clear why the Jarl of Kierheim is not taking the lead. Jarl Ustigar is dead, but surely his successor should be at the forefront of the defence of Skallahn?&lt;br /&gt;
&lt;br /&gt;
The Jotun are on the defensive, right from the get-go. The warriors arrayed against them are massively outnumbered; even when warriors from the fort of [[Skallahn#Ulfrsborg|Ulfrsborg]] begin to arrive, they are outmatched. The Burning Falcon and the Green Shield are almost irresistible, it seems. Nothing will stand between them and [[Army_qualities#Glorious|triumph]] over the Jotun. Time and again, Winterfolk and Freeborn alike strike where the fighting is fiercest, seeking to confront the mightiest enemies and best defended positions, and rout them. Soldiers of both armies openly seek to outdo one another, boasting and goading their fellows to even greater acts of risky heroism. The Jotun, needless to say, rise to their challenge, relishing the chance to test their own strength against these valiant foes.&lt;br /&gt;
&lt;br /&gt;
The Narwhal&#039;s Spear and the Valiant Pegasus are barely a step behind them. While their attacks are more focused on strategic gains, they still drive themselves to [[Army orders#Overwhelming Assault|overwhelm]] the Jotun, to shock and awe them into inevitable retreat. The knights of &#039;&#039;Mistress Malachie&#039;&#039; cheer the Highborn in particular onward, even as they hurl themselves into the fray with their twin-blades singing through the frigid air. The soldiers of Highguard, for the most part, resist the enthusiasm of the creatures of Summer, but as the campaign draws on, it becomes just that little more difficult not to give in to their exhortations to greater and greater deeds.&lt;br /&gt;
&lt;br /&gt;
Greenwall is, at the end of the day, a land of farmers. Jarl Eluf raises his [[Jotun#Fyrd|fyrd]] and joins the soldiers from Kierheim and [[Skallahn#Ulfrsmoor|Ulfrsmoor]], but in the end, is forced to retreat just as his father was forced to retreat before him. The snow-scattered farmlands fall to the Empire, all resistance crushed. Only thralls remain - and as is so often the case, they sadly seem unable to entirely understand that they are free now. They listen, and they nod, and then they go back to their farms and wait. It is frustrating, particularly to the Freeborn, that these people seem to refuse to understand that they do not have to stay here, are not expected to turn over their meagre supplies of food to the Imperial armies, that they have been liberated and not conquered. It is a familiar problem; a people whose culture tells them that they are servants rather than masters.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Imperial advance barely breaks a stride as it crosses Greenwall; the true prize awaits ahead. Rich [[Skallahn#Bjarkey|Bjarkey]] and the city of Kierheim itself.&lt;br /&gt;
&lt;br /&gt;
==Kierheim==&lt;br /&gt;
The city where Jarl Ustigar once ruled in the name of the Queen lies at one end of the [[Skallahn#The_Kongegőr|Kongegőr]]. The bridge connects Skallahn to Hordalant, and Kalsea to Narkyst. Much of the prosperity of Kierheim comes from the traders who pass back and forth across the Kongegőr, trading the mineral wealth of the north for the victuals of the south. By the time the Imperial armies press into Bjarkey, the barbarian defences are settled against them. The garrisons of both Kierheim and Ulfrsborg are arrayed against them. Warriors from all across Skallahn come to support them, come at the command not of the Jarl, but of Queen Yrsa Jansdóttir herself. It seems the Jarl of Jarls, the first among equals and the ruler of the northern Jotun, is still in Kierheim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Determination of Ice.webp|caption=&#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039;, General of the Narwhal&#039;s Spear|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Her presence is explained by tales extracted from frightened thralls and captured Jotun. [[Bedight_in_veils#The_Jarl&#039;s_Death|Jarl Ustigar is dead]]; he died fighting the General of the Green Shields as a champion of his people. It should be a simple matter for his heir to take command of Kierheim. Yet there is apparently no clear successor; Ustigar asked that the Queen appoint the new Jarl partly so that they might begin their rule free of the shadow of his influence. The Jotun are not that dissimilar to the Empire, it seems. Imperial citizens rarely see their politics at work, for they keep such things far from the battlefield, but it seems the Jotun are as given to favouritism, manoeuvring, and patronage as any League or Freeborn citizen. The Queen is still here because there are three candidates with a good claim to the Jarldom, and none of them will step aside in favour of one of the others.&lt;br /&gt;
&lt;br /&gt;
Each is popular, experienced, and a hero of their people. Deciding the matter with a contest of arms might be traditional, but there is no certainty that such a contest would actually settle things. There is also the risk that it might spill out of control, perhaps split the people of Skallahn when they must be unified. Queen Yrsa has sent north, it seems, to [[Tromsa#Majastind|Mount Majastind]], for a certain &#039;&#039;ghodi&#039;&#039; who hears the voice of [[Elite_Jotun_troops#Ulvenwar|Ulven]] especially clearly. Renowned for their wisdom, they can be trusted to choose with an even hand, present an outcome that will at least quiet rival voices, and not risk the position of the Jarl of Jarls. She may be called queen, but Yrsa Jansdóttir - like the King of the south - is first among equals, and while her jarls do not say as much out loud, while they swear oaths of fealty, they do not sacrifice their pride or their ambition in the name of thoughtless service.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
Regardless, the presence of the Queen simply means that the defence of Kierheim is being directed by one of the mightiest heroes of the Jotun. The bulk of the barbarian armies are in the south, fighting in the Marches. Skallahn does not have to drive the Empire&#039;s mighty armies out; it just needs to survive until the Queen can call her jarls back from the south to defend their lands. Messengers no doubt are already racing through Hordalant to Bregasland and Mitwold, but there is no chance of reinforcements until after the Winter Solstice. In the meantime, they must do everything they can to hold Bjarkey, to hold Kierheim, and to prevent the Empire from taking control of the northern end of the Kongegőr. &lt;br /&gt;
&lt;br /&gt;
(And there are signs - scraps of evidence - that the Queen has not only sent messengers south to the Marches. Rumours of a certain Jotun wizards sent to petition aid from the [[Eternal|Lords of Summer and Ladies of Autumn]] at those manses built to allow such negotiation. Unsourced gossip of a fast ship, crewed by thralls whose loyalty to the queen is without question, sailing into the teeth of the Winter gales that batter the coastline into the [[Sea of Snow]] to [[Bryadvik]] and mysterious [[Fjorknae]] to call the jarls of the west to Skallahn.)&lt;br /&gt;
&lt;br /&gt;
The Walls of Kierheim are high, and strong, but they must stand against not only the soldiers of Wintermark and Highguard and the Brass Coast but against the hammers of Autumn. The Sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]] are [[Army qualities#Contracted|bound by contract]] to aid the third Imperial Orcs army when they are called upon. This season, it is the [[Estavus|Lady of Shikal]] whose servants fight alongside the Unshackled, and they bring with them the terrible siege engines of the City of Fire and Stone. Once the armies come within sight of the walls, the word is given, and the brazen heralds and minotaur engineers unleash hell against the fortification. Great mechanical catapults and trebuchets pound the walls directly, while six metal siege towers creak across the battlefield, driven by clever engines crafted in the Autumn realm. Steel siege ladders are deployed to allow Imperial soldiers to take the fight directly to the defenders atop the walls. A massive covered ram, crafted from a column of volcanic stone and bound with green iron, is deployed to breach the gates of Kierheim. There will be no prolonged siege here, not if the Autumn Hammers have their way.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Xenia i Erigo.jpg|caption=&#039;&#039;&#039;Xenia i Erigo&#039;&#039;&#039;, General of the Fire of the South|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the gates finally break under the relentless onslaught - in spite of the runes laid into their surface to ensure such a thing never happens -  the armies of the Empire pour into Kierheim. It must seem that the fight is over, that this is the end, but celebration proves premature. The Queen herself leads the defenders in a counter-charge, the Jarl of Aftanes and his family at her side, and all three of the contenders for the Jarldom, leading their own warbands in defiance of the Empire. Blood flows, the air rings with cries of challenge, and the hammering thunder of the siege engines. Unshackled and champion, Freeborn and yegarra, Winterfolk heroes and Jotun, Highborn and barbarian; the fighting spreads through the stone-lined streets, the thatched halls, even to the court of the fountain that lies before the palace of the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
==The Walls Hold==&lt;br /&gt;
In the end, though, the Jotun defenders have the edge. The Imperial forces are pushed back through the broken runemarked gate, and the siege engines fall silent. The Queen and her Jarls hold the city - just - against the Imperial assault. Yet the walls of Kierheim, the great fortification that has proudly ringed the seat of the Jarl since before the days of Emperor Guntherm, are cracked and battered. The walls have been stormed, the gates shattered, and the garrison has paid dearly to keep the city for another day. As the Winter Solstice dawns, the Empire&#039;s armies are camped before the walls; they have most of Bjarkey under their control and the whole of Greenwall. There can be little doubt that reinforcements are on their way - the Jarls of Tromsa and Bryadvik, and perhaps even distant Fjorknae, cannot deny the call of the Queen. There has been evidence in the past that the Jarls of Skallahn have good relations with the sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]], and half the armed force of the Jotun currently engaged in [[the Marches]] owe fealty to Yrsa Jansdóttir. Will it be enough to hold the Empire, to reclaim Skallahn? Or will the hammer of Autumn and the brazen fires, and the shield and spear, and the spreading wings of the pegasus, take the city of Jarl Ustigar and create a fracture-line between the north and the south?&lt;br /&gt;
&lt;br /&gt;
The runes are still bouncing on the cloth; the future is not yet written.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:AutumnHammers colour.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:BurningFalcon Colour.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:TheFireoftheSouth Colour.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:GreenShields Colour.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Narwhal&#039;s Spear.webp]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:ValiantPegasus Colour.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SkallahnStrategic.png|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has captured Greenwall and is three-quarters of the way toward seizing Bjarkey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control of Bjarkey will grant control of the northern end of the Kongegőr&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Walls of Kierheim still stand but have taken a serious pounding&#039;&#039;&#039;&lt;br /&gt;
The Empire took the defenders of Skallahn by surprise with their bold attack. Imperial forces have conquered Greenwall, and are three-quarters of the way toward conquering Bjarkey. The new fortification rules come into effect at the start of the Winter Solstice, which have implications for the conquest of Bjarkey, but this season has seen the [[fortification#Bastion|bastion]] take significant damage, and the [[fortification#garrison|garrison]] significantly damaged. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
Control of Bjarkey brings with it control of the northern end of the Kongegőr. As laid out by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana]], this would present a [[A_bridge_too_far#Brute_Force|strategic opportunity]] to split the northern Jotun kingdom off from the southern kingdom.&lt;br /&gt;
&lt;br /&gt;
Finally, the Jarl of Greenwall has raised their [[Jotun#Fyrd|fyrd]] - gathered their household warriors around them - and fight now to defend Skallahn from Imperial forces. &lt;br /&gt;
===Participation : Valiant Pegasus===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Valiant Pegasus alongside the Knights of Glory may receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|width=300|align=right}}&lt;br /&gt;
While the Valiant Pegasus assayed an overwhelming assault against the Jotun in Skallahn, they were accompanied by [[Knights of Glory|Summer knights]] drawn from the realm of Eleonaris. Those knights enthusiastically participated in the bold action, urging the soldiers that fought alongside them to throw themselves into glorious battle against the barbarians. Any character whose military unit supported one of these three armies may choose to have embraced the experience of battling alongside the heralds of the [[Eleonaris|Lady of Pennants]]. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn character whose military unit supported the Valiant Pegasus may accept this boon and roleplaying effect, or they may choose to actively resist the influence of the Summer heralds. If you wish, you may email {{plot}} before the end of March, indicating that you sought out the aid of one of the priests that march with every Highborn army. Instead of the benefit above, you may instead specify that you received one of three [[anointing|anointings]] - the [[Auras_of_Pride#The_Wellspring_of_Pride|Wellspring of Pride]], the [[Auras_of_Vigilance#The_Demands_of_Vigilance|Demands of Vigilance]], or the [[Auras_of_Vigilance#The_Preparations_of_Vigilance|Preparations of Vigilance]]. You won&#039;t need to provide any [[liao]], and this anointing will have a strength of only 1 (meaning it will not replace a more powerful aura). It will persist until the start of the Spring Equinox 388YE, or until removed or replaced. If you take this option you are encouraged to express the concerns that led you to seek it out, once the game begins.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Queen Waits==&lt;br /&gt;
[[Skallahn]] is at war. The Empire has forced the [[Skallahn#Walls_of_Kierheim|gates of Kierheim]] open and has only been driven back at great cost.&lt;br /&gt;
&lt;br /&gt;
Now the drums of war beat to the tune of the defenders. Messengers race to call back armies. Thralls carry the message to the fyrds to raise their banners. Ghodi pass the long halls waiting to entreat the Kings and Queens of Summer to keep the faith.&lt;br /&gt;
&lt;br /&gt;
In the midst of all this, the seat of Kierheim lies vacant. Jarl Ustigar lies in state. Hurled across the Abyss to meet his ancestors by the hand of Iron Osric, leaving his beloved city a rudderless ship.&lt;br /&gt;
&lt;br /&gt;
Jarl-of-jarls, Queen Yrsa Jansdóttir, is caught in a vice. She is loathe to leave her army engaged in Bregasland without her, but she cannot leave Keirheim to fend for itself. She must affirm the succession of the capital and install a jarl that can command the loyalty and respect of thousands of Jotun. &lt;br /&gt;
&lt;br /&gt;
Torn, she has called for the ghodi Uksahkka, favoured of Ulven, to help her choose Ustigar&#039;s successor. Only once a new Jarl of Keirheim is named, will the Jarl-of-Jarls be able to lead her army back to war.&lt;br /&gt;
&lt;br /&gt;
===Objective: Kill the Ghodi===&lt;br /&gt;
* &#039;&#039;&#039;A wise ghodi travels to Keirheim at the behest of Yrsa Jansdóttir, Jarl-of-Jarls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Uksahkka is widely respected, when she speaks the ancestors listen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing the ghodi will delay the decision to appoint a new jarl for another season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The delay will force the Northern Jotun armies onto the defensive for the season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghodi Uksahkka is heading southwards from her refuge in the snowy reaches of Mount Tromsdalen, travelling a short distance behind the main force moving from Tromsa. Robed in the furs of a great bear, she is bound in boons of the faðir. She is escourted by four great warriors of the Ulvenwar, heroes touched by summer magics and crowned as champions by the realm. These companions will project the ghodi to their dying breaths and will be formidable foes in battle.&lt;br /&gt;
&lt;br /&gt;
Uksahkka will arrive with her companions and alongside a large warband of warriors, some 30-45 minutes after the battle is joined. Depending on how the fighting is going, Uksahkka may attempt to bolster the Jotun lines to turn the flow of battle, or take a more cautious approach to avoid being drawn into a battle that would see her waylayed. The Empire will need to be on alert for Uksahkka&#039;s arrival, ready to counter how she responds to the flow of battle, and prepared to quickly and decisively descend upon the ghodi as hounds fall on their quarry.&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka  will mean another seasons delay before a new jarl can be appointed. That will force Queen Yrsa to remain in Keirheim, sew chaos in the ranks of the Northern Jotun and force their armies onto the defensive.&lt;br /&gt;
&lt;br /&gt;
===Option: Ransom Uksahkka===&lt;br /&gt;
* &#039;&#039;&#039;Rather than kill the respected ghodi, the Empire could try to capture them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghodi must be persuaded to surrender and convinced to return to Anvil as a captive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Queen will pay a ransom for Uksahkka&#039;s safe return&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka is not the only way to delay the appointment of the new jarl. Taking the ghodi hostage would be just as effective. Such tactics were common during the reign of [[Emperor Guntherm]]. Rather than kill his enemies, Guntherm took important jarls captive and then ransomed them back. Guntherm made a point to treat those he captured as honoured guests, they were never plied for information or secrets or treated as a prisoner. This approach helped steer several key moments in the war, buying Guntherm&#039;s forces time or forcing the Jotun&#039;s hands. &lt;br /&gt;
&lt;br /&gt;
The difficulty in this approach concerns the Jotun sense of honour. Many Jotun would seek to die in battle than to become a &#039;prisoner&#039; of the Empire. There is no guarantee that Uksahkka will allow the Empire to carry her back to Anvil. It won&#039;t be easy to defeat Uksahkka and her bodyguards, but it will take a very skilled mediator to convince the ghodi to accept the Empire&#039;s hospitality.&lt;br /&gt;
&lt;br /&gt;
If she can be convinced to surrender, then the Empire can use [[The Cuckoo&#039;s Egg]] to bring her back through the [[Sentinel Gate]]. It would undo years of diplomatic efforts if Uksahkka was murdered, so once in Anvil Uksahkka, the civil service would arrange secure quarters for her. The Military Council could wait to see what the Jarl-of-jarls will offer in ransom, or they could issue their own demands. The Jotun are not going to stop the war just to save one ghodi, even a favoured one; but with the right demand or offer, it could crucially change the direction of future events.&lt;br /&gt;
&lt;br /&gt;
===Objective: Turn back the Tromsdalen Fyrd===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe the &#039;&#039;Snowboar&#039;&#039; of Bladdeskog marches south to honour oaths to his old friend Jarl Ustigar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the respected warrior falls in battle, his force of will return to their lands in Tromsa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Ebbe was once a contemporary of Jarl Ustigar. When they were young, they travelled together to distant Fjorknae to battle fell monsters and win glory together. In time their paths took different directions, Ustigar the clever and shrewd politician, Ebbe the doughty and dependable warrior. With Ustigar dead, and his city threatened, Ebbe has gathered his oathsworn veterans and raised the Tromsdalen fyrd. He marches south, under a banner of a frostrimmed boar, towards the capital to honour oaths he swore long ago to a now dead friend.&lt;br /&gt;
&lt;br /&gt;
This fyrd comes here only at Ebbe&#039;s command- it is &#039;&#039;not&#039;&#039; honour bound to answer Queen Yrsa&#039;s call. Doubtless, many jarls will bring their troops south, but it is not expected that fyrds do the same, especially those from another territory. Their bonds are to the land from which they hail, and even Queen Yrsa herself could not demand they come and fight for her in Skallahn. Ebbe&#039;s fyrd has an effective fighting strength of a little under a thousand coming to bolster the defences of Keirheim. If the Jarl falls in battle then they will return north - no longer sworn to the &#039;&#039;Snowboar&#039;s&#039;&#039; oaths, they would return to their own lands in Tromsdalen.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137392</id>
		<title>Rubies in the snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137392"/>
		<updated>2026-04-20T15:47:12Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Walls Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monochrome Orcs.jpg|caption=The orcs and humans of Skallahn fight as fiercely as any Imperial to defend their city.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gathering in Sermersuaq!==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=rc7h4q6Qh58}}}|300|right}}&lt;br /&gt;
The [[Narwhal&#039;s Spear]] is already in [[Sermersuaq]]. Following the Autumn Equinox, they are joined by five other Imperial armies. The [[Fire of the South]] have travelled the longest distance, all the way from [[the Mallum]], from [[Sarangrave]]. The [[Burning Falcon]] has come up from [[Mournwold]], making the bulk of the journey through Kallavesa alongside the [[Valiant Pegasus]] and the [[Autumn Hammers]] who had been billeted in [[Mitwold]], and the [[Green Shield]] from [[Upwold]]. Together the armies gather in [[Sermersuaq#Stark|Stark]], a sea of tents spreading out around the [[Sermersuaq#Fortress_of_Kalant|Fortress of Kalant]].&lt;br /&gt;
&lt;br /&gt;
The weather is grim; a short autumn in the north gives way to hail, sleet, and snow. At night, it is cold enough to freeze water into stone; the [[the Brass Coast|Freeborn]] in particular feel the cold, but mostly use it as an excuse to light bonfires and stay up late into the night, sharing stories and the warmth of camaraderie with their allies. For the Winterfolk and [[Imperial Orcs|Unshackled]], the cold is notable but nothing unfamiliar. They are used to the cold plains of Sermersuaq, to the snowy alpine mountains of [[Skarsind]]. They offer advice to their friends from the south; how to dress, how to keep warm in the night, how to avoid chilblains and frostbite. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, once again we have a Jotun Fort in our sights! We call upon the contracts with the Forgemistress to storm the walls and take Kierheim in the Jotun Heartlands of Skallahn. Strike the Hamer blow in Bjorkey, break down their gates and claim the fort. Take pride in your strength, our Empire will grow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;To the Marches last season. To the North this season. The Jotun threaten the west and we respond as one Empire. The walls of Kierheim will shake  before the Falcon and crumble before the Hammer of the Imperial Orcs. We march to Victory and to show the Jotun the pride of Freeborn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Xenia i Erigo, General of the Fire of the South&amp;quot;&amp;gt;Cousins! I have watched with pride as your flame burned across the Empire to crush the Druj. I now ask you to shine your indomitable light towards the cold, windswept north. Take a forced march onwards to Skallahn to engage the Jotun. Move with the clarity of Day in your minds and courage in your hearts. Strike hard and true, show our enemies the blazing strength of the Freeborn!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;How to Honour the fallen, friend and foe? The faithful lost, the hearts laid low? Now with sorrows, not with sighs, but with fire that lights the skies. The Host assembles! Banners bright, shining in the sun, steadfast in fight. Spears like silver, swords that sing. Drums of the march, trumpets ring. We storm the fortress. Strong and high. The walls will crumble and towers lie. Through toil and tempest, with blood and flame, we slow the north of a warriors home. For hardship faced and courage shown, turns bitter grief to honour grown. War done nightly, with heart and hand, is the greatest gift to foe and friend.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;Sermersuaq, I feel your pain. I feel you suffer. I have lived through all 4675 of your nightmares. In loyalty, with courage we remember the fallen. We are the ones who carry on. We are the proud flames of those now gone. Take a breath, a deep breath, our work never stops. Look to the west, to Skallahn, to Kierheim. We push to get their attention, to make them look at us. Be the beacon of Ambition, no one can ignore!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;My brothers and sisters, we march to Skallahn to fight alongside our cousins in Wintermark, the freeborn and the Imperial orcs to strike the city of Kierheim, inflicting a blow to the Jotun which they shall surely feel. Look to your bands of loyalty for each other and the empire to guide your actions through virtue. Your loyal brother, Hector&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Valiant Pegasus have an opinion on the weather, the [[Highguard|Highborn]] keep it to themselves. They are too busy preparing to face the Jotun to worry about what the sky is doing. The magical warriors who have pitched their tents among the stark black, white, and red of the Highguard army are perhaps also a cause for some concern. The [[Knights of Glory]] have been called from the demesne of the &#039;&#039;[[Eleonaris|Mistress of Penants]]&#039;&#039; to fight with the Pegasus. These fey hunters are garbed in gold and green, and the majority wear animal masks and fight with paired blades. They are led by &#039;&#039;Mistress Malachie&#039;&#039;, herself a relentless war-witch who once served the &#039;&#039;Peregrine Knight&#039;&#039; [[Hayaak]] but now owes fealty to the &#039;&#039;Lady of Summer&#039;&#039;. It is probably just a coincidence that this particular cohort has come from Eleonaris&#039; realm to fight with the Highborn, although a handful of [[magister|magisters]] mutter that to choose &#039;&#039;this&#039;&#039; band of knights in &#039;&#039;this&#039;&#039; place, and have them fight alongside Highguard, may be some kind of pointed comment from the Lion Queen. &lt;br /&gt;
&lt;br /&gt;
Other than the Highborn, all the other armies are woven with [[Day magic]], granted the [[Clarity of the Master Strategist]] that helps focus soldiers on their goals, to look at the wider picture, to work together seamlessly towards a common cause. It makes preparation for the trip west and for dealing with the weather significantly easier. &lt;br /&gt;
&lt;br /&gt;
Once the Fire of the South have arrived, and had a day and a night to catch their breath, the invasion of Skallahn commences on a cold, frosty morning not too long after the Autumn Equinox. Brazen horns sound as the sun rises in a clear, brittle blue sky over the tundra of northern Wintermark, and the armies begin to move.&lt;br /&gt;
&lt;br /&gt;
==Greenwall==&lt;br /&gt;
[[Skallahn#Greenwall|Greenwall]] is the southernmost region of Skallahn. Herds of short-haired cattle wander freely across the lowlands, with shaggy sheep favouring the hillsides. Between the larger farms are innumerable crofts that, in the right season, cultivate grains, and a peculiar dark, spongy, purple vegetable that forms the basis of many meals for the thralls here. Jarl Asbjørn Dalgaard once ruled here, before their [[The_current_when_it_serves#The_last_village_.28Conjunction.29|death]] at the hands of Imperial heroes. Now, Eluf Asbjørnsson holds the Jarls hall up near the northern border with Iron Stand. It is to him that the thralls turn when the Empire arrives.&lt;br /&gt;
&lt;br /&gt;
To his credit, Eluf does his best, but he is absolutely outclassed. He can&#039;t even delay the forces ranged against him in any meaningful way, and clearly sees little profit in throwing the lives of his warriors away in a futile attempt to stem the tide of Imperials. Instead, he sends swift-footed messengers north and west, warning the rest of Skallahn what is coming. Within a few days, the first soldiers from the garrison at [[Skallahn#Kierheim|Kierheim]] cross the border into Greenwall, scouting out the Empire&#039;s force and doing their best to harry their advance guard. They aren&#039;t alone - the banners of the wealthy Jarl of Aftanes are quickly spotted among their number. Indeed, the Jarl of Aftanes themselves appears to be in charge of the defence; it&#039;s not clear why the Jarl of Kierheim is not taking the lead. Jarl Ustigar is dead, but surely his successor should be at the forefront of the defence of Skallahn?&lt;br /&gt;
&lt;br /&gt;
The Jotun are on the defensive, right from the get-go. The warriors arrayed against them are massively outnumbered; even when warriors from the fort of [[Skallahn#Ulfrsborg|Ulfrsborg]] begin to arrive, they are outmatched. The Burning Falcon and the Green Shield are almost irresistible, it seems. Nothing will stand between them and [[Army_qualities#Glorious|triumph]] over the Jotun. Time and again, Winterfolk and Freeborn alike strike where the fighting is fiercest, seeking to confront the mightiest enemies and best defended positions, and rout them. Soldiers of both armies openly seek to outdo one another, boasting and goading their fellows to even greater acts of risky heroism. The Jotun, needless to say, rise to their challenge, relishing the chance to test their own strength against these valiant foes.&lt;br /&gt;
&lt;br /&gt;
The Narwhal&#039;s Spear and the Valiant Pegasus are barely a step behind them. While their attacks are more focused on strategic gains, they still drive themselves to [[Army orders#Overwhelming Assault|overwhelm]] the Jotun, to shock and awe them into inevitable retreat. The knights of &#039;&#039;Mistress Malachie&#039;&#039; cheer the Highborn in particular onward, even as they hurl themselves into the fray with their twin-blades singing through the frigid air. The soldiers of Highguard, for the most part, resist the enthusiasm of the creatures of Summer, but as the campaign draws on, it becomes just that little more difficult not to give in to their exhortations to greater and greater deeds.&lt;br /&gt;
&lt;br /&gt;
Greenwall is, at the end of the day, a land of farmers. Jarl Eluf raises his [[Jotun#Fyrd|fyrd]] and joins the soldiers from Kierheim and [[Skallahn#Ulfrsmoor|Ulfrsmoor]], but in the end, is forced to retreat just as his father was forced to retreat before him. The snow-scattered farmlands fall to the Empire, all resistance crushed. Only thralls remain - and as is so often the case, they sadly seem unable to entirely understand that they are free now. They listen, and they nod, and then they go back to their farms and wait. It is frustrating, particularly to the Freeborn, that these people seem to refuse to understand that they do not have to stay here, are not expected to turn over their meagre supplies of food to the Imperial armies, that they have been liberated and not conquered. It is a familiar problem; a people whose culture tells them that they are servants rather than masters.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Imperial advance barely breaks a stride as it crosses Greenwall; the true prize awaits ahead. Rich [[Skallahn#Bjarkey|Bjarkey]] and the city of Kierheim itself.&lt;br /&gt;
&lt;br /&gt;
==Kierheim==&lt;br /&gt;
The city where Jarl Ustigar once ruled in the name of the Queen lies at one end of the [[Skallahn#The_Kongegőr|Kongegőr]]. The bridge connects Skallahn to Hordalant, and Kalsea to Narkyst. Much of the prosperity of Kierheim comes from the traders who pass back and forth across the Kongegőr, trading the mineral wealth of the north for the victuals of the south. By the time the Imperial armies press into Bjarkey, the barbarian defences are settled against them. The garrisons of both Kierheim and Ulfrsborg are arrayed against them. Warriors from all across Skallahn come to support them, come at the command not of the Jarl, but of Queen Yrsa Jansdóttir herself. It seems the Jarl of Jarls, the first among equals and the ruler of the northern Jotun, is still in Kierheim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Determination of Ice.webp|caption=&#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039;, General of the Narwhal&#039;s Spear|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Her presence is explained by tales extracted from frightened thralls and captured Jotun. [[Bedight_in_veils#The_Jarl&#039;s_Death|Jarl Ustigar is dead]]; he died fighting the General of the Green Shields as a champion of his people. It should be a simple matter for his heir to take command of Kierheim. Yet there is apparently no clear successor; Ustigar asked that the Queen appoint the new Jarl partly so that they might begin their rule free of the shadow of his influence. The Jotun are not that dissimilar to the Empire, it seems. Imperial citizens rarely see their politics at work, for they keep such things far from the battlefield, but it seems the Jotun are as given to favouritism, manoeuvring, and patronage as any League or Freeborn citizen. The Queen is still here because there are three candidates with a good claim to the Jarldom, and none of them will step aside in favour of one of the others.&lt;br /&gt;
&lt;br /&gt;
Each is popular, experienced, and a hero of their people. Deciding the matter with a contest of arms might be traditional, but there is no certainty that such a contest would actually settle things. There is also the risk that it might spill out of control, perhaps split the people of Skallahn when they must be unified. Queen Yrsa has sent north, it seems, to [[Tromsa#Majastind|Mount Majastind]], for a certain &#039;&#039;ghodi&#039;&#039; who hears the voice of [[Elite_Jotun_troops#Ulvenwar|Ulven]] especially clearly. Renowned for their wisdom, they can be trusted to choose with an even hand, present an outcome that will at least quiet rival voices, and not risk the position of the Jarl of Jarls. She may be called queen, but Yrsa Jansdóttir - like the King of the south - is first among equals, and while her jarls do not say as much out loud, while they swear oaths of fealty, they do not sacrifice their pride or their ambition in the name of thoughtless service.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
Regardless, the presence of the Queen simply means that the defence of Kierheim is being directed by one of the mightiest heroes of the Jotun. The bulk of the barbarian armies are in the south, fighting in the Marches. Skallahn does not have to drive the Empire&#039;s mighty armies out; it just needs to survive until the Queen can call her jarls back from the south to defend their lands. Messengers no doubt are already racing through Hordalant to Bregasland and Mitwold, but there is no chance of reinforcements until after the Winter Solstice. In the meantime, they must do everything they can to hold Bjarkey, to hold Kierheim, and to prevent the Empire from taking control of the northern end of the Kongegőr. &lt;br /&gt;
&lt;br /&gt;
(And there are signs - scraps of evidence - that the Queen has not only sent messengers south to the Marches. Rumours of a certain Jotun wizards sent to petition aid from the [[Eternal|Lords of Summer and Ladies of Autumn]] at those manses built to allow such negotiation. Unsourced gossip of a fast ship, crewed by thralls whose loyalty to the queen is without question, sailing into the teeth of the Winter gales that batter the coastline into the [[Sea of Snow]] to [[Bryadvik]] and mysterious [[Fjorknae]] to call the jarls of the west to Skallahn.)&lt;br /&gt;
&lt;br /&gt;
The Walls of Kierheim are high, and strong, but they must stand against not only the soldiers of Wintermark and Highguard and the Brass Coast but against the hammers of Autumn. The Sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]] are [[Army qualities#Contracted|bound by contract]] to aid the third Imperial Orcs army when they are called upon. This season, it is the [[Estavus|Lady of Shikal]] whose servants fight alongside the Unshackled, and they bring with them the terrible siege engines of the City of Fire and Stone. Once the armies come within sight of the walls, the word is given, and the brazen heralds and minotaur engineers unleash hell against the fortification. Great mechanical catapults and trebuchets pound the walls directly, while six metal siege towers creak across the battlefield, driven by clever engines crafted in the Autumn realm. Steel siege ladders are deployed to allow Imperial soldiers to take the fight directly to the defenders atop the walls. A massive covered ram, crafted from a column of volcanic stone and bound with green iron, is deployed to breach the gates of Kierheim. There will be no prolonged siege here, not if the Autumn Hammers have their way.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Xenia i Erigo.jpg|caption=&#039;&#039;&#039;Xenia i Erigo&#039;&#039;&#039;, General of the Fire of the South|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the gates finally break under the relentless onslaught - in spite of the runes laid into their surface to ensure such a thing never happens -  the armies of the Empire pour into Kierheim. It must seem that the fight is over, that this is the end, but celebration proves premature. The Queen herself leads the defenders in a counter-charge, the Jarl of Aftanes and his family at her side, and all three of the contenders for the Jarldom, leading their own warbands in defiance of the Empire. Blood flows, the air rings with cries of challenge, and the hammering thunder of the siege engines. Unshackled and champion, Freeborn and yegarra, Winterfolk heroes and Jotun, Highborn and barbarian; the fighting spreads through the stone-lined streets, the thatched halls, even to the court of the fountain that lies before the palace of the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
==The Walls Hold==&lt;br /&gt;
In the end, though, the Jotun defenders have the edge. The Imperial forces are pushed back through the broken runemarked gate, and the siege engines fall silent. The Queen and her Jarls hold the city - just - against the Imperial assault. Yet the walls of Kierheim, the great fortification that has proudly ringed the seat of the Jarl since before the days of Emperor Guntherm, are cracked and battered. The walls have been stormed, the gates shattered, and the garrison has paid dearly to keep the city for another day. As the Winter Solstice dawns, the Empire&#039;s armies are camped before the walls; they have most of Bjarkey under their control and the whole of Greenwall. There can be little doubt that reinforcements are on their way - the Jarls of Tromsa and Bryadvik, and perhaps even distant Fjorknae, cannot deny the call of the Queen. There has been evidence in the past that the Jarls of Skallahn have good relations with the sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]], and half the armed force of the Jotun currently engaged in [[the Marches]] owe fealty to Yrsa Jansdóttir. Will it be enough to hold the Empire, to reclaim Skallahn? Or will the hammer of Autumn and the brazen fires, and the shield and spear, and the spreading wings of the pegasus, take the city of Jarl Ustigar and create a fracture-line between the north and the south?&lt;br /&gt;
&lt;br /&gt;
The runes are still bouncing on the cloth; the future is not yet written.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:AutumnHammers colour.png]]&lt;br /&gt;
[[File:BurningFalcon Colour.png]]&lt;br /&gt;
TheFireoftheSouth Colour.png&lt;br /&gt;
GreenShields Colour.png&lt;br /&gt;
Narwhal&#039;s Spear.webp&lt;br /&gt;
ValiantPegasus Colour.png&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SkallahnStrategic.png|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has captured Greenwall and is three-quarters of the way toward seizing Bjarkey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control of Bjarkey will grant control of the northern end of the Kongegőr&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Walls of Kierheim still stand but have taken a serious pounding&#039;&#039;&#039;&lt;br /&gt;
The Empire took the defenders of Skallahn by surprise with their bold attack. Imperial forces have conquered Greenwall, and are three-quarters of the way toward conquering Bjarkey. The new fortification rules come into effect at the start of the Winter Solstice, which have implications for the conquest of Bjarkey, but this season has seen the [[fortification#Bastion|bastion]] take significant damage, and the [[fortification#garrison|garrison]] significantly damaged. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
Control of Bjarkey brings with it control of the northern end of the Kongegőr. As laid out by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana]], this would present a [[A_bridge_too_far#Brute_Force|strategic opportunity]] to split the northern Jotun kingdom off from the southern kingdom.&lt;br /&gt;
&lt;br /&gt;
Finally, the Jarl of Greenwall has raised their [[Jotun#Fyrd|fyrd]] - gathered their household warriors around them - and fight now to defend Skallahn from Imperial forces. &lt;br /&gt;
===Participation : Valiant Pegasus===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Valiant Pegasus alongside the Knights of Glory may receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|width=300|align=right}}&lt;br /&gt;
While the Valiant Pegasus assayed an overwhelming assault against the Jotun in Skallahn, they were accompanied by [[Knights of Glory|Summer knights]] drawn from the realm of Eleonaris. Those knights enthusiastically participated in the bold action, urging the soldiers that fought alongside them to throw themselves into glorious battle against the barbarians. Any character whose military unit supported one of these three armies may choose to have embraced the experience of battling alongside the heralds of the [[Eleonaris|Lady of Pennants]]. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn character whose military unit supported the Valiant Pegasus may accept this boon and roleplaying effect, or they may choose to actively resist the influence of the Summer heralds. If you wish, you may email {{plot}} before the end of March, indicating that you sought out the aid of one of the priests that march with every Highborn army. Instead of the benefit above, you may instead specify that you received one of three [[anointing|anointings]] - the [[Auras_of_Pride#The_Wellspring_of_Pride|Wellspring of Pride]], the [[Auras_of_Vigilance#The_Demands_of_Vigilance|Demands of Vigilance]], or the [[Auras_of_Vigilance#The_Preparations_of_Vigilance|Preparations of Vigilance]]. You won&#039;t need to provide any [[liao]], and this anointing will have a strength of only 1 (meaning it will not replace a more powerful aura). It will persist until the start of the Spring Equinox 388YE, or until removed or replaced. If you take this option you are encouraged to express the concerns that led you to seek it out, once the game begins.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Queen Waits==&lt;br /&gt;
[[Skallahn]] is at war. The Empire has forced the [[Skallahn#Walls_of_Kierheim|gates of Kierheim]] open and has only been driven back at great cost.&lt;br /&gt;
&lt;br /&gt;
Now the drums of war beat to the tune of the defenders. Messengers race to call back armies. Thralls carry the message to the fyrds to raise their banners. Ghodi pass the long halls waiting to entreat the Kings and Queens of Summer to keep the faith.&lt;br /&gt;
&lt;br /&gt;
In the midst of all this, the seat of Kierheim lies vacant. Jarl Ustigar lies in state. Hurled across the Abyss to meet his ancestors by the hand of Iron Osric, leaving his beloved city a rudderless ship.&lt;br /&gt;
&lt;br /&gt;
Jarl-of-jarls, Queen Yrsa Jansdóttir, is caught in a vice. She is loathe to leave her army engaged in Bregasland without her, but she cannot leave Keirheim to fend for itself. She must affirm the succession of the capital and install a jarl that can command the loyalty and respect of thousands of Jotun. &lt;br /&gt;
&lt;br /&gt;
Torn, she has called for the ghodi Uksahkka, favoured of Ulven, to help her choose Ustigar&#039;s successor. Only once a new Jarl of Keirheim is named, will the Jarl-of-Jarls be able to lead her army back to war.&lt;br /&gt;
&lt;br /&gt;
===Objective: Kill the Ghodi===&lt;br /&gt;
* &#039;&#039;&#039;A wise ghodi travels to Keirheim at the behest of Yrsa Jansdóttir, Jarl-of-Jarls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Uksahkka is widely respected, when she speaks the ancestors listen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing the ghodi will delay the decision to appoint a new jarl for another season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The delay will force the Northern Jotun armies onto the defensive for the season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghodi Uksahkka is heading southwards from her refuge in the snowy reaches of Mount Tromsdalen, travelling a short distance behind the main force moving from Tromsa. Robed in the furs of a great bear, she is bound in boons of the faðir. She is escourted by four great warriors of the Ulvenwar, heroes touched by summer magics and crowned as champions by the realm. These companions will project the ghodi to their dying breaths and will be formidable foes in battle.&lt;br /&gt;
&lt;br /&gt;
Uksahkka will arrive with her companions and alongside a large warband of warriors, some 30-45 minutes after the battle is joined. Depending on how the fighting is going, Uksahkka may attempt to bolster the Jotun lines to turn the flow of battle, or take a more cautious approach to avoid being drawn into a battle that would see her waylayed. The Empire will need to be on alert for Uksahkka&#039;s arrival, ready to counter how she responds to the flow of battle, and prepared to quickly and decisively descend upon the ghodi as hounds fall on their quarry.&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka  will mean another seasons delay before a new jarl can be appointed. That will force Queen Yrsa to remain in Keirheim, sew chaos in the ranks of the Northern Jotun and force their armies onto the defensive.&lt;br /&gt;
&lt;br /&gt;
===Option: Ransom Uksahkka===&lt;br /&gt;
* &#039;&#039;&#039;Rather than kill the respected ghodi, the Empire could try to capture them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghodi must be persuaded to surrender and convinced to return to Anvil as a captive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Queen will pay a ransom for Uksahkka&#039;s safe return&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka is not the only way to delay the appointment of the new jarl. Taking the ghodi hostage would be just as effective. Such tactics were common during the reign of [[Emperor Guntherm]]. Rather than kill his enemies, Guntherm took important jarls captive and then ransomed them back. Guntherm made a point to treat those he captured as honoured guests, they were never plied for information or secrets or treated as a prisoner. This approach helped steer several key moments in the war, buying Guntherm&#039;s forces time or forcing the Jotun&#039;s hands. &lt;br /&gt;
&lt;br /&gt;
The difficulty in this approach concerns the Jotun sense of honour. Many Jotun would seek to die in battle than to become a &#039;prisoner&#039; of the Empire. There is no guarantee that Uksahkka will allow the Empire to carry her back to Anvil. It won&#039;t be easy to defeat Uksahkka and her bodyguards, but it will take a very skilled mediator to convince the ghodi to accept the Empire&#039;s hospitality.&lt;br /&gt;
&lt;br /&gt;
If she can be convinced to surrender, then the Empire can use [[The Cuckoo&#039;s Egg]] to bring her back through the [[Sentinel Gate]]. It would undo years of diplomatic efforts if Uksahkka was murdered, so once in Anvil Uksahkka, the civil service would arrange secure quarters for her. The Military Council could wait to see what the Jarl-of-jarls will offer in ransom, or they could issue their own demands. The Jotun are not going to stop the war just to save one ghodi, even a favoured one; but with the right demand or offer, it could crucially change the direction of future events.&lt;br /&gt;
&lt;br /&gt;
===Objective: Turn back the Tromsdalen Fyrd===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe the &#039;&#039;Snowboar&#039;&#039; of Bladdeskog marches south to honour oaths to his old friend Jarl Ustigar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the respected warrior falls in battle, his force of will return to their lands in Tromsa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Ebbe was once a contemporary of Jarl Ustigar. When they were young, they travelled together to distant Fjorknae to battle fell monsters and win glory together. In time their paths took different directions, Ustigar the clever and shrewd politician, Ebbe the doughty and dependable warrior. With Ustigar dead, and his city threatened, Ebbe has gathered his oathsworn veterans and raised the Tromsdalen fyrd. He marches south, under a banner of a frostrimmed boar, towards the capital to honour oaths he swore long ago to a now dead friend.&lt;br /&gt;
&lt;br /&gt;
This fyrd comes here only at Ebbe&#039;s command- it is &#039;&#039;not&#039;&#039; honour bound to answer Queen Yrsa&#039;s call. Doubtless, many jarls will bring their troops south, but it is not expected that fyrds do the same, especially those from another territory. Their bonds are to the land from which they hail, and even Queen Yrsa herself could not demand they come and fight for her in Skallahn. Ebbe&#039;s fyrd has an effective fighting strength of a little under a thousand coming to bolster the defences of Keirheim. If the Jarl falls in battle then they will return north - no longer sworn to the &#039;&#039;Snowboar&#039;s&#039;&#039; oaths, they would return to their own lands in Tromsdalen.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137391</id>
		<title>Rubies in the snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137391"/>
		<updated>2026-04-20T15:46:53Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Walls Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monochrome Orcs.jpg|caption=The orcs and humans of Skallahn fight as fiercely as any Imperial to defend their city.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gathering in Sermersuaq!==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=rc7h4q6Qh58}}}|300|right}}&lt;br /&gt;
The [[Narwhal&#039;s Spear]] is already in [[Sermersuaq]]. Following the Autumn Equinox, they are joined by five other Imperial armies. The [[Fire of the South]] have travelled the longest distance, all the way from [[the Mallum]], from [[Sarangrave]]. The [[Burning Falcon]] has come up from [[Mournwold]], making the bulk of the journey through Kallavesa alongside the [[Valiant Pegasus]] and the [[Autumn Hammers]] who had been billeted in [[Mitwold]], and the [[Green Shield]] from [[Upwold]]. Together the armies gather in [[Sermersuaq#Stark|Stark]], a sea of tents spreading out around the [[Sermersuaq#Fortress_of_Kalant|Fortress of Kalant]].&lt;br /&gt;
&lt;br /&gt;
The weather is grim; a short autumn in the north gives way to hail, sleet, and snow. At night, it is cold enough to freeze water into stone; the [[the Brass Coast|Freeborn]] in particular feel the cold, but mostly use it as an excuse to light bonfires and stay up late into the night, sharing stories and the warmth of camaraderie with their allies. For the Winterfolk and [[Imperial Orcs|Unshackled]], the cold is notable but nothing unfamiliar. They are used to the cold plains of Sermersuaq, to the snowy alpine mountains of [[Skarsind]]. They offer advice to their friends from the south; how to dress, how to keep warm in the night, how to avoid chilblains and frostbite. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, once again we have a Jotun Fort in our sights! We call upon the contracts with the Forgemistress to storm the walls and take Kierheim in the Jotun Heartlands of Skallahn. Strike the Hamer blow in Bjorkey, break down their gates and claim the fort. Take pride in your strength, our Empire will grow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;To the Marches last season. To the North this season. The Jotun threaten the west and we respond as one Empire. The walls of Kierheim will shake  before the Falcon and crumble before the Hammer of the Imperial Orcs. We march to Victory and to show the Jotun the pride of Freeborn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Xenia i Erigo, General of the Fire of the South&amp;quot;&amp;gt;Cousins! I have watched with pride as your flame burned across the Empire to crush the Druj. I now ask you to shine your indomitable light towards the cold, windswept north. Take a forced march onwards to Skallahn to engage the Jotun. Move with the clarity of Day in your minds and courage in your hearts. Strike hard and true, show our enemies the blazing strength of the Freeborn!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;How to Honour the fallen, friend and foe? The faithful lost, the hearts laid low? Now with sorrows, not with sighs, but with fire that lights the skies. The Host assembles! Banners bright, shining in the sun, steadfast in fight. Spears like silver, swords that sing. Drums of the march, trumpets ring. We storm the fortress. Strong and high. The walls will crumble and towers lie. Through toil and tempest, with blood and flame, we slow the north of a warriors home. For hardship faced and courage shown, turns bitter grief to honour grown. War done nightly, with heart and hand, is the greatest gift to foe and friend.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;Sermersuaq, I feel your pain. I feel you suffer. I have lived through all 4675 of your nightmares. In loyalty, with courage we remember the fallen. We are the ones who carry on. We are the proud flames of those now gone. Take a breath, a deep breath, our work never stops. Look to the west, to Skallahn, to Kierheim. We push to get their attention, to make them look at us. Be the beacon of Ambition, no one can ignore!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;My brothers and sisters, we march to Skallahn to fight alongside our cousins in Wintermark, the freeborn and the Imperial orcs to strike the city of Kierheim, inflicting a blow to the Jotun which they shall surely feel. Look to your bands of loyalty for each other and the empire to guide your actions through virtue. Your loyal brother, Hector&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Valiant Pegasus have an opinion on the weather, the [[Highguard|Highborn]] keep it to themselves. They are too busy preparing to face the Jotun to worry about what the sky is doing. The magical warriors who have pitched their tents among the stark black, white, and red of the Highguard army are perhaps also a cause for some concern. The [[Knights of Glory]] have been called from the demesne of the &#039;&#039;[[Eleonaris|Mistress of Penants]]&#039;&#039; to fight with the Pegasus. These fey hunters are garbed in gold and green, and the majority wear animal masks and fight with paired blades. They are led by &#039;&#039;Mistress Malachie&#039;&#039;, herself a relentless war-witch who once served the &#039;&#039;Peregrine Knight&#039;&#039; [[Hayaak]] but now owes fealty to the &#039;&#039;Lady of Summer&#039;&#039;. It is probably just a coincidence that this particular cohort has come from Eleonaris&#039; realm to fight with the Highborn, although a handful of [[magister|magisters]] mutter that to choose &#039;&#039;this&#039;&#039; band of knights in &#039;&#039;this&#039;&#039; place, and have them fight alongside Highguard, may be some kind of pointed comment from the Lion Queen. &lt;br /&gt;
&lt;br /&gt;
Other than the Highborn, all the other armies are woven with [[Day magic]], granted the [[Clarity of the Master Strategist]] that helps focus soldiers on their goals, to look at the wider picture, to work together seamlessly towards a common cause. It makes preparation for the trip west and for dealing with the weather significantly easier. &lt;br /&gt;
&lt;br /&gt;
Once the Fire of the South have arrived, and had a day and a night to catch their breath, the invasion of Skallahn commences on a cold, frosty morning not too long after the Autumn Equinox. Brazen horns sound as the sun rises in a clear, brittle blue sky over the tundra of northern Wintermark, and the armies begin to move.&lt;br /&gt;
&lt;br /&gt;
==Greenwall==&lt;br /&gt;
[[Skallahn#Greenwall|Greenwall]] is the southernmost region of Skallahn. Herds of short-haired cattle wander freely across the lowlands, with shaggy sheep favouring the hillsides. Between the larger farms are innumerable crofts that, in the right season, cultivate grains, and a peculiar dark, spongy, purple vegetable that forms the basis of many meals for the thralls here. Jarl Asbjørn Dalgaard once ruled here, before their [[The_current_when_it_serves#The_last_village_.28Conjunction.29|death]] at the hands of Imperial heroes. Now, Eluf Asbjørnsson holds the Jarls hall up near the northern border with Iron Stand. It is to him that the thralls turn when the Empire arrives.&lt;br /&gt;
&lt;br /&gt;
To his credit, Eluf does his best, but he is absolutely outclassed. He can&#039;t even delay the forces ranged against him in any meaningful way, and clearly sees little profit in throwing the lives of his warriors away in a futile attempt to stem the tide of Imperials. Instead, he sends swift-footed messengers north and west, warning the rest of Skallahn what is coming. Within a few days, the first soldiers from the garrison at [[Skallahn#Kierheim|Kierheim]] cross the border into Greenwall, scouting out the Empire&#039;s force and doing their best to harry their advance guard. They aren&#039;t alone - the banners of the wealthy Jarl of Aftanes are quickly spotted among their number. Indeed, the Jarl of Aftanes themselves appears to be in charge of the defence; it&#039;s not clear why the Jarl of Kierheim is not taking the lead. Jarl Ustigar is dead, but surely his successor should be at the forefront of the defence of Skallahn?&lt;br /&gt;
&lt;br /&gt;
The Jotun are on the defensive, right from the get-go. The warriors arrayed against them are massively outnumbered; even when warriors from the fort of [[Skallahn#Ulfrsborg|Ulfrsborg]] begin to arrive, they are outmatched. The Burning Falcon and the Green Shield are almost irresistible, it seems. Nothing will stand between them and [[Army_qualities#Glorious|triumph]] over the Jotun. Time and again, Winterfolk and Freeborn alike strike where the fighting is fiercest, seeking to confront the mightiest enemies and best defended positions, and rout them. Soldiers of both armies openly seek to outdo one another, boasting and goading their fellows to even greater acts of risky heroism. The Jotun, needless to say, rise to their challenge, relishing the chance to test their own strength against these valiant foes.&lt;br /&gt;
&lt;br /&gt;
The Narwhal&#039;s Spear and the Valiant Pegasus are barely a step behind them. While their attacks are more focused on strategic gains, they still drive themselves to [[Army orders#Overwhelming Assault|overwhelm]] the Jotun, to shock and awe them into inevitable retreat. The knights of &#039;&#039;Mistress Malachie&#039;&#039; cheer the Highborn in particular onward, even as they hurl themselves into the fray with their twin-blades singing through the frigid air. The soldiers of Highguard, for the most part, resist the enthusiasm of the creatures of Summer, but as the campaign draws on, it becomes just that little more difficult not to give in to their exhortations to greater and greater deeds.&lt;br /&gt;
&lt;br /&gt;
Greenwall is, at the end of the day, a land of farmers. Jarl Eluf raises his [[Jotun#Fyrd|fyrd]] and joins the soldiers from Kierheim and [[Skallahn#Ulfrsmoor|Ulfrsmoor]], but in the end, is forced to retreat just as his father was forced to retreat before him. The snow-scattered farmlands fall to the Empire, all resistance crushed. Only thralls remain - and as is so often the case, they sadly seem unable to entirely understand that they are free now. They listen, and they nod, and then they go back to their farms and wait. It is frustrating, particularly to the Freeborn, that these people seem to refuse to understand that they do not have to stay here, are not expected to turn over their meagre supplies of food to the Imperial armies, that they have been liberated and not conquered. It is a familiar problem; a people whose culture tells them that they are servants rather than masters.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Imperial advance barely breaks a stride as it crosses Greenwall; the true prize awaits ahead. Rich [[Skallahn#Bjarkey|Bjarkey]] and the city of Kierheim itself.&lt;br /&gt;
&lt;br /&gt;
==Kierheim==&lt;br /&gt;
The city where Jarl Ustigar once ruled in the name of the Queen lies at one end of the [[Skallahn#The_Kongegőr|Kongegőr]]. The bridge connects Skallahn to Hordalant, and Kalsea to Narkyst. Much of the prosperity of Kierheim comes from the traders who pass back and forth across the Kongegőr, trading the mineral wealth of the north for the victuals of the south. By the time the Imperial armies press into Bjarkey, the barbarian defences are settled against them. The garrisons of both Kierheim and Ulfrsborg are arrayed against them. Warriors from all across Skallahn come to support them, come at the command not of the Jarl, but of Queen Yrsa Jansdóttir herself. It seems the Jarl of Jarls, the first among equals and the ruler of the northern Jotun, is still in Kierheim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Determination of Ice.webp|caption=&#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039;, General of the Narwhal&#039;s Spear|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Her presence is explained by tales extracted from frightened thralls and captured Jotun. [[Bedight_in_veils#The_Jarl&#039;s_Death|Jarl Ustigar is dead]]; he died fighting the General of the Green Shields as a champion of his people. It should be a simple matter for his heir to take command of Kierheim. Yet there is apparently no clear successor; Ustigar asked that the Queen appoint the new Jarl partly so that they might begin their rule free of the shadow of his influence. The Jotun are not that dissimilar to the Empire, it seems. Imperial citizens rarely see their politics at work, for they keep such things far from the battlefield, but it seems the Jotun are as given to favouritism, manoeuvring, and patronage as any League or Freeborn citizen. The Queen is still here because there are three candidates with a good claim to the Jarldom, and none of them will step aside in favour of one of the others.&lt;br /&gt;
&lt;br /&gt;
Each is popular, experienced, and a hero of their people. Deciding the matter with a contest of arms might be traditional, but there is no certainty that such a contest would actually settle things. There is also the risk that it might spill out of control, perhaps split the people of Skallahn when they must be unified. Queen Yrsa has sent north, it seems, to [[Tromsa#Majastind|Mount Majastind]], for a certain &#039;&#039;ghodi&#039;&#039; who hears the voice of [[Elite_Jotun_troops#Ulvenwar|Ulven]] especially clearly. Renowned for their wisdom, they can be trusted to choose with an even hand, present an outcome that will at least quiet rival voices, and not risk the position of the Jarl of Jarls. She may be called queen, but Yrsa Jansdóttir - like the King of the south - is first among equals, and while her jarls do not say as much out loud, while they swear oaths of fealty, they do not sacrifice their pride or their ambition in the name of thoughtless service.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
Regardless, the presence of the Queen simply means that the defence of Kierheim is being directed by one of the mightiest heroes of the Jotun. The bulk of the barbarian armies are in the south, fighting in the Marches. Skallahn does not have to drive the Empire&#039;s mighty armies out; it just needs to survive until the Queen can call her jarls back from the south to defend their lands. Messengers no doubt are already racing through Hordalant to Bregasland and Mitwold, but there is no chance of reinforcements until after the Winter Solstice. In the meantime, they must do everything they can to hold Bjarkey, to hold Kierheim, and to prevent the Empire from taking control of the northern end of the Kongegőr. &lt;br /&gt;
&lt;br /&gt;
(And there are signs - scraps of evidence - that the Queen has not only sent messengers south to the Marches. Rumours of a certain Jotun wizards sent to petition aid from the [[Eternal|Lords of Summer and Ladies of Autumn]] at those manses built to allow such negotiation. Unsourced gossip of a fast ship, crewed by thralls whose loyalty to the queen is without question, sailing into the teeth of the Winter gales that batter the coastline into the [[Sea of Snow]] to [[Bryadvik]] and mysterious [[Fjorknae]] to call the jarls of the west to Skallahn.)&lt;br /&gt;
&lt;br /&gt;
The Walls of Kierheim are high, and strong, but they must stand against not only the soldiers of Wintermark and Highguard and the Brass Coast but against the hammers of Autumn. The Sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]] are [[Army qualities#Contracted|bound by contract]] to aid the third Imperial Orcs army when they are called upon. This season, it is the [[Estavus|Lady of Shikal]] whose servants fight alongside the Unshackled, and they bring with them the terrible siege engines of the City of Fire and Stone. Once the armies come within sight of the walls, the word is given, and the brazen heralds and minotaur engineers unleash hell against the fortification. Great mechanical catapults and trebuchets pound the walls directly, while six metal siege towers creak across the battlefield, driven by clever engines crafted in the Autumn realm. Steel siege ladders are deployed to allow Imperial soldiers to take the fight directly to the defenders atop the walls. A massive covered ram, crafted from a column of volcanic stone and bound with green iron, is deployed to breach the gates of Kierheim. There will be no prolonged siege here, not if the Autumn Hammers have their way.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Xenia i Erigo.jpg|caption=&#039;&#039;&#039;Xenia i Erigo&#039;&#039;&#039;, General of the Fire of the South|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the gates finally break under the relentless onslaught - in spite of the runes laid into their surface to ensure such a thing never happens -  the armies of the Empire pour into Kierheim. It must seem that the fight is over, that this is the end, but celebration proves premature. The Queen herself leads the defenders in a counter-charge, the Jarl of Aftanes and his family at her side, and all three of the contenders for the Jarldom, leading their own warbands in defiance of the Empire. Blood flows, the air rings with cries of challenge, and the hammering thunder of the siege engines. Unshackled and champion, Freeborn and yegarra, Winterfolk heroes and Jotun, Highborn and barbarian; the fighting spreads through the stone-lined streets, the thatched halls, even to the court of the fountain that lies before the palace of the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
==The Walls Hold==&lt;br /&gt;
In the end, though, the Jotun defenders have the edge. The Imperial forces are pushed back through the broken runemarked gate, and the siege engines fall silent. The Queen and her Jarls hold the city - just - against the Imperial assault. Yet the walls of Kierheim, the great fortification that has proudly ringed the seat of the Jarl since before the days of Emperor Guntherm, are cracked and battered. The walls have been stormed, the gates shattered, and the garrison has paid dearly to keep the city for another day. As the Winter Solstice dawns, the Empire&#039;s armies are camped before the walls; they have most of Bjarkey under their control and the whole of Greenwall. There can be little doubt that reinforcements are on their way - the Jarls of Tromsa and Bryadvik, and perhaps even distant Fjorknae, cannot deny the call of the Queen. There has been evidence in the past that the Jarls of Skallahn have good relations with the sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]], and half the armed force of the Jotun currently engaged in [[the Marches]] owe fealty to Yrsa Jansdóttir. Will it be enough to hold the Empire, to reclaim Skallahn? Or will the hammer of Autumn and the brazen fires, and the shield and spear, and the spreading wings of the pegasus, take the city of Jarl Ustigar and create a fracture-line between the north and the south?&lt;br /&gt;
&lt;br /&gt;
The runes are still bouncing on the cloth; the future is not yet written.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
AutumnHammers colour.png&lt;br /&gt;
BurningFalcon Colour.png&lt;br /&gt;
TheFireoftheSouth Colour.png&lt;br /&gt;
GreenShields Colour.png&lt;br /&gt;
Narwhal&#039;s Spear.webp&lt;br /&gt;
ValiantPegasus Colour.png&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SkallahnStrategic.png|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has captured Greenwall and is three-quarters of the way toward seizing Bjarkey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control of Bjarkey will grant control of the northern end of the Kongegőr&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Walls of Kierheim still stand but have taken a serious pounding&#039;&#039;&#039;&lt;br /&gt;
The Empire took the defenders of Skallahn by surprise with their bold attack. Imperial forces have conquered Greenwall, and are three-quarters of the way toward conquering Bjarkey. The new fortification rules come into effect at the start of the Winter Solstice, which have implications for the conquest of Bjarkey, but this season has seen the [[fortification#Bastion|bastion]] take significant damage, and the [[fortification#garrison|garrison]] significantly damaged. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
Control of Bjarkey brings with it control of the northern end of the Kongegőr. As laid out by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana]], this would present a [[A_bridge_too_far#Brute_Force|strategic opportunity]] to split the northern Jotun kingdom off from the southern kingdom.&lt;br /&gt;
&lt;br /&gt;
Finally, the Jarl of Greenwall has raised their [[Jotun#Fyrd|fyrd]] - gathered their household warriors around them - and fight now to defend Skallahn from Imperial forces. &lt;br /&gt;
===Participation : Valiant Pegasus===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Valiant Pegasus alongside the Knights of Glory may receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|width=300|align=right}}&lt;br /&gt;
While the Valiant Pegasus assayed an overwhelming assault against the Jotun in Skallahn, they were accompanied by [[Knights of Glory|Summer knights]] drawn from the realm of Eleonaris. Those knights enthusiastically participated in the bold action, urging the soldiers that fought alongside them to throw themselves into glorious battle against the barbarians. Any character whose military unit supported one of these three armies may choose to have embraced the experience of battling alongside the heralds of the [[Eleonaris|Lady of Pennants]]. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn character whose military unit supported the Valiant Pegasus may accept this boon and roleplaying effect, or they may choose to actively resist the influence of the Summer heralds. If you wish, you may email {{plot}} before the end of March, indicating that you sought out the aid of one of the priests that march with every Highborn army. Instead of the benefit above, you may instead specify that you received one of three [[anointing|anointings]] - the [[Auras_of_Pride#The_Wellspring_of_Pride|Wellspring of Pride]], the [[Auras_of_Vigilance#The_Demands_of_Vigilance|Demands of Vigilance]], or the [[Auras_of_Vigilance#The_Preparations_of_Vigilance|Preparations of Vigilance]]. You won&#039;t need to provide any [[liao]], and this anointing will have a strength of only 1 (meaning it will not replace a more powerful aura). It will persist until the start of the Spring Equinox 388YE, or until removed or replaced. If you take this option you are encouraged to express the concerns that led you to seek it out, once the game begins.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Queen Waits==&lt;br /&gt;
[[Skallahn]] is at war. The Empire has forced the [[Skallahn#Walls_of_Kierheim|gates of Kierheim]] open and has only been driven back at great cost.&lt;br /&gt;
&lt;br /&gt;
Now the drums of war beat to the tune of the defenders. Messengers race to call back armies. Thralls carry the message to the fyrds to raise their banners. Ghodi pass the long halls waiting to entreat the Kings and Queens of Summer to keep the faith.&lt;br /&gt;
&lt;br /&gt;
In the midst of all this, the seat of Kierheim lies vacant. Jarl Ustigar lies in state. Hurled across the Abyss to meet his ancestors by the hand of Iron Osric, leaving his beloved city a rudderless ship.&lt;br /&gt;
&lt;br /&gt;
Jarl-of-jarls, Queen Yrsa Jansdóttir, is caught in a vice. She is loathe to leave her army engaged in Bregasland without her, but she cannot leave Keirheim to fend for itself. She must affirm the succession of the capital and install a jarl that can command the loyalty and respect of thousands of Jotun. &lt;br /&gt;
&lt;br /&gt;
Torn, she has called for the ghodi Uksahkka, favoured of Ulven, to help her choose Ustigar&#039;s successor. Only once a new Jarl of Keirheim is named, will the Jarl-of-Jarls be able to lead her army back to war.&lt;br /&gt;
&lt;br /&gt;
===Objective: Kill the Ghodi===&lt;br /&gt;
* &#039;&#039;&#039;A wise ghodi travels to Keirheim at the behest of Yrsa Jansdóttir, Jarl-of-Jarls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Uksahkka is widely respected, when she speaks the ancestors listen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing the ghodi will delay the decision to appoint a new jarl for another season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The delay will force the Northern Jotun armies onto the defensive for the season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghodi Uksahkka is heading southwards from her refuge in the snowy reaches of Mount Tromsdalen, travelling a short distance behind the main force moving from Tromsa. Robed in the furs of a great bear, she is bound in boons of the faðir. She is escourted by four great warriors of the Ulvenwar, heroes touched by summer magics and crowned as champions by the realm. These companions will project the ghodi to their dying breaths and will be formidable foes in battle.&lt;br /&gt;
&lt;br /&gt;
Uksahkka will arrive with her companions and alongside a large warband of warriors, some 30-45 minutes after the battle is joined. Depending on how the fighting is going, Uksahkka may attempt to bolster the Jotun lines to turn the flow of battle, or take a more cautious approach to avoid being drawn into a battle that would see her waylayed. The Empire will need to be on alert for Uksahkka&#039;s arrival, ready to counter how she responds to the flow of battle, and prepared to quickly and decisively descend upon the ghodi as hounds fall on their quarry.&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka  will mean another seasons delay before a new jarl can be appointed. That will force Queen Yrsa to remain in Keirheim, sew chaos in the ranks of the Northern Jotun and force their armies onto the defensive.&lt;br /&gt;
&lt;br /&gt;
===Option: Ransom Uksahkka===&lt;br /&gt;
* &#039;&#039;&#039;Rather than kill the respected ghodi, the Empire could try to capture them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghodi must be persuaded to surrender and convinced to return to Anvil as a captive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Queen will pay a ransom for Uksahkka&#039;s safe return&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka is not the only way to delay the appointment of the new jarl. Taking the ghodi hostage would be just as effective. Such tactics were common during the reign of [[Emperor Guntherm]]. Rather than kill his enemies, Guntherm took important jarls captive and then ransomed them back. Guntherm made a point to treat those he captured as honoured guests, they were never plied for information or secrets or treated as a prisoner. This approach helped steer several key moments in the war, buying Guntherm&#039;s forces time or forcing the Jotun&#039;s hands. &lt;br /&gt;
&lt;br /&gt;
The difficulty in this approach concerns the Jotun sense of honour. Many Jotun would seek to die in battle than to become a &#039;prisoner&#039; of the Empire. There is no guarantee that Uksahkka will allow the Empire to carry her back to Anvil. It won&#039;t be easy to defeat Uksahkka and her bodyguards, but it will take a very skilled mediator to convince the ghodi to accept the Empire&#039;s hospitality.&lt;br /&gt;
&lt;br /&gt;
If she can be convinced to surrender, then the Empire can use [[The Cuckoo&#039;s Egg]] to bring her back through the [[Sentinel Gate]]. It would undo years of diplomatic efforts if Uksahkka was murdered, so once in Anvil Uksahkka, the civil service would arrange secure quarters for her. The Military Council could wait to see what the Jarl-of-jarls will offer in ransom, or they could issue their own demands. The Jotun are not going to stop the war just to save one ghodi, even a favoured one; but with the right demand or offer, it could crucially change the direction of future events.&lt;br /&gt;
&lt;br /&gt;
===Objective: Turn back the Tromsdalen Fyrd===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe the &#039;&#039;Snowboar&#039;&#039; of Bladdeskog marches south to honour oaths to his old friend Jarl Ustigar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the respected warrior falls in battle, his force of will return to their lands in Tromsa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Ebbe was once a contemporary of Jarl Ustigar. When they were young, they travelled together to distant Fjorknae to battle fell monsters and win glory together. In time their paths took different directions, Ustigar the clever and shrewd politician, Ebbe the doughty and dependable warrior. With Ustigar dead, and his city threatened, Ebbe has gathered his oathsworn veterans and raised the Tromsdalen fyrd. He marches south, under a banner of a frostrimmed boar, towards the capital to honour oaths he swore long ago to a now dead friend.&lt;br /&gt;
&lt;br /&gt;
This fyrd comes here only at Ebbe&#039;s command- it is &#039;&#039;not&#039;&#039; honour bound to answer Queen Yrsa&#039;s call. Doubtless, many jarls will bring their troops south, but it is not expected that fyrds do the same, especially those from another territory. Their bonds are to the land from which they hail, and even Queen Yrsa herself could not demand they come and fight for her in Skallahn. Ebbe&#039;s fyrd has an effective fighting strength of a little under a thousand coming to bolster the defences of Keirheim. If the Jarl falls in battle then they will return north - no longer sworn to the &#039;&#039;Snowboar&#039;s&#039;&#039; oaths, they would return to their own lands in Tromsdalen.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137390</id>
		<title>Rubies in the snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137390"/>
		<updated>2026-04-20T15:41:41Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Kill the Ghodi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monochrome Orcs.jpg|caption=The orcs and humans of Skallahn fight as fiercely as any Imperial to defend their city.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gathering in Sermersuaq!==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=rc7h4q6Qh58}}}|300|right}}&lt;br /&gt;
The [[Narwhal&#039;s Spear]] is already in [[Sermersuaq]]. Following the Autumn Equinox, they are joined by five other Imperial armies. The [[Fire of the South]] have travelled the longest distance, all the way from [[the Mallum]], from [[Sarangrave]]. The [[Burning Falcon]] has come up from [[Mournwold]], making the bulk of the journey through Kallavesa alongside the [[Valiant Pegasus]] and the [[Autumn Hammers]] who had been billeted in [[Mitwold]], and the [[Green Shield]] from [[Upwold]]. Together the armies gather in [[Sermersuaq#Stark|Stark]], a sea of tents spreading out around the [[Sermersuaq#Fortress_of_Kalant|Fortress of Kalant]].&lt;br /&gt;
&lt;br /&gt;
The weather is grim; a short autumn in the north gives way to hail, sleet, and snow. At night, it is cold enough to freeze water into stone; the [[the Brass Coast|Freeborn]] in particular feel the cold, but mostly use it as an excuse to light bonfires and stay up late into the night, sharing stories and the warmth of camaraderie with their allies. For the Winterfolk and [[Imperial Orcs|Unshackled]], the cold is notable but nothing unfamiliar. They are used to the cold plains of Sermersuaq, to the snowy alpine mountains of [[Skarsind]]. They offer advice to their friends from the south; how to dress, how to keep warm in the night, how to avoid chilblains and frostbite. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, once again we have a Jotun Fort in our sights! We call upon the contracts with the Forgemistress to storm the walls and take Kierheim in the Jotun Heartlands of Skallahn. Strike the Hamer blow in Bjorkey, break down their gates and claim the fort. Take pride in your strength, our Empire will grow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;To the Marches last season. To the North this season. The Jotun threaten the west and we respond as one Empire. The walls of Kierheim will shake  before the Falcon and crumble before the Hammer of the Imperial Orcs. We march to Victory and to show the Jotun the pride of Freeborn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Xenia i Erigo, General of the Fire of the South&amp;quot;&amp;gt;Cousins! I have watched with pride as your flame burned across the Empire to crush the Druj. I now ask you to shine your indomitable light towards the cold, windswept north. Take a forced march onwards to Skallahn to engage the Jotun. Move with the clarity of Day in your minds and courage in your hearts. Strike hard and true, show our enemies the blazing strength of the Freeborn!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;How to Honour the fallen, friend and foe? The faithful lost, the hearts laid low? Now with sorrows, not with sighs, but with fire that lights the skies. The Host assembles! Banners bright, shining in the sun, steadfast in fight. Spears like silver, swords that sing. Drums of the march, trumpets ring. We storm the fortress. Strong and high. The walls will crumble and towers lie. Through toil and tempest, with blood and flame, we slow the north of a warriors home. For hardship faced and courage shown, turns bitter grief to honour grown. War done nightly, with heart and hand, is the greatest gift to foe and friend.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;Sermersuaq, I feel your pain. I feel you suffer. I have lived through all 4675 of your nightmares. In loyalty, with courage we remember the fallen. We are the ones who carry on. We are the proud flames of those now gone. Take a breath, a deep breath, our work never stops. Look to the west, to Skallahn, to Kierheim. We push to get their attention, to make them look at us. Be the beacon of Ambition, no one can ignore!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;My brothers and sisters, we march to Skallahn to fight alongside our cousins in Wintermark, the freeborn and the Imperial orcs to strike the city of Kierheim, inflicting a blow to the Jotun which they shall surely feel. Look to your bands of loyalty for each other and the empire to guide your actions through virtue. Your loyal brother, Hector&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Valiant Pegasus have an opinion on the weather, the [[Highguard|Highborn]] keep it to themselves. They are too busy preparing to face the Jotun to worry about what the sky is doing. The magical warriors who have pitched their tents among the stark black, white, and red of the Highguard army are perhaps also a cause for some concern. The [[Knights of Glory]] have been called from the demesne of the &#039;&#039;[[Eleonaris|Mistress of Penants]]&#039;&#039; to fight with the Pegasus. These fey hunters are garbed in gold and green, and the majority wear animal masks and fight with paired blades. They are led by &#039;&#039;Mistress Malachie&#039;&#039;, herself a relentless war-witch who once served the &#039;&#039;Peregrine Knight&#039;&#039; [[Hayaak]] but now owes fealty to the &#039;&#039;Lady of Summer&#039;&#039;. It is probably just a coincidence that this particular cohort has come from Eleonaris&#039; realm to fight with the Highborn, although a handful of [[magister|magisters]] mutter that to choose &#039;&#039;this&#039;&#039; band of knights in &#039;&#039;this&#039;&#039; place, and have them fight alongside Highguard, may be some kind of pointed comment from the Lion Queen. &lt;br /&gt;
&lt;br /&gt;
Other than the Highborn, all the other armies are woven with [[Day magic]], granted the [[Clarity of the Master Strategist]] that helps focus soldiers on their goals, to look at the wider picture, to work together seamlessly towards a common cause. It makes preparation for the trip west and for dealing with the weather significantly easier. &lt;br /&gt;
&lt;br /&gt;
Once the Fire of the South have arrived, and had a day and a night to catch their breath, the invasion of Skallahn commences on a cold, frosty morning not too long after the Autumn Equinox. Brazen horns sound as the sun rises in a clear, brittle blue sky over the tundra of northern Wintermark, and the armies begin to move.&lt;br /&gt;
&lt;br /&gt;
==Greenwall==&lt;br /&gt;
[[Skallahn#Greenwall|Greenwall]] is the southernmost region of Skallahn. Herds of short-haired cattle wander freely across the lowlands, with shaggy sheep favouring the hillsides. Between the larger farms are innumerable crofts that, in the right season, cultivate grains, and a peculiar dark, spongy, purple vegetable that forms the basis of many meals for the thralls here. Jarl Asbjørn Dalgaard once ruled here, before their [[The_current_when_it_serves#The_last_village_.28Conjunction.29|death]] at the hands of Imperial heroes. Now, Eluf Asbjørnsson holds the Jarls hall up near the northern border with Iron Stand. It is to him that the thralls turn when the Empire arrives.&lt;br /&gt;
&lt;br /&gt;
To his credit, Eluf does his best, but he is absolutely outclassed. He can&#039;t even delay the forces ranged against him in any meaningful way, and clearly sees little profit in throwing the lives of his warriors away in a futile attempt to stem the tide of Imperials. Instead, he sends swift-footed messengers north and west, warning the rest of Skallahn what is coming. Within a few days, the first soldiers from the garrison at [[Skallahn#Kierheim|Kierheim]] cross the border into Greenwall, scouting out the Empire&#039;s force and doing their best to harry their advance guard. They aren&#039;t alone - the banners of the wealthy Jarl of Aftanes are quickly spotted among their number. Indeed, the Jarl of Aftanes themselves appears to be in charge of the defence; it&#039;s not clear why the Jarl of Kierheim is not taking the lead. Jarl Ustigar is dead, but surely his successor should be at the forefront of the defence of Skallahn?&lt;br /&gt;
&lt;br /&gt;
The Jotun are on the defensive, right from the get-go. The warriors arrayed against them are massively outnumbered; even when warriors from the fort of [[Skallahn#Ulfrsborg|Ulfrsborg]] begin to arrive, they are outmatched. The Burning Falcon and the Green Shield are almost irresistible, it seems. Nothing will stand between them and [[Army_qualities#Glorious|triumph]] over the Jotun. Time and again, Winterfolk and Freeborn alike strike where the fighting is fiercest, seeking to confront the mightiest enemies and best defended positions, and rout them. Soldiers of both armies openly seek to outdo one another, boasting and goading their fellows to even greater acts of risky heroism. The Jotun, needless to say, rise to their challenge, relishing the chance to test their own strength against these valiant foes.&lt;br /&gt;
&lt;br /&gt;
The Narwhal&#039;s Spear and the Valiant Pegasus are barely a step behind them. While their attacks are more focused on strategic gains, they still drive themselves to [[Army orders#Overwhelming Assault|overwhelm]] the Jotun, to shock and awe them into inevitable retreat. The knights of &#039;&#039;Mistress Malachie&#039;&#039; cheer the Highborn in particular onward, even as they hurl themselves into the fray with their twin-blades singing through the frigid air. The soldiers of Highguard, for the most part, resist the enthusiasm of the creatures of Summer, but as the campaign draws on, it becomes just that little more difficult not to give in to their exhortations to greater and greater deeds.&lt;br /&gt;
&lt;br /&gt;
Greenwall is, at the end of the day, a land of farmers. Jarl Eluf raises his [[Jotun#Fyrd|fyrd]] and joins the soldiers from Kierheim and [[Skallahn#Ulfrsmoor|Ulfrsmoor]], but in the end, is forced to retreat just as his father was forced to retreat before him. The snow-scattered farmlands fall to the Empire, all resistance crushed. Only thralls remain - and as is so often the case, they sadly seem unable to entirely understand that they are free now. They listen, and they nod, and then they go back to their farms and wait. It is frustrating, particularly to the Freeborn, that these people seem to refuse to understand that they do not have to stay here, are not expected to turn over their meagre supplies of food to the Imperial armies, that they have been liberated and not conquered. It is a familiar problem; a people whose culture tells them that they are servants rather than masters.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Imperial advance barely breaks a stride as it crosses Greenwall; the true prize awaits ahead. Rich [[Skallahn#Bjarkey|Bjarkey]] and the city of Kierheim itself.&lt;br /&gt;
&lt;br /&gt;
==Kierheim==&lt;br /&gt;
The city where Jarl Ustigar once ruled in the name of the Queen lies at one end of the [[Skallahn#The_Kongegőr|Kongegőr]]. The bridge connects Skallahn to Hordalant, and Kalsea to Narkyst. Much of the prosperity of Kierheim comes from the traders who pass back and forth across the Kongegőr, trading the mineral wealth of the north for the victuals of the south. By the time the Imperial armies press into Bjarkey, the barbarian defences are settled against them. The garrisons of both Kierheim and Ulfrsborg are arrayed against them. Warriors from all across Skallahn come to support them, come at the command not of the Jarl, but of Queen Yrsa Jansdóttir herself. It seems the Jarl of Jarls, the first among equals and the ruler of the northern Jotun, is still in Kierheim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Determination of Ice.webp|caption=&#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039;, General of the Narwhal&#039;s Spear|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Her presence is explained by tales extracted from frightened thralls and captured Jotun. [[Bedight_in_veils#The_Jarl&#039;s_Death|Jarl Ustigar is dead]]; he died fighting the General of the Green Shields as a champion of his people. It should be a simple matter for his heir to take command of Kierheim. Yet there is apparently no clear successor; Ustigar asked that the Queen appoint the new Jarl partly so that they might begin their rule free of the shadow of his influence. The Jotun are not that dissimilar to the Empire, it seems. Imperial citizens rarely see their politics at work, for they keep such things far from the battlefield, but it seems the Jotun are as given to favouritism, manoeuvring, and patronage as any League or Freeborn citizen. The Queen is still here because there are three candidates with a good claim to the Jarldom, and none of them will step aside in favour of one of the others.&lt;br /&gt;
&lt;br /&gt;
Each is popular, experienced, and a hero of their people. Deciding the matter with a contest of arms might be traditional, but there is no certainty that such a contest would actually settle things. There is also the risk that it might spill out of control, perhaps split the people of Skallahn when they must be unified. Queen Yrsa has sent north, it seems, to [[Tromsa#Majastind|Mount Majastind]], for a certain &#039;&#039;ghodi&#039;&#039; who hears the voice of [[Elite_Jotun_troops#Ulvenwar|Ulven]] especially clearly. Renowned for their wisdom, they can be trusted to choose with an even hand, present an outcome that will at least quiet rival voices, and not risk the position of the Jarl of Jarls. She may be called queen, but Yrsa Jansdóttir - like the King of the south - is first among equals, and while her jarls do not say as much out loud, while they swear oaths of fealty, they do not sacrifice their pride or their ambition in the name of thoughtless service.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
Regardless, the presence of the Queen simply means that the defence of Kierheim is being directed by one of the mightiest heroes of the Jotun. The bulk of the barbarian armies are in the south, fighting in the Marches. Skallahn does not have to drive the Empire&#039;s mighty armies out; it just needs to survive until the Queen can call her jarls back from the south to defend their lands. Messengers no doubt are already racing through Hordalant to Bregasland and Mitwold, but there is no chance of reinforcements until after the Winter Solstice. In the meantime, they must do everything they can to hold Bjarkey, to hold Kierheim, and to prevent the Empire from taking control of the northern end of the Kongegőr. &lt;br /&gt;
&lt;br /&gt;
(And there are signs - scraps of evidence - that the Queen has not only sent messengers south to the Marches. Rumours of a certain Jotun wizards sent to petition aid from the [[Eternal|Lords of Summer and Ladies of Autumn]] at those manses built to allow such negotiation. Unsourced gossip of a fast ship, crewed by thralls whose loyalty to the queen is without question, sailing into the teeth of the Winter gales that batter the coastline into the [[Sea of Snow]] to [[Bryadvik]] and mysterious [[Fjorknae]] to call the jarls of the west to Skallahn.)&lt;br /&gt;
&lt;br /&gt;
The Walls of Kierheim are high, and strong, but they must stand against not only the soldiers of Wintermark and Highguard and the Brass Coast but against the hammers of Autumn. The Sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]] are [[Army qualities#Contracted|bound by contract]] to aid the third Imperial Orcs army when they are called upon. This season, it is the [[Estavus|Lady of Shikal]] whose servants fight alongside the Unshackled, and they bring with them the terrible siege engines of the City of Fire and Stone. Once the armies come within sight of the walls, the word is given, and the brazen heralds and minotaur engineers unleash hell against the fortification. Great mechanical catapults and trebuchets pound the walls directly, while six metal siege towers creak across the battlefield, driven by clever engines crafted in the Autumn realm. Steel siege ladders are deployed to allow Imperial soldiers to take the fight directly to the defenders atop the walls. A massive covered ram, crafted from a column of volcanic stone and bound with green iron, is deployed to breach the gates of Kierheim. There will be no prolonged siege here, not if the Autumn Hammers have their way.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Xenia i Erigo.jpg|caption=&#039;&#039;&#039;Xenia i Erigo&#039;&#039;&#039;, General of the Fire of the South|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the gates finally break under the relentless onslaught - in spite of the runes laid into their surface to ensure such a thing never happens -  the armies of the Empire pour into Kierheim. It must seem that the fight is over, that this is the end, but celebration proves premature. The Queen herself leads the defenders in a counter-charge, the Jarl of Aftanes and his family at her side, and all three of the contenders for the Jarldom, leading their own warbands in defiance of the Empire. Blood flows, the air rings with cries of challenge, and the hammering thunder of the siege engines. Unshackled and champion, Freeborn and yegarra, Winterfolk heroes and Jotun, Highborn and barbarian; the fighting spreads through the stone-lined streets, the thatched halls, even to the court of the fountain that lies before the palace of the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
==The Walls Hold==&lt;br /&gt;
In the end, though, the Jotun defenders have the edge. The Imperial forces are pushed back through the broken runemarked gate, and the siege engines fall silent. The Queen and her Jarls hold the city - just - against the Imperial assault. Yet the walls of Kierheim, the great fortification that has proudly ringed the seat of the Jarl since before the days of Emperor Guntherm, are cracked and battered. The walls have been stormed, the gates shattered, and the garrison has paid dearly to keep the city for another day. As the Winter Solstice dawns, the Empire&#039;s armies are camped before the walls; they have most of Bjarkey under their control and the whole of Greenwall. There can be little doubt that reinforcements are on their way - the Jarls of Tromsa and Bryadvik, and perhaps even distant Fjorknae, cannot deny the call of the Queen. There has been evidence in the past that the Jarls of Skallahn have good relations with the sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]], and half the armed force of the Jotun currently engaged in [[the Marches]] owe fealty to Yrsa Jansdóttir. Will it be enough to hold the Empire, to reclaim Skallahn? Or will the hammer of Autumn and the brazen fires, and the shield and spear, and the spreading wings of the pegasus, take the city of Jarl Ustigar and create a fracture-line between the north and the south?&lt;br /&gt;
&lt;br /&gt;
The runes are still bouncing on the cloth; the future is not yet written.&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
AutumnHammers colour.png&lt;br /&gt;
BurningFalcon Colour.png&lt;br /&gt;
TheFireoftheSouth Colour.png&lt;br /&gt;
GreenShields Colour.png&lt;br /&gt;
Narwhal&#039;s Spear.webp&lt;br /&gt;
ValiantPegasus Colour.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SkallahnStrategic.png|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has captured Greenwall and is three-quarters of the way toward seizing Bjarkey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control of Bjarkey will grant control of the northern end of the Kongegőr&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Walls of Kierheim still stand but have taken a serious pounding&#039;&#039;&#039;&lt;br /&gt;
The Empire took the defenders of Skallahn by surprise with their bold attack. Imperial forces have conquered Greenwall, and are three-quarters of the way toward conquering Bjarkey. The new fortification rules come into effect at the start of the Winter Solstice, which have implications for the conquest of Bjarkey, but this season has seen the [[fortification#Bastion|bastion]] take significant damage, and the [[fortification#garrison|garrison]] significantly damaged. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
Control of Bjarkey brings with it control of the northern end of the Kongegőr. As laid out by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana]], this would present a [[A_bridge_too_far#Brute_Force|strategic opportunity]] to split the northern Jotun kingdom off from the southern kingdom.&lt;br /&gt;
&lt;br /&gt;
Finally, the Jarl of Greenwall has raised their [[Jotun#Fyrd|fyrd]] - gathered their household warriors around them - and fight now to defend Skallahn from Imperial forces. &lt;br /&gt;
===Participation : Valiant Pegasus===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Valiant Pegasus alongside the Knights of Glory may receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|width=300|align=right}}&lt;br /&gt;
While the Valiant Pegasus assayed an overwhelming assault against the Jotun in Skallahn, they were accompanied by [[Knights of Glory|Summer knights]] drawn from the realm of Eleonaris. Those knights enthusiastically participated in the bold action, urging the soldiers that fought alongside them to throw themselves into glorious battle against the barbarians. Any character whose military unit supported one of these three armies may choose to have embraced the experience of battling alongside the heralds of the [[Eleonaris|Lady of Pennants]]. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn character whose military unit supported the Valiant Pegasus may accept this boon and roleplaying effect, or they may choose to actively resist the influence of the Summer heralds. If you wish, you may email {{plot}} before the end of March, indicating that you sought out the aid of one of the priests that march with every Highborn army. Instead of the benefit above, you may instead specify that you received one of three [[anointing|anointings]] - the [[Auras_of_Pride#The_Wellspring_of_Pride|Wellspring of Pride]], the [[Auras_of_Vigilance#The_Demands_of_Vigilance|Demands of Vigilance]], or the [[Auras_of_Vigilance#The_Preparations_of_Vigilance|Preparations of Vigilance]]. You won&#039;t need to provide any [[liao]], and this anointing will have a strength of only 1 (meaning it will not replace a more powerful aura). It will persist until the start of the Spring Equinox 388YE, or until removed or replaced. If you take this option you are encouraged to express the concerns that led you to seek it out, once the game begins.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Queen Waits==&lt;br /&gt;
[[Skallahn]] is at war. The Empire has forced the [[Skallahn#Walls_of_Kierheim|gates of Kierheim]] open and has only been driven back at great cost.&lt;br /&gt;
&lt;br /&gt;
Now the drums of war beat to the tune of the defenders. Messengers race to call back armies. Thralls carry the message to the fyrds to raise their banners. Ghodi pass the long halls waiting to entreat the Kings and Queens of Summer to keep the faith.&lt;br /&gt;
&lt;br /&gt;
In the midst of all this, the seat of Kierheim lies vacant. Jarl Ustigar lies in state. Hurled across the Abyss to meet his ancestors by the hand of Iron Osric, leaving his beloved city a rudderless ship.&lt;br /&gt;
&lt;br /&gt;
Jarl-of-jarls, Queen Yrsa Jansdóttir, is caught in a vice. She is loathe to leave her army engaged in Bregasland without her, but she cannot leave Keirheim to fend for itself. She must affirm the succession of the capital and install a jarl that can command the loyalty and respect of thousands of Jotun. &lt;br /&gt;
&lt;br /&gt;
Torn, she has called for the ghodi Uksahkka, favoured of Ulven, to help her choose Ustigar&#039;s successor. Only once a new Jarl of Keirheim is named, will the Jarl-of-Jarls be able to lead her army back to war.&lt;br /&gt;
&lt;br /&gt;
===Objective: Kill the Ghodi===&lt;br /&gt;
* &#039;&#039;&#039;A wise ghodi travels to Keirheim at the behest of Yrsa Jansdóttir, Jarl-of-Jarls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Uksahkka is widely respected, when she speaks the ancestors listen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing the ghodi will delay the decision to appoint a new jarl for another season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The delay will force the Northern Jotun armies onto the defensive for the season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghodi Uksahkka is heading southwards from her refuge in the snowy reaches of Mount Tromsdalen, travelling a short distance behind the main force moving from Tromsa. Robed in the furs of a great bear, she is bound in boons of the faðir. She is escourted by four great warriors of the Ulvenwar, heroes touched by summer magics and crowned as champions by the realm. These companions will project the ghodi to their dying breaths and will be formidable foes in battle.&lt;br /&gt;
&lt;br /&gt;
Uksahkka will arrive with her companions and alongside a large warband of warriors, some 30-45 minutes after the battle is joined. Depending on how the fighting is going, Uksahkka may attempt to bolster the Jotun lines to turn the flow of battle, or take a more cautious approach to avoid being drawn into a battle that would see her waylayed. The Empire will need to be on alert for Uksahkka&#039;s arrival, ready to counter how she responds to the flow of battle, and prepared to quickly and decisively descend upon the ghodi as hounds fall on their quarry.&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka  will mean another seasons delay before a new jarl can be appointed. That will force Queen Yrsa to remain in Keirheim, sew chaos in the ranks of the Northern Jotun and force their armies onto the defensive.&lt;br /&gt;
&lt;br /&gt;
===Option: Ransom Uksahkka===&lt;br /&gt;
* &#039;&#039;&#039;Rather than kill the respected ghodi, the Empire could try to capture them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghodi must be persuaded to surrender and convinced to return to Anvil as a captive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Queen will pay a ransom for Uksahkka&#039;s safe return&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka is not the only way to delay the appointment of the new jarl. Taking the ghodi hostage would be just as effective. Such tactics were common during the reign of [[Emperor Guntherm]]. Rather than kill his enemies, Guntherm took important jarls captive and then ransomed them back. Guntherm made a point to treat those he captured as honoured guests, they were never plied for information or secrets or treated as a prisoner. This approach helped steer several key moments in the war, buying Guntherm&#039;s forces time or forcing the Jotun&#039;s hands. &lt;br /&gt;
&lt;br /&gt;
The difficulty in this approach concerns the Jotun sense of honour. Many Jotun would seek to die in battle than to become a &#039;prisoner&#039; of the Empire. There is no guarantee that Uksahkka will allow the Empire to carry her back to Anvil. It won&#039;t be easy to defeat Uksahkka and her bodyguards, but it will take a very skilled mediator to convince the ghodi to accept the Empire&#039;s hospitality.&lt;br /&gt;
&lt;br /&gt;
If she can be convinced to surrender, then the Empire can use [[The Cuckoo&#039;s Egg]] to bring her back through the [[Sentinel Gate]]. It would undo years of diplomatic efforts if Uksahkka was murdered, so once in Anvil Uksahkka, the civil service would arrange secure quarters for her. The Military Council could wait to see what the Jarl-of-jarls will offer in ransom, or they could issue their own demands. The Jotun are not going to stop the war just to save one ghodi, even a favoured one; but with the right demand or offer, it could crucially change the direction of future events.&lt;br /&gt;
&lt;br /&gt;
===Objective: Turn back the Tromsdalen Fyrd===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe the &#039;&#039;Snowboar&#039;&#039; of Bladdeskog marches south to honour oaths to his old friend Jarl Ustigar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the respected warrior falls in battle, his force of will return to their lands in Tromsa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Ebbe was once a contemporary of Jarl Ustigar. When they were young, they travelled together to distant Fjorknae to battle fell monsters and win glory together. In time their paths took different directions, Ustigar the clever and shrewd politician, Ebbe the doughty and dependable warrior. With Ustigar dead, and his city threatened, Ebbe has gathered his oathsworn veterans and raised the Tromsdalen fyrd. He marches south, under a banner of a frostrimmed boar, towards the capital to honour oaths he swore long ago to a now dead friend.&lt;br /&gt;
&lt;br /&gt;
This fyrd comes here only at Ebbe&#039;s command- it is &#039;&#039;not&#039;&#039; honour bound to answer Queen Yrsa&#039;s call. Doubtless, many jarls will bring their troops south, but it is not expected that fyrds do the same, especially those from another territory. Their bonds are to the land from which they hail, and even Queen Yrsa herself could not demand they come and fight for her in Skallahn. Ebbe&#039;s fyrd has an effective fighting strength of a little under a thousand coming to bolster the defences of Keirheim. If the Jarl falls in battle then they will return north - no longer sworn to the &#039;&#039;Snowboar&#039;s&#039;&#039; oaths, they would return to their own lands in Tromsdalen.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137389</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137389"/>
		<updated>2026-04-20T15:37:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Participation: Gaspare and the Axe of Victory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the [[Axos#Gates_of_Ipotavo|Citadel of Ipotavo]], who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, the Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Ipotavans will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Ipotavo army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the Axou the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Shield of Ipotavo to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Ipotavan lives, and the engagement will be considered a diplomatic triumph for the Military Council. The Empire have worked tirelessly for years to overcome the bad feelings resulting from the failed raid on [[Tsark]], but this is first serious attempt at military cooperation since then debacle. The Ipotavans will know that the Empire proactively moved to shield their allies from the worst of this - and that will pay dividends. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Ipotavan army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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=Scarlet_sands&amp;diff=137388</id>
		<title>Scarlet sands</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scarlet_sands&amp;diff=137388"/>
		<updated>2026-04-20T15:29:29Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle Opportunity: Rocks Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Scarlet sands.jpg|caption=Northern Mareave is hot and arid even in the winter.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gold In The Dust==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=C7Ea7xuZZNg}}}|300|right}}&lt;br /&gt;
The newly completed [[Construct_Grand_Lodge_of_the_Golden_Pyramid|Grand Lodge]] of the [[Golden Pyramid]] is built in northern Clisearn. It is a wonder - a grand edifice that reflects the wealth, power, and influence of the richest [[Conclave order]]. It is a symbol of the [[Prosperity]] and [[Pride]] not only of the order but of the Conclave as a whole. It is also something of a whispered promise to the recalcitrant inhabitants of Clisearn - those former Grendel who chose to remain when the Imperial Orcs claimed Mareave - that their prestige is recognised and assured.&lt;br /&gt;
&lt;br /&gt;
It is unfortunate, perhaps, that barely a week after the work is completed, the Lodge is besieged by the Grendel.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Summer Solstice, the [[orc|orcs]] of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar]] sent their land-forces north out of [[Ayereed]] into the lands of the Brine Turtles sept. Welcomed with open arms, they swiftly seized [[Mareave#Fleisardh|Fleisardh]] and pushed further, toward the [[mithril]] mines of [[Mareave#Clisearn|Clisearn]]. They continued to push through the Equinox, and the path to their eventual goal, to the [[Mareave#Fundindelve|Fundindelve]] led them inexorably to the [[weirwood]] gates of the Grand Lodge.&lt;br /&gt;
&lt;br /&gt;
With the Iron Gulls leading the Storm Sharks and the Brine Turtles north toward the [[mithril]] mine, it falls to the Naguerro to seize the wealth of the Golden Pyramid. Former Lasambrian orcs, the Naguerro were once known as furious warriors led by their witches and [[shamans|shaman]]. Rescued from certain death at the hands of the [[Iron Confederacy]] in what is now [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], the Salt Lords have nurtured a fierce [[Grendel religion#Fidelity|Fidelity]] among this sept, showering them with gifts of land and wealth. They have repaid Fidelity in kind, and it is hard to imagine that this disciplined army that surrounds the approaches to the Grand Lodge is the same band of rough bandits that fled the western Bay. It is easy to forget that [[The_Brass_Coast_history#The_Exodus_from_Highguard|once upon a time]] the Naguerro were fierce sailors, a major thorn in the side of the people of [[Sarvos]]. Under the careful cultivation of the Salt Lords, it seems that they are reclaiming their heritage just as their cousins in Hierro and Corazón have rebuilt their own pride with the aid of the Jotun.&lt;br /&gt;
&lt;br /&gt;
Regardless, the siege is remarkably mannered. When the Naguerro arrive, they do not attack immediately. They block entry to the Lodge, and give the Imperial citizens within a long night to ponder the future. Then a small contingent of orcs, hands open, requests parley. The request has the weight of a demand - there&#039;s little chance the Grand Lodge could survive a concerted attack from an entire army. A small group of Order members is put together, to speak with the delegation from the Grendel, before the gates of the Lodge&#039;s palatial gardens.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;, Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Naguerro contingent is led by an unmistakable Wind Lord; a powerful and respected magician who nonetheless bears the marks of the Naguerro. Wind Lord Ivárruri Naguerro has been granted leave by the Salt Lords to deal with the Grand Lodge of the Golden Pyramid as she sees fit. After sage advice from certain of her fellow Wind Lords, she has chosen to attempt a diplomatic solution. Or, rather, to offer an opportunity to avoid losing everything by instead giving up... well, a frankly eye-watering tithe in money, crystal mana, or lore, to be paid each season.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Call it rent&#039;&#039;,&amp;quot; says Wind Lord Ivárruri wryly. In return, the order will maintain its presence in Clisearn; will be free to trade with the Grendel and the people of [[Mareave#Beoraidh|Beoraidh]] if they feel they can do so under Imperial law; and will secure free passage for labourers and merchants to Beoraidh and thus back into the Empire. &amp;quot;&#039;&#039;Also,&#039;&#039;&amp;quot; she points out, &amp;quot;&#039;&#039;It would be a shame to see this beautiful mansion burnt to the ground when you have invested so much in it&#039;&#039;.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It is not lost on the Imperial magicians that through the entire presentation - it is a little one-sided to call it a negotiation - Wind Lord Ivárruri is flanked by two [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Autumn|Autumn realm]] - an observer from the [[Ephisis|City of Gold and Lead]] and an advisor from the [[Lictors|City of Bar and Bond]]. They do not speak much, but there&#039;s little doubt they are keen to see the Grand Lodge defended.&lt;br /&gt;
&lt;br /&gt;
Ivárruri is at least peripherally aware of the workings of the [[Conclave]] - no doubt thanks to her supernatural allies - and does not expect an immediate response. Yet she warns that her patience, and that of the Salt Lords, is finite. She expects a decision to be made during the Winter Solstice, and until then, the Naguerro will continue to control access to the Lodge. &amp;quot;&#039;&#039;After all,&#039;&#039;&amp;quot; she says philosophically, &amp;quot;&#039;&#039;There is no finer symbol of dominion than the ability to destroy&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Naguerro are as good as their word, securing the vicinity of the Lodge and showing every sign of being ready to strike decisively against the Lodge should there be any funny business. [[Call Winged Messenger|Winged Messengers]] are dispatched to Order members, and those besieged within the walls at least live out the following weeks in the lap of luxury.&lt;br /&gt;
&lt;br /&gt;
==Silver on the Mountain==&lt;br /&gt;
The siege of the Fundindelve is nowhere near as civilised as that led by the Naguerro. The Iron Gulls, the Storm Sharks, and especially the Brine Turtles press the limited defences of the great mithril mine hard. They strike swiftly and surely in an attempt to overwhelm the defences. Imperial Orc settlers are driven back toward Eoradal, but many decline to abandon Clisearn, creating a temporary armed camp around the entrances to the mines. They work with the human miners - many Imperial Orcs still make it a point of honour not to work mines, and this is an Imperial concern rather than a national one. Many of the labourers here are [[the Marches|Marchers]] trained in the depths of the [[Singing Caves]] and no stranger to defending against barbarian aggression. Their stubbornness sees them fight alongside their Unshackled fellows to hold on to the mine in the face of nearly overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Iron Gulls are veterans of a dozen clashes with the Empire, more than a match for the desperate defenders at the Fundindelve. Experienced siege engineers, they are unlikely to be slowed by the makeshift barricades erected by the miners. Yet they are also taking extra care to ensure that no damage comes to the mine workings; it would be less than ideal to claim the mines and their mithril stockpiles only to then have to spend months digging them out of the side of a collapsed mountain.&lt;br /&gt;
&lt;br /&gt;
As they bring more and more of Clisearn under their control, General Ansleah of the &#039;Gulls dispatches messengers to the [[Here_to_stay#Selfishness|citizens of the region]], especially the &#039;&#039;Adahr&#039;&#039;, the &#039;&#039;Marr&#039;&#039; and the &#039;&#039;Tholdie&#039;&#039;. In this, the General perhaps overplays their hand; they make barely veiled demands for a show of Fidelity; for supplies and troops to bolster the &#039;Gulls and their efforts to liberate Mareave. These &amp;quot;requests&amp;quot; go over &#039;&#039;very&#039;&#039; poorly with the former Grendel; within a week the sorcerous &#039;&#039;Savurn Marr&#039;&#039; has made surreptitious contact with the Golden Pyramid members in the Grand Lodge asking what their plans are and falling just shy of suggesting that the former Wind Lord and their family at least is considering jumping ship to support the Empire if presented with a compelling enough case...&lt;br /&gt;
&lt;br /&gt;
While his approach to the recalcitrant orcs of Clisearn is misjudged, elsewhere General Ansleah is much more cautious - and not just out of a concern for the mines. The Grendel captains know that the element of surprise only serves an invader so far. The Empire will surely respond to their aggression in Mareave. The main question is whether they will be able to free up sufficient forces from the other theatres they are engaged in this season or not.&lt;br /&gt;
&lt;br /&gt;
==Flies in the Honey==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Wildfyre, General of the Seventh Wave&amp;quot;&amp;gt;Seventh Wave! Our time has come to finish our long standing work. We return to Mareave with virtue in our hearts and our allies to our sides. We stand as the strongest army in the Empire, we are a beacon in this Empire. Push to Mareave. Let our friends and allies the Imperial orcs know that we will not let invaders take our homes and our lives.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we will remember when the Imperial Orcs rallied to Holberg to lift the siege. Remember that Reckoning as you armour yourselves and make a steady conquest to drive the Grendel from Imperial Land.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Skywise Rykana, General of the Winter Sun&amp;quot;&amp;gt;Heroes of the Winter Sun, we have fought hard to break the hold of slavery over the Sarangrave but now we march south to defend our own lands. Sweep across Mareave in a balanced attack and ensure the homes we are building and not destroyed before the hearthfires can be lit. We claimed these lands once, now let our virtuous cry ring out again as we drive the Grendel back to their borders and prove that we hold to our bonds and defend the lives we seek to inspire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SeventhWave_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Seventh Wave]]&lt;br /&gt;
[[File:TowerJacks_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Towerjacks]]&lt;br /&gt;
[[File:WinterSun_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Winter Sun]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The answer to the Generals&#039; question is delivered sooner rather than later; news of a significant force of Imperial soldiers entering Mareave through the Apulian Way explodes across the territory. Three armies, with the [[Winter Sun]] in the vanguard, come down through Icarion to Eoradal with their allies, and the fight for Mareave begins.&lt;br /&gt;
&lt;br /&gt;
The Sun are fresh from fighting the [[Druj]] in the [[Sarangrave]]. Having marched south into [[Zenith]], they joined up with the [[Towerjacks]] and together braved passage through madness-haunted [[Spiral]]. No army wishes to spend longer than necessary beneath the oppression hanging over the League territory; they paused briefly at [[Spiral#Ballaghadruh|Ballaghadruh]] as guests of the castellan, then moved as swiftly as possible through [[Spiral#Apstrus|Apstrus]] to the [[Mareave#Apulian Way|Apulian Way]]. Those nights they were forced to spend in the accursed hills and plains have taken an inevitable toll. Night terrors and dark moods are the least of it - the grim power of the {{Black Plateau}} is ever-present. At night [[the League|League]] and Imperial Orcs musicians are encouraged to try and outdo each other to try to keep the malign influence at bay.&lt;br /&gt;
&lt;br /&gt;
At the mouth of the Apulian Way, they meet with the [[Seventh Wave]] who have made excellent time along [[Spiral#Carstag&#039;s Way|Carstag&#039;s Way]], taking advantage of the mithril-woven hostelries along its length to minimize their exposure to the oppressive atmosphere. Together they march through the pass into the arid hills of [[Mareave#Icarion|Icarion]]. &lt;br /&gt;
&lt;br /&gt;
Even as Winter approaches, Mareave remains hot and dry. Whatever mud still lingers from the Sarangrave and passage through sodden [[Zenith#Proceris|Proceris]] soon turns to dust and falls away. There is little water in this parched land; outside of Clisearn and Fleisardh it is only thanks to the [[Mareave#Great Aqueduct|Great Aqueduct]] at [[Mareave#Eoradal|Eoradal]] that any crops are able to survive in this near-desert. &lt;br /&gt;
&lt;br /&gt;
With the Empire&#039;s soldiers comes the power of Imperial magic. In the foothills of the north-eastern peaks, in [[Mareave#Nadir|Nadir]], the drake-hunters are startled by the appearance of six squat towers of black basalt, topped with ramparts of silver. They bring with them an unnatural chill that provides welcome relief to Imperial Orcs more familiar with the alpine climate in [[Skarsind]]. From the fortress issues a legion of warriors with the aspect of great white bears, each bound in mithril harness and armed with axe and shield. They are [[Inhabitants of the realms|soldiers]] from the demesne of the [[Cathan Canae|Queen of Ice and Darkness]] and they join the marching armies as they pass through Nadir bound for the south.&lt;br /&gt;
&lt;br /&gt;
The Imperials make for the growing town that has sprung up in the shelter of the aqueduct. At Eoradal they prepare for their offensive against the orcs of the Broken Shore. Many of the soldiers are taken aback by what awaits them; walls of black granite have sprung up around the burgeoning town, connecting minarets of bone-white stone and metal. The walking dead - skeletal warriors of human and orc stock - guard the ramparts, wrapped in blackened steel, and the approach of the Imperial armies is heralded by the howling of ox-sized white wolves that stalk the open ground. [[The Basalt Citadel]] of the &#039;&#039;Tomb King&#039;&#039;, of the Lord [[Sorin]], has been conjured here out of the ruins of the old Skouran town. Its presence has helped hearten the defenders here, and impressed the independent orc clans that cluster around the place - even the cynical [[Here to stay#Cynicism|Uthni]] cannot deny that the magical citadel is impressive. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 200px; margin-right: 10px&amp;gt;{{HoverImage|CathCane001b.webp|Sorin001.png|caption=Imperial magicians have conjured two very different citadels from the eternal realms.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The black citadel has drawn interest from the engineers working on [[Fortify_Ruicraic%27s_Redoubt|Ruicraic&#039;s Redoubt]] as well. The construction proceeds apace, and while the Imperial armies prepare to face the barbarians several of the Towerjacks are invited to inspect the work being done on the eastern castle. Work is nearly complete; the new fortification will be finished in time for the Winter Solstice provided that the Grendel do not manage to push north into Eoradal. Some of the orc builders mention to their League peers that the Uthni are grudgingly coming round to the idea that perhaps the Imperial Orcs are not as full of hot air as they first assumed. If Imperial forces can drive the Iron Gulls and the rest back into Ayereed it can&#039;t help but prompt a fundamental shift in the attitude of the Eoradal orcs to the Empire.&lt;br /&gt;
&lt;br /&gt;
When the Empire&#039;s armies leave the shelter of Sorin&#039;s walls to begin their battle for Mareave, a battalion of skeletal warriors and magical white wolves accompany them. Perhaps even more significantly, a warband of &#039;&#039;Uthni&#039;&#039; youths silently join the Winter Sun to follow them south. The problem with the Uthni and the families that look to them is that they do not believe that the Imperial Orcs are here to stay, or that they will come back in the event their dominion is challenged. It seems that recent events have gone a long way toward challenging that belief. It is not a wholesale endorsement - and it is clear some of the Uthni are unhappy that their young warriors want to fight the Grendel - but it is perhaps a heartening sign nonetheless. These youths demonstrate a significantly more mercenary spirit than some Imperial orcs are entirely comfortable with, wanting to know when they will be paid their share of the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]]. Members of the Sannite sept make a particular point of befriending and welcoming these new warriors. They have a shared heritage and hear the same ancestors after all. There is no doubt that of all the Unshackled septs they best understand where these would-be [[Reaver|reavers]] are coming from and the opportunity they represent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=left|width=250|caption=Stone Born troops are the most heavily armoured soldiers in the Grendel arsenal}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Into Clisearn==&lt;br /&gt;
To Clisearn, then, where the wealthy and privileged Grendel families of Mareave once held court, far from the cramped quarters and stink of [[Mareave#Beoraidh|Beoraidh]]. They have little affection for the Empire, but are equally unfriendly and resentful of their fellow Grendel who left them behind when Imperial forces conquered Mareave. The fact that on their return General Ansleah has disrespected them has certainly not strengthened their fidelity to their former countryfolk - quite the contrary. &lt;br /&gt;
&lt;br /&gt;
There is a sizable welcoming committee to meet the Winter Sun, the Towerjacks, and the Seventh Wave when they cross into Clisearn. The Brine Turtles and the Iron Gulls, besieging Fundindelve, receive the Imperial advance alongside the zealous warriors of the Storm Sharks. The latter seem bent on recreating the deeds of their [[Grendel religion#Ancestor|ancestor]] - [[Grendel religion#Rucraic - The Storm Lord|Rucraic the Storm Lord]] - with [[Grendel religion#Audacity|audacity]] and [[Grendel religion#Cunning|cunning]] that is notable even for the Grendel. The iron fist of General Ansleah keeps the daring of the Storm Sharks in check - just about - but they are eager to test themselves against the Winter Sun and the Seventh Wave in particular.&lt;br /&gt;
&lt;br /&gt;
Both sides favour a measured approach to the war; the Highborn and the Imperial Orcs take more risks than the Grendel but even they [[Army orders#Balanced Attack|balance]] the desire for victory against the lives it will cost to achieve it. All three Imperial armies have [[Sea-wood_fed_with_copper#Storms_Break|fought here before]], having helped to claim Clisearn from the Grendel during the initial invasion. As Clisearn fell, so fell Mareave, and in a way that remains true. With Beoraidh insisting on neutrality, backed up by the patronage of the [[Sarcophan Delves]], the Grendel cannot threaten the arid northern regions.&lt;br /&gt;
&lt;br /&gt;
At first the battle balances on a knife-edge, but as the day draws on it becomes apparent that the Empire has the upper hand. Between the magical allies conjured from the [[Realms#Summer|Summer]] and [[Realms#Winter|Winter]] realms and more than seven thousand troops led by [[Military unit|independent captains]], the Broken Shore armies are heavily outnumbered. General Ansleah rages as they are forced to sound the retreat; with the Storm Sharks covering their withdrawal they pull back to the south ceding the Fundindelve. The Empire&#039;s soldiers are greeted with a mighty cheer from the miners, and they ride that wave in pursuit of the retreating barbarians.  &lt;br /&gt;
&lt;br /&gt;
When news comes of the fighting to the north, Wind Lord Ivárruri somewhat regretfully curtails the negotiations with the Golden Pyramid. The Naguerro move to meet the retreating Grendel armies but are careful to leave a contingent behind to ensure the Imperials trapped in the Lodge do not make the mistake of trying to leave just yet. While Ivárruri may have represented the civil, diplomatic, political face of the Broken Shore, the Naguerro warriors themselves are as furious and deadly as ever. Bolstered with [[Night magic]], the former Lasambrians throw themselves into the fray with glee, shouting the name of Naguerro as they try to hold back the Imperial tide.  &lt;br /&gt;
&lt;br /&gt;
In the end, it makes only a little difference. Barely a week after the Naguerro left the Grand Lodge, the Broken Shore armies are marching south. The forces the Naguerro left behind are forced to retreat with them by the approach of the Towerjacks, and in short order the Golden Pyramid palace is secured and protected from Grendel counter-attack.&lt;br /&gt;
&lt;br /&gt;
The pattern repeats itself; the Broken Shore armies try to break the Empire&#039;s armies, to push them back. The Empire holds, and presses the barbarians and the battle lines shift before the Grendel are forced to retreat toward Fleisardh. One by one the estates of the Adahr, then the Marr, and finally the Tholdie are brought back into Imperial hands. They are no more welcome than they were the first time, but there is a kind of fatalism in the reception of these orcs. Regan Tholdie complains bitterly about the damage their orchards suffer when the Seventh Wave drive off the Brine Turtles warriors camping around the family villa. Devan Adahr talks about demanding compensation from the Towerjacks and the Iron Gulls alike. Their complaints ring a little hollow; what is notable is that few of the former Grendel living in Clisearn choose to accompany the Broken Shore armies as they retreat south.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grumpy Turtle.jpg|align=left|caption=The Brine Turtles refuse to cooperate with the Imperial Orcs.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reach Exceeding==&lt;br /&gt;
In the end it becomes apparent that the Grendel reach has exceeded their grasp. Mile by mile they are pushed out of Clisearn, forced back into the Brine Turtle lands. The Empire follows them step for step. The fighting does not end at the border but continues into Fleisardh. The Brine Turtles in particular become desperate, fighting more and more recklessly even as the other three barbarian armies become more conservative - more resigned to the reality of losing their foothold in Mareave.&lt;br /&gt;
&lt;br /&gt;
The Empire and its allies build on their advantage, and as the Winter Solstice approaches the Broken Shore armies are pulled up around the town of &#039;&#039;Fioroult&#039;&#039;, and the great freshwater lake there. If things remain as they are, there&#039;s no doubt the Grendel will be forced to abandon their attempt to reclaim Mareave. Without serious reinforcements they are unlikely to hold on to Fleisardh if the Empire keeps up the pressure.&lt;br /&gt;
&lt;br /&gt;
Any potential Imperial victory brings with it the difficult question of what to do about the Brine Turtles - the sept not the army. They don&#039;t seem inclined to flee their holdings in the south of Mareave, but they are clearly going to offer succour and support to any future invasion of the territory. They still send their warriors to fight under the banners of the Salt Lords, and that army at least, will never accept that Fleisardh is in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The tally of the dead indicates that the fighting here has been bloody indeed. Near two thousand Imperial soldiers have been lost in the slow drive through Clisearn into Fleisardh. Estimates suggest that the Broken Shore forces have suffered comparable losses. A lot of blood spilled for control of Mareave, and while the Empire has the upper hand at the moment there is many a slip twixt cup and lip as the Marcher miners might contend.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has driven the Broken Shore forces out of Clisearn and is three-tenths of the way towards securing Fleisardh&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the fight between Grendel and the Empire&lt;br /&gt;
* &#039;&#039;&#039;Completion of the Golden Pyramid Grand Lodge has removed the Uncooperative quality from Clisearn&lt;br /&gt;
* &#039;&#039;&#039;Completion of Ruicraic&#039;s Redoubt has removed the Uncooperative quality from Eoradal&lt;br /&gt;
The Empire has won a significant victory in Mareave, driving the Grendel armies out of Clisearn and establishing a foothold in Fleisardh. Their successes have gone a long way toward convincing the cynical and the selfish independent orcs of Mareave that perhaps the Empire is here to stay after all. Along with the completion of the Golden Pyramid Grand Lodge and the fortification of Ruicraic&#039;s Redoubt, this has removed the uncooperative quality from both Clisearn and Eoradal. There is still a way to go before the independent orcs there seek to join the Unshackled, but the first steps have been made.&lt;br /&gt;
&lt;br /&gt;
The Brine Turtles sept remains opposed to the Empire. The [[Region_qualities#Uncooperative|Uncooperative]] and [[Region_qualities#Under Threat|Under Threat]] qualities persist in Fleisardh; there is no love for the Imperial Orcs or the Empire among the sept.&lt;br /&gt;
&lt;br /&gt;
Beoraidh remains neutral; there has been no effort to offer support to either side in the ongoing battle here. Both Imperial and Grendel merchants are welcome at the port however; Salt Lord Ehsan is not playing favourites.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: Rocks Fall==&lt;br /&gt;
Imperial actions in recent months have consolidated gains in southern Mareave, driving the orcs of Attar out of Clisearn and into Fleisardh. The combined effort of armies from Highguard, the League and the Imperial Orcs have been instrumental in stemming the landside advance of Grendel soliders, and forcing the barbarians onto the back foot. Recent victories have had a deep impact on the Brine Turtle army, with the orcs among their ranks becoming increasingly desperate when fighting to save the very lands from which their sept hails. &lt;br /&gt;
&lt;br /&gt;
Fleisardh holds an important place in the sept&#039;s culture - they claim to trace their history back to before the rise of the Grendel. That could be true, certainly the sept are tied to the coastal lands and sandy coves from whence they draw their name and many traditions, centred around the custodianship of the leathery sea beasts that nest along the littoral reaches. These links to the region have offered the military council a previous [[Sea-wood_fed_with_copper#Pots_and_Shells_(Battle)|opportunity]] to strike against the Brine Turtles.&lt;br /&gt;
&lt;br /&gt;
Where Fleisardh meets the Bay of Catazar, there are high cliffs, that make coming ashore impossible except in the smallest of ships. [[Mareave#Blood_River_Colossi|Two huge statues]] are perched precariously on the sea front,  they depict two humans facing the sea. The crumbling rock beneath their feet threatens to do more than just topple the statues, the entire cliff face is in danger of giving way. The doom of these two ancient defenders is assured - one day the cliffs will come down and they will topple into the sea. Ever the masters of opportunity, a coven of Grendel salt mages have enacted a plan to make that end happen in weeks, instead of years. The Empire will need to move decisively to stop them, otherwise Fleisardh will be exposed to assaults from the sea. &lt;br /&gt;
&lt;br /&gt;
A conjunction to &#039;&#039;Capstone Veld&#039;&#039; has been detected on either day of the solstice, just inland from the Blood Red Colossi. Here the coven appears to have drawn on the magical power of a boon they have been gifted. The coven have since departed, but their handiwork remains, accelerating the crumbling of the cliffs.&lt;br /&gt;
&lt;br /&gt;
===Objective: Shore Up the Coast===&lt;br /&gt;
* &#039;&#039;&#039;Destroy the boon of the &#039;&#039;Sunken Rope&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sever the power of the &#039;&#039;Hawser of the Drowned&#039;&#039; from the Winter realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once severed it can either be unbound or destroyed with ritual magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the &#039;&#039;Hawswer&#039;s&#039;&#039; power is not stopped, then the cliffs will collapse and Fleisardh will become a coastal region&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Haulers of the Tide&#039;&#039;, a winter coven from Attar, came to Fleisardh to bolster the forces currently opposing the Empire. Little is known of the orcs themselves, but a mage of Beoriadh remarked that &#039;&#039;&amp;quot;They are servants, not of the Salt Lords, but of the Lord of Salt...&amp;quot;&#039;&#039;. They carried with them a great twisted and knotted rope, akin to an anchor rope tangled by a writhing storm. The hawser pulses with the fell magic of the Winter realm - a powerful boon from the &#039;&#039;Sunken Rope&#039;&#039; of the Winter realm. &lt;br /&gt;
&lt;br /&gt;
The Haulers dragged &#039;&#039;Sunken Rope&#039;s&#039;&#039; boon to the seaward edge of the territory, less than a mile from the cliff tops. There they have driven wooden stakes deep into the ground, bound the hawser to them and then activated its magic. If left alone, the boon will draw on the power of Winter to hasten the end of the cliffs, causing them to collapse into the waiting sea below. At least one of the Blood Red Colossi will also fall, and much worse, Fleisardh will become exposed to seaborne attacks as the coast becomes easier to disembark troops onto.&lt;br /&gt;
&lt;br /&gt;
Stopping the magic will not be easy. Imperial magicians will need to bring stakes of their own to perform [[There Is No Welcome Here]] and ward the hawser off from the winter power that sustains it. Only once this is complete will they be able to untangle it from the wooden stakes. That will be enough to stop the magic in it&#039;s tracks provided it is completed before midday. The only alternative to unravelling the great coiling mass, is to directly destroy the &#039;&#039;Hawser&#039;&#039; with ritual magic, using a casting of [[Words of Ending]] at a magnitude of 36.&lt;br /&gt;
&lt;br /&gt;
===Objective: Destroy the Weltsilver Seals===&lt;br /&gt;
* &#039;&#039;&#039;Magical seals protect Fleisardh from blood-red waters that rise from the depths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a chance to break one of the seals and drive the Brine Turtle sept from Mareave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Opening the seal will allow the exploitation of the &#039;&#039;Crimson Springs&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The Brine Turtles have long considered Fleisardh their ancestral home. Life here is precarious - much of Mareave is is dry and arid and the Brine Turtle settlement of Fioroult is reliant on the nearby lake. The lake is potable, but only due to the presence of powerful magic that prevents the poisons in the ground seeping into the water. Elsewhere in the region, the water is tained with a crimson hue that makes the water thick like blood and dangerous to drink.&lt;br /&gt;
&lt;br /&gt;
The magic that protects the lake is vulnerable. One of the crucial weltsilver seals that keeps the water fresh is at Capstone Veld, not far from where the Grendel have set their boon. Ritual magic could be used to destroy the seal, either [[Words of Ending]] cast at magnitude 32, or [[Inevitable Collapse into Ruin]], either would have enough power to shatter the metal seal.&lt;br /&gt;
&lt;br /&gt;
If that happened, the poison in the ground would quickly leech into the waters of the lake, rendering it as foul and besmirched as the river. The loss of the lake waters would be devastating for the Brine Turtles, who could not continue their lives here without it. They would be forced to withdraw south over the border, removing a major threat to the Empire from Mareave. It seems brutal to use magic in such a way, but the Brine Turtles have remained adamantly hostile to Imperial interests since the territory was conquered. The undeniable truth is that the longer they remain in Fleisardh, the more likely it becomes that the current conflict turns deadly. Denying them their ancestral lands will be a bitter blow to the sept, but it may be better than denying them their lives.&lt;br /&gt;
&lt;br /&gt;
The opportunity could also open up new economic prospects for the Empire in Mareave. If the seals in place over the &#039;&#039;Crimson Springs&#039;&#039; are sundered, then following the successful capture of the region of Fleisardh, the civil service could investigate the underground caverns and ascertain the extent of the mineral wealth that could be extracted there.&lt;br /&gt;
&lt;br /&gt;
===Objective: Extract Pinerunner Pattar===&lt;br /&gt;
* &#039;&#039;&#039;An Imperial Orc reaver has infiltrated Grendel forces and discovered the location of a supply cache&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Recovering Pattar from the battlefield will lead to an opportunity to raid the cache&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bold Imperial Orc reaver, Pinerunner Pattar, has managed to infiltrate the Grendel forces, posing a Brine Turtle. Their charade won&#039;t last forever, but they&#039;ve been able to keep it up long enough to discover useful strategic information. He has his identified the location of a supply cache prepared by the Grendel should their lines be cut and is keen to get back with the information before the risk becomes too great.&lt;br /&gt;
&lt;br /&gt;
The battle in &#039;&#039;Capstone Veld&#039;&#039; is the best chance for the military council to extract the reaver, ensure the orc&#039;s safety, and determine where the cache is hidden. Pinerunner Pattar is masquerading as a regular Grendel soldier, albeit one who is not fighting very effectively. Once it&#039;s safe to do so, Pattar will try to identify themselves to nearby Imperial heroes. The orc could be discovered at any time, but the most danger will come when they make themselves known, the Grendel will not take lightly to those trying to flee the service of the Salt Lords. Once recovered, the reaver can be returned to Anvil via the Sentinel Gate and will be debriefed by the war scouts and prognosticators. In Patter can be recovered there will be a chance to raid the Grendel&#039;s supply cache next summit, gaining valuable materiel, and denying them to the enemy.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Kill Questionner Kester===&lt;br /&gt;
* &#039;&#039;&#039;The Adahr has asked the Empire to &amp;quot;send a message&amp;quot; to General Ansleah&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are prepaed to pay seven thrones to the Imperial citizen who kills Kester&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kester has a valuable piece of jewellery that will need to be provided as proof&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clisearn is home to a number of wealthy Grendel families who have remained behind after the Empire conquered the territory. The Adahr, Marr, and Tholdie were hostile to the Imperial Orcs at first, but there have been ongoing efforts to win them over. It seems these efforts have born fruint, at least of a kind. The three families [[Scarlet_sands#Into_Clisearn|appear to responded badly]] to the attempt by General Ansleah to &amp;quot;liberate&amp;quot; their lands for the Salt Lords. &lt;br /&gt;
&lt;br /&gt;
A member of the Adahr has discovered that one of Ansleah&#039;s people, a questionner named Kester, will be at Capstone Veld. Kester&#039;s role is to keep an eye out for troublemakers and similar problems and then report back to the general. Crucially he&#039;s someone Ansleah relies on, the general won&#039;t be happy if the questioner turns up dead.&lt;br /&gt;
&lt;br /&gt;
The families of Clisearn want to send a message to General Ansleah that a failure to respect their position will come with a price that he does not want to pay. They are offering seven thrones, via trade with Ephisus, to any Imperial citizen who ensures that Kester meets an untimely end on the battlefield. The questioner wears a peculiar bracelet that should help identify him. If the bracelet is sent via a ritual box to Ephisus by the end of the summit, the sender will receive seven thrones from the &#039;&#039;Lady of the Counting House&#039;&#039;. While the offer may seem a little unsavoury, the magistrates note there is nothing illegal about this transaction.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mareave]]&lt;br /&gt;
* [[Lines of care and sorrow]] - 387YE Autumn Wind of War detailing the Grendel invasion of Mareave&lt;br /&gt;
* [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Beoraidh|Treaty with Beoraidh]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137387</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137387"/>
		<updated>2026-04-20T15:29:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire_and_the_flood#Battle%20Opportunity:%20The%20Dead%20Whisper|The Dead Whisper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Dead Whisper.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;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;[[Rubies_in_the_snow#Battle_Opportunity:_The_Queen_Waits|The Queen Waits]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Queen Waits.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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Scarlet_sands#Battle_Opportunity:_Rocks_Fall|Rocks Fall]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Rocks Fall.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 11&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 72&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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=Scarlet_sands&amp;diff=137386</id>
		<title>Scarlet sands</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scarlet_sands&amp;diff=137386"/>
		<updated>2026-04-20T15:28:41Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Game Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Scarlet sands.jpg|caption=Northern Mareave is hot and arid even in the winter.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gold In The Dust==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=C7Ea7xuZZNg}}}|300|right}}&lt;br /&gt;
The newly completed [[Construct_Grand_Lodge_of_the_Golden_Pyramid|Grand Lodge]] of the [[Golden Pyramid]] is built in northern Clisearn. It is a wonder - a grand edifice that reflects the wealth, power, and influence of the richest [[Conclave order]]. It is a symbol of the [[Prosperity]] and [[Pride]] not only of the order but of the Conclave as a whole. It is also something of a whispered promise to the recalcitrant inhabitants of Clisearn - those former Grendel who chose to remain when the Imperial Orcs claimed Mareave - that their prestige is recognised and assured.&lt;br /&gt;
&lt;br /&gt;
It is unfortunate, perhaps, that barely a week after the work is completed, the Lodge is besieged by the Grendel.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Summer Solstice, the [[orc|orcs]] of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar]] sent their land-forces north out of [[Ayereed]] into the lands of the Brine Turtles sept. Welcomed with open arms, they swiftly seized [[Mareave#Fleisardh|Fleisardh]] and pushed further, toward the [[mithril]] mines of [[Mareave#Clisearn|Clisearn]]. They continued to push through the Equinox, and the path to their eventual goal, to the [[Mareave#Fundindelve|Fundindelve]] led them inexorably to the [[weirwood]] gates of the Grand Lodge.&lt;br /&gt;
&lt;br /&gt;
With the Iron Gulls leading the Storm Sharks and the Brine Turtles north toward the [[mithril]] mine, it falls to the Naguerro to seize the wealth of the Golden Pyramid. Former Lasambrian orcs, the Naguerro were once known as furious warriors led by their witches and [[shamans|shaman]]. Rescued from certain death at the hands of the [[Iron Confederacy]] in what is now [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], the Salt Lords have nurtured a fierce [[Grendel religion#Fidelity|Fidelity]] among this sept, showering them with gifts of land and wealth. They have repaid Fidelity in kind, and it is hard to imagine that this disciplined army that surrounds the approaches to the Grand Lodge is the same band of rough bandits that fled the western Bay. It is easy to forget that [[The_Brass_Coast_history#The_Exodus_from_Highguard|once upon a time]] the Naguerro were fierce sailors, a major thorn in the side of the people of [[Sarvos]]. Under the careful cultivation of the Salt Lords, it seems that they are reclaiming their heritage just as their cousins in Hierro and Corazón have rebuilt their own pride with the aid of the Jotun.&lt;br /&gt;
&lt;br /&gt;
Regardless, the siege is remarkably mannered. When the Naguerro arrive, they do not attack immediately. They block entry to the Lodge, and give the Imperial citizens within a long night to ponder the future. Then a small contingent of orcs, hands open, requests parley. The request has the weight of a demand - there&#039;s little chance the Grand Lodge could survive a concerted attack from an entire army. A small group of Order members is put together, to speak with the delegation from the Grendel, before the gates of the Lodge&#039;s palatial gardens.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;, Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Naguerro contingent is led by an unmistakable Wind Lord; a powerful and respected magician who nonetheless bears the marks of the Naguerro. Wind Lord Ivárruri Naguerro has been granted leave by the Salt Lords to deal with the Grand Lodge of the Golden Pyramid as she sees fit. After sage advice from certain of her fellow Wind Lords, she has chosen to attempt a diplomatic solution. Or, rather, to offer an opportunity to avoid losing everything by instead giving up... well, a frankly eye-watering tithe in money, crystal mana, or lore, to be paid each season.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Call it rent&#039;&#039;,&amp;quot; says Wind Lord Ivárruri wryly. In return, the order will maintain its presence in Clisearn; will be free to trade with the Grendel and the people of [[Mareave#Beoraidh|Beoraidh]] if they feel they can do so under Imperial law; and will secure free passage for labourers and merchants to Beoraidh and thus back into the Empire. &amp;quot;&#039;&#039;Also,&#039;&#039;&amp;quot; she points out, &amp;quot;&#039;&#039;It would be a shame to see this beautiful mansion burnt to the ground when you have invested so much in it&#039;&#039;.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It is not lost on the Imperial magicians that through the entire presentation - it is a little one-sided to call it a negotiation - Wind Lord Ivárruri is flanked by two [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Autumn|Autumn realm]] - an observer from the [[Ephisis|City of Gold and Lead]] and an advisor from the [[Lictors|City of Bar and Bond]]. They do not speak much, but there&#039;s little doubt they are keen to see the Grand Lodge defended.&lt;br /&gt;
&lt;br /&gt;
Ivárruri is at least peripherally aware of the workings of the [[Conclave]] - no doubt thanks to her supernatural allies - and does not expect an immediate response. Yet she warns that her patience, and that of the Salt Lords, is finite. She expects a decision to be made during the Winter Solstice, and until then, the Naguerro will continue to control access to the Lodge. &amp;quot;&#039;&#039;After all,&#039;&#039;&amp;quot; she says philosophically, &amp;quot;&#039;&#039;There is no finer symbol of dominion than the ability to destroy&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Naguerro are as good as their word, securing the vicinity of the Lodge and showing every sign of being ready to strike decisively against the Lodge should there be any funny business. [[Call Winged Messenger|Winged Messengers]] are dispatched to Order members, and those besieged within the walls at least live out the following weeks in the lap of luxury.&lt;br /&gt;
&lt;br /&gt;
==Silver on the Mountain==&lt;br /&gt;
The siege of the Fundindelve is nowhere near as civilised as that led by the Naguerro. The Iron Gulls, the Storm Sharks, and especially the Brine Turtles press the limited defences of the great mithril mine hard. They strike swiftly and surely in an attempt to overwhelm the defences. Imperial Orc settlers are driven back toward Eoradal, but many decline to abandon Clisearn, creating a temporary armed camp around the entrances to the mines. They work with the human miners - many Imperial Orcs still make it a point of honour not to work mines, and this is an Imperial concern rather than a national one. Many of the labourers here are [[the Marches|Marchers]] trained in the depths of the [[Singing Caves]] and no stranger to defending against barbarian aggression. Their stubbornness sees them fight alongside their Unshackled fellows to hold on to the mine in the face of nearly overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Iron Gulls are veterans of a dozen clashes with the Empire, more than a match for the desperate defenders at the Fundindelve. Experienced siege engineers, they are unlikely to be slowed by the makeshift barricades erected by the miners. Yet they are also taking extra care to ensure that no damage comes to the mine workings; it would be less than ideal to claim the mines and their mithril stockpiles only to then have to spend months digging them out of the side of a collapsed mountain.&lt;br /&gt;
&lt;br /&gt;
As they bring more and more of Clisearn under their control, General Ansleah of the &#039;Gulls dispatches messengers to the [[Here_to_stay#Selfishness|citizens of the region]], especially the &#039;&#039;Adahr&#039;&#039;, the &#039;&#039;Marr&#039;&#039; and the &#039;&#039;Tholdie&#039;&#039;. In this, the General perhaps overplays their hand; they make barely veiled demands for a show of Fidelity; for supplies and troops to bolster the &#039;Gulls and their efforts to liberate Mareave. These &amp;quot;requests&amp;quot; go over &#039;&#039;very&#039;&#039; poorly with the former Grendel; within a week the sorcerous &#039;&#039;Savurn Marr&#039;&#039; has made surreptitious contact with the Golden Pyramid members in the Grand Lodge asking what their plans are and falling just shy of suggesting that the former Wind Lord and their family at least is considering jumping ship to support the Empire if presented with a compelling enough case...&lt;br /&gt;
&lt;br /&gt;
While his approach to the recalcitrant orcs of Clisearn is misjudged, elsewhere General Ansleah is much more cautious - and not just out of a concern for the mines. The Grendel captains know that the element of surprise only serves an invader so far. The Empire will surely respond to their aggression in Mareave. The main question is whether they will be able to free up sufficient forces from the other theatres they are engaged in this season or not.&lt;br /&gt;
&lt;br /&gt;
==Flies in the Honey==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Wildfyre, General of the Seventh Wave&amp;quot;&amp;gt;Seventh Wave! Our time has come to finish our long standing work. We return to Mareave with virtue in our hearts and our allies to our sides. We stand as the strongest army in the Empire, we are a beacon in this Empire. Push to Mareave. Let our friends and allies the Imperial orcs know that we will not let invaders take our homes and our lives.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we will remember when the Imperial Orcs rallied to Holberg to lift the siege. Remember that Reckoning as you armour yourselves and make a steady conquest to drive the Grendel from Imperial Land.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Skywise Rykana, General of the Winter Sun&amp;quot;&amp;gt;Heroes of the Winter Sun, we have fought hard to break the hold of slavery over the Sarangrave but now we march south to defend our own lands. Sweep across Mareave in a balanced attack and ensure the homes we are building and not destroyed before the hearthfires can be lit. We claimed these lands once, now let our virtuous cry ring out again as we drive the Grendel back to their borders and prove that we hold to our bonds and defend the lives we seek to inspire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SeventhWave_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Seventh Wave]]&lt;br /&gt;
[[File:TowerJacks_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Towerjacks]]&lt;br /&gt;
[[File:WinterSun_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Winter Sun]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The answer to the Generals&#039; question is delivered sooner rather than later; news of a significant force of Imperial soldiers entering Mareave through the Apulian Way explodes across the territory. Three armies, with the [[Winter Sun]] in the vanguard, come down through Icarion to Eoradal with their allies, and the fight for Mareave begins.&lt;br /&gt;
&lt;br /&gt;
The Sun are fresh from fighting the [[Druj]] in the [[Sarangrave]]. Having marched south into [[Zenith]], they joined up with the [[Towerjacks]] and together braved passage through madness-haunted [[Spiral]]. No army wishes to spend longer than necessary beneath the oppression hanging over the League territory; they paused briefly at [[Spiral#Ballaghadruh|Ballaghadruh]] as guests of the castellan, then moved as swiftly as possible through [[Spiral#Apstrus|Apstrus]] to the [[Mareave#Apulian Way|Apulian Way]]. Those nights they were forced to spend in the accursed hills and plains have taken an inevitable toll. Night terrors and dark moods are the least of it - the grim power of the {{Black Plateau}} is ever-present. At night [[the League|League]] and Imperial Orcs musicians are encouraged to try and outdo each other to try to keep the malign influence at bay.&lt;br /&gt;
&lt;br /&gt;
At the mouth of the Apulian Way, they meet with the [[Seventh Wave]] who have made excellent time along [[Spiral#Carstag&#039;s Way|Carstag&#039;s Way]], taking advantage of the mithril-woven hostelries along its length to minimize their exposure to the oppressive atmosphere. Together they march through the pass into the arid hills of [[Mareave#Icarion|Icarion]]. &lt;br /&gt;
&lt;br /&gt;
Even as Winter approaches, Mareave remains hot and dry. Whatever mud still lingers from the Sarangrave and passage through sodden [[Zenith#Proceris|Proceris]] soon turns to dust and falls away. There is little water in this parched land; outside of Clisearn and Fleisardh it is only thanks to the [[Mareave#Great Aqueduct|Great Aqueduct]] at [[Mareave#Eoradal|Eoradal]] that any crops are able to survive in this near-desert. &lt;br /&gt;
&lt;br /&gt;
With the Empire&#039;s soldiers comes the power of Imperial magic. In the foothills of the north-eastern peaks, in [[Mareave#Nadir|Nadir]], the drake-hunters are startled by the appearance of six squat towers of black basalt, topped with ramparts of silver. They bring with them an unnatural chill that provides welcome relief to Imperial Orcs more familiar with the alpine climate in [[Skarsind]]. From the fortress issues a legion of warriors with the aspect of great white bears, each bound in mithril harness and armed with axe and shield. They are [[Inhabitants of the realms|soldiers]] from the demesne of the [[Cathan Canae|Queen of Ice and Darkness]] and they join the marching armies as they pass through Nadir bound for the south.&lt;br /&gt;
&lt;br /&gt;
The Imperials make for the growing town that has sprung up in the shelter of the aqueduct. At Eoradal they prepare for their offensive against the orcs of the Broken Shore. Many of the soldiers are taken aback by what awaits them; walls of black granite have sprung up around the burgeoning town, connecting minarets of bone-white stone and metal. The walking dead - skeletal warriors of human and orc stock - guard the ramparts, wrapped in blackened steel, and the approach of the Imperial armies is heralded by the howling of ox-sized white wolves that stalk the open ground. [[The Basalt Citadel]] of the &#039;&#039;Tomb King&#039;&#039;, of the Lord [[Sorin]], has been conjured here out of the ruins of the old Skouran town. Its presence has helped hearten the defenders here, and impressed the independent orc clans that cluster around the place - even the cynical [[Here to stay#Cynicism|Uthni]] cannot deny that the magical citadel is impressive. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 200px; margin-right: 10px&amp;gt;{{HoverImage|CathCane001b.webp|Sorin001.png|caption=Imperial magicians have conjured two very different citadels from the eternal realms.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The black citadel has drawn interest from the engineers working on [[Fortify_Ruicraic%27s_Redoubt|Ruicraic&#039;s Redoubt]] as well. The construction proceeds apace, and while the Imperial armies prepare to face the barbarians several of the Towerjacks are invited to inspect the work being done on the eastern castle. Work is nearly complete; the new fortification will be finished in time for the Winter Solstice provided that the Grendel do not manage to push north into Eoradal. Some of the orc builders mention to their League peers that the Uthni are grudgingly coming round to the idea that perhaps the Imperial Orcs are not as full of hot air as they first assumed. If Imperial forces can drive the Iron Gulls and the rest back into Ayereed it can&#039;t help but prompt a fundamental shift in the attitude of the Eoradal orcs to the Empire.&lt;br /&gt;
&lt;br /&gt;
When the Empire&#039;s armies leave the shelter of Sorin&#039;s walls to begin their battle for Mareave, a battalion of skeletal warriors and magical white wolves accompany them. Perhaps even more significantly, a warband of &#039;&#039;Uthni&#039;&#039; youths silently join the Winter Sun to follow them south. The problem with the Uthni and the families that look to them is that they do not believe that the Imperial Orcs are here to stay, or that they will come back in the event their dominion is challenged. It seems that recent events have gone a long way toward challenging that belief. It is not a wholesale endorsement - and it is clear some of the Uthni are unhappy that their young warriors want to fight the Grendel - but it is perhaps a heartening sign nonetheless. These youths demonstrate a significantly more mercenary spirit than some Imperial orcs are entirely comfortable with, wanting to know when they will be paid their share of the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]]. Members of the Sannite sept make a particular point of befriending and welcoming these new warriors. They have a shared heritage and hear the same ancestors after all. There is no doubt that of all the Unshackled septs they best understand where these would-be [[Reaver|reavers]] are coming from and the opportunity they represent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=left|width=250|caption=Stone Born troops are the most heavily armoured soldiers in the Grendel arsenal}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Into Clisearn==&lt;br /&gt;
To Clisearn, then, where the wealthy and privileged Grendel families of Mareave once held court, far from the cramped quarters and stink of [[Mareave#Beoraidh|Beoraidh]]. They have little affection for the Empire, but are equally unfriendly and resentful of their fellow Grendel who left them behind when Imperial forces conquered Mareave. The fact that on their return General Ansleah has disrespected them has certainly not strengthened their fidelity to their former countryfolk - quite the contrary. &lt;br /&gt;
&lt;br /&gt;
There is a sizable welcoming committee to meet the Winter Sun, the Towerjacks, and the Seventh Wave when they cross into Clisearn. The Brine Turtles and the Iron Gulls, besieging Fundindelve, receive the Imperial advance alongside the zealous warriors of the Storm Sharks. The latter seem bent on recreating the deeds of their [[Grendel religion#Ancestor|ancestor]] - [[Grendel religion#Rucraic - The Storm Lord|Rucraic the Storm Lord]] - with [[Grendel religion#Audacity|audacity]] and [[Grendel religion#Cunning|cunning]] that is notable even for the Grendel. The iron fist of General Ansleah keeps the daring of the Storm Sharks in check - just about - but they are eager to test themselves against the Winter Sun and the Seventh Wave in particular.&lt;br /&gt;
&lt;br /&gt;
Both sides favour a measured approach to the war; the Highborn and the Imperial Orcs take more risks than the Grendel but even they [[Army orders#Balanced Attack|balance]] the desire for victory against the lives it will cost to achieve it. All three Imperial armies have [[Sea-wood_fed_with_copper#Storms_Break|fought here before]], having helped to claim Clisearn from the Grendel during the initial invasion. As Clisearn fell, so fell Mareave, and in a way that remains true. With Beoraidh insisting on neutrality, backed up by the patronage of the [[Sarcophan Delves]], the Grendel cannot threaten the arid northern regions.&lt;br /&gt;
&lt;br /&gt;
At first the battle balances on a knife-edge, but as the day draws on it becomes apparent that the Empire has the upper hand. Between the magical allies conjured from the [[Realms#Summer|Summer]] and [[Realms#Winter|Winter]] realms and more than seven thousand troops led by [[Military unit|independent captains]], the Broken Shore armies are heavily outnumbered. General Ansleah rages as they are forced to sound the retreat; with the Storm Sharks covering their withdrawal they pull back to the south ceding the Fundindelve. The Empire&#039;s soldiers are greeted with a mighty cheer from the miners, and they ride that wave in pursuit of the retreating barbarians.  &lt;br /&gt;
&lt;br /&gt;
When news comes of the fighting to the north, Wind Lord Ivárruri somewhat regretfully curtails the negotiations with the Golden Pyramid. The Naguerro move to meet the retreating Grendel armies but are careful to leave a contingent behind to ensure the Imperials trapped in the Lodge do not make the mistake of trying to leave just yet. While Ivárruri may have represented the civil, diplomatic, political face of the Broken Shore, the Naguerro warriors themselves are as furious and deadly as ever. Bolstered with [[Night magic]], the former Lasambrians throw themselves into the fray with glee, shouting the name of Naguerro as they try to hold back the Imperial tide.  &lt;br /&gt;
&lt;br /&gt;
In the end, it makes only a little difference. Barely a week after the Naguerro left the Grand Lodge, the Broken Shore armies are marching south. The forces the Naguerro left behind are forced to retreat with them by the approach of the Towerjacks, and in short order the Golden Pyramid palace is secured and protected from Grendel counter-attack.&lt;br /&gt;
&lt;br /&gt;
The pattern repeats itself; the Broken Shore armies try to break the Empire&#039;s armies, to push them back. The Empire holds, and presses the barbarians and the battle lines shift before the Grendel are forced to retreat toward Fleisardh. One by one the estates of the Adahr, then the Marr, and finally the Tholdie are brought back into Imperial hands. They are no more welcome than they were the first time, but there is a kind of fatalism in the reception of these orcs. Regan Tholdie complains bitterly about the damage their orchards suffer when the Seventh Wave drive off the Brine Turtles warriors camping around the family villa. Devan Adahr talks about demanding compensation from the Towerjacks and the Iron Gulls alike. Their complaints ring a little hollow; what is notable is that few of the former Grendel living in Clisearn choose to accompany the Broken Shore armies as they retreat south.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grumpy Turtle.jpg|align=left|caption=The Brine Turtles refuse to cooperate with the Imperial Orcs.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reach Exceeding==&lt;br /&gt;
In the end it becomes apparent that the Grendel reach has exceeded their grasp. Mile by mile they are pushed out of Clisearn, forced back into the Brine Turtle lands. The Empire follows them step for step. The fighting does not end at the border but continues into Fleisardh. The Brine Turtles in particular become desperate, fighting more and more recklessly even as the other three barbarian armies become more conservative - more resigned to the reality of losing their foothold in Mareave.&lt;br /&gt;
&lt;br /&gt;
The Empire and its allies build on their advantage, and as the Winter Solstice approaches the Broken Shore armies are pulled up around the town of &#039;&#039;Fioroult&#039;&#039;, and the great freshwater lake there. If things remain as they are, there&#039;s no doubt the Grendel will be forced to abandon their attempt to reclaim Mareave. Without serious reinforcements they are unlikely to hold on to Fleisardh if the Empire keeps up the pressure.&lt;br /&gt;
&lt;br /&gt;
Any potential Imperial victory brings with it the difficult question of what to do about the Brine Turtles - the sept not the army. They don&#039;t seem inclined to flee their holdings in the south of Mareave, but they are clearly going to offer succour and support to any future invasion of the territory. They still send their warriors to fight under the banners of the Salt Lords, and that army at least, will never accept that Fleisardh is in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The tally of the dead indicates that the fighting here has been bloody indeed. Near two thousand Imperial soldiers have been lost in the slow drive through Clisearn into Fleisardh. Estimates suggest that the Broken Shore forces have suffered comparable losses. A lot of blood spilled for control of Mareave, and while the Empire has the upper hand at the moment there is many a slip twixt cup and lip as the Marcher miners might contend.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has driven the Broken Shore forces out of Clisearn and is three-tenths of the way towards securing Fleisardh&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the fight between Grendel and the Empire&lt;br /&gt;
* &#039;&#039;&#039;Completion of the Golden Pyramid Grand Lodge has removed the Uncooperative quality from Clisearn&lt;br /&gt;
* &#039;&#039;&#039;Completion of Ruicraic&#039;s Redoubt has removed the Uncooperative quality from Eoradal&lt;br /&gt;
The Empire has won a significant victory in Mareave, driving the Grendel armies out of Clisearn and establishing a foothold in Fleisardh. Their successes have gone a long way toward convincing the cynical and the selfish independent orcs of Mareave that perhaps the Empire is here to stay after all. Along with the completion of the Golden Pyramid Grand Lodge and the fortification of Ruicraic&#039;s Redoubt, this has removed the uncooperative quality from both Clisearn and Eoradal. There is still a way to go before the independent orcs there seek to join the Unshackled, but the first steps have been made.&lt;br /&gt;
&lt;br /&gt;
The Brine Turtles sept remains opposed to the Empire. The [[Region_qualities#Uncooperative|Uncooperative]] and [[Region_qualities#Under Threat|Under Threat]] qualities persist in Fleisardh; there is no love for the Imperial Orcs or the Empire among the sept.&lt;br /&gt;
&lt;br /&gt;
Beoraidh remains neutral; there has been no effort to offer support to either side in the ongoing battle here. Both Imperial and Grendel merchants are welcome at the port however; Salt Lord Ehsan is not playing favourites.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: Rocks Fall==&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mareave]]&lt;br /&gt;
* [[Lines of care and sorrow]] - 387YE Autumn Wind of War detailing the Grendel invasion of Mareave&lt;br /&gt;
* [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Beoraidh|Treaty with Beoraidh]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137385</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137385"/>
		<updated>2026-04-20T15:28:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire_and_the_flood#Battle%20Opportunity:%20The%20Dead%20Whisper|The Dead Whisper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Dead Whisper.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;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;[[Rubies_in_the_snow#Battle_Opportunity:_The_Queen_Waits|The Queen Waits]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Queen Waits.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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rocks Fall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Rocks Fall.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 11&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 72&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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=387YE_Winter_Solstice_winds_of_war&amp;diff=137384</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137384"/>
		<updated>2026-04-20T15:28:13Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire_and_the_flood#Battle%20Opportunity:%20The%20Dead%20Whisper|The Dead Whisper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Dead Whisper.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;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Queen Waits.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 11&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 72&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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:Rocks_Fall.pdf&amp;diff=137383</id>
		<title>File:Rocks Fall.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Rocks_Fall.pdf&amp;diff=137383"/>
		<updated>2026-04-20T15:24:16Z</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=Rubies_in_the_snow&amp;diff=137382</id>
		<title>Rubies in the snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=137382"/>
		<updated>2026-04-20T14:41:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monochrome Orcs.jpg|caption=The orcs and humans of Skallahn fight as fiercely as any Imperial to defend their city.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gathering in Sermersuaq!==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=rc7h4q6Qh58}}}|300|right}}&lt;br /&gt;
The [[Narwhal&#039;s Spear]] is already in [[Sermersuaq]]. Following the Autumn Equinox, they are joined by five other Imperial armies. The [[Fire of the South]] have travelled the longest distance, all the way from [[the Mallum]], from [[Sarangrave]]. The [[Burning Falcon]] has come up from [[Mournwold]], making the bulk of the journey through Kallavesa alongside the [[Valiant Pegasus]] and the [[Autumn Hammers]] who had been billeted in [[Mitwold]], and the [[Green Shield]] from [[Upwold]]. Together the armies gather in [[Sermersuaq#Stark|Stark]], a sea of tents spreading out around the [[Sermersuaq#Fortress_of_Kalant|Fortress of Kalant]].&lt;br /&gt;
&lt;br /&gt;
The weather is grim; a short autumn in the north gives way to hail, sleet, and snow. At night, it is cold enough to freeze water into stone; the [[the Brass Coast|Freeborn]] in particular feel the cold, but mostly use it as an excuse to light bonfires and stay up late into the night, sharing stories and the warmth of camaraderie with their allies. For the Winterfolk and [[Imperial Orcs|Unshackled]], the cold is notable but nothing unfamiliar. They are used to the cold plains of Sermersuaq, to the snowy alpine mountains of [[Skarsind]]. They offer advice to their friends from the south; how to dress, how to keep warm in the night, how to avoid chilblains and frostbite. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, once again we have a Jotun Fort in our sights! We call upon the contracts with the Forgemistress to storm the walls and take Kierheim in the Jotun Heartlands of Skallahn. Strike the Hamer blow in Bjorkey, break down their gates and claim the fort. Take pride in your strength, our Empire will grow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;To the Marches last season. To the North this season. The Jotun threaten the west and we respond as one Empire. The walls of Kierheim will shake  before the Falcon and crumble before the Hammer of the Imperial Orcs. We march to Victory and to show the Jotun the pride of Freeborn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Xenia i Erigo, General of the Fire of the South&amp;quot;&amp;gt;Cousins! I have watched with pride as your flame burned across the Empire to crush the Druj. I now ask you to shine your indomitable light towards the cold, windswept north. Take a forced march onwards to Skallahn to engage the Jotun. Move with the clarity of Day in your minds and courage in your hearts. Strike hard and true, show our enemies the blazing strength of the Freeborn!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;How to Honour the fallen, friend and foe? The faithful lost, the hearts laid low? Now with sorrows, not with sighs, but with fire that lights the skies. The Host assembles! Banners bright, shining in the sun, steadfast in fight. Spears like silver, swords that sing. Drums of the march, trumpets ring. We storm the fortress. Strong and high. The walls will crumble and towers lie. Through toil and tempest, with blood and flame, we slow the north of a warriors home. For hardship faced and courage shown, turns bitter grief to honour grown. War done nightly, with heart and hand, is the greatest gift to foe and friend.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;Sermersuaq, I feel your pain. I feel you suffer. I have lived through all 4675 of your nightmares. In loyalty, with courage we remember the fallen. We are the ones who carry on. We are the proud flames of those now gone. Take a breath, a deep breath, our work never stops. Look to the west, to Skallahn, to Kierheim. We push to get their attention, to make them look at us. Be the beacon of Ambition, no one can ignore!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;My brothers and sisters, we march to Skallahn to fight alongside our cousins in Wintermark, the freeborn and the Imperial orcs to strike the city of Kierheim, inflicting a blow to the Jotun which they shall surely feel. Look to your bands of loyalty for each other and the empire to guide your actions through virtue. Your loyal brother, Hector&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Valiant Pegasus have an opinion on the weather, the [[Highguard|Highborn]] keep it to themselves. They are too busy preparing to face the Jotun to worry about what the sky is doing. The magical warriors who have pitched their tents among the stark black, white, and red of the Highguard army are perhaps also a cause for some concern. The [[Knights of Glory]] have been called from the demesne of the &#039;&#039;[[Eleonaris|Mistress of Penants]]&#039;&#039; to fight with the Pegasus. These fey hunters are garbed in gold and green, and the majority wear animal masks and fight with paired blades. They are led by &#039;&#039;Mistress Malachie&#039;&#039;, herself a relentless war-witch who once served the &#039;&#039;Peregrine Knight&#039;&#039; [[Hayaak]] but now owes fealty to the &#039;&#039;Lady of Summer&#039;&#039;. It is probably just a coincidence that this particular cohort has come from Eleonaris&#039; realm to fight with the Highborn, although a handful of [[magister|magisters]] mutter that to choose &#039;&#039;this&#039;&#039; band of knights in &#039;&#039;this&#039;&#039; place, and have them fight alongside Highguard, may be some kind of pointed comment from the Lion Queen. &lt;br /&gt;
&lt;br /&gt;
Other than the Highborn, all the other armies are woven with [[Day magic]], granted the [[Clarity of the Master Strategist]] that helps focus soldiers on their goals, to look at the wider picture, to work together seamlessly towards a common cause. It makes preparation for the trip west and for dealing with the weather significantly easier. &lt;br /&gt;
&lt;br /&gt;
Once the Fire of the South have arrived, and had a day and a night to catch their breath, the invasion of Skallahn commences on a cold, frosty morning not too long after the Autumn Equinox. Brazen horns sound as the sun rises in a clear, brittle blue sky over the tundra of northern Wintermark, and the armies begin to move.&lt;br /&gt;
&lt;br /&gt;
==Greenwall==&lt;br /&gt;
[[Skallahn#Greenwall|Greenwall]] is the southernmost region of Skallahn. Herds of short-haired cattle wander freely across the lowlands, with shaggy sheep favouring the hillsides. Between the larger farms are innumerable crofts that, in the right season, cultivate grains, and a peculiar dark, spongy, purple vegetable that forms the basis of many meals for the thralls here. Jarl Asbjørn Dalgaard once ruled here, before their [[The_current_when_it_serves#The_last_village_.28Conjunction.29|death]] at the hands of Imperial heroes. Now, Eluf Asbjørnsson holds the Jarls hall up near the northern border with Iron Stand. It is to him that the thralls turn when the Empire arrives.&lt;br /&gt;
&lt;br /&gt;
To his credit, Eluf does his best, but he is absolutely outclassed. He can&#039;t even delay the forces ranged against him in any meaningful way, and clearly sees little profit in throwing the lives of his warriors away in a futile attempt to stem the tide of Imperials. Instead, he sends swift-footed messengers north and west, warning the rest of Skallahn what is coming. Within a few days, the first soldiers from the garrison at [[Skallahn#Kierheim|Kierheim]] cross the border into Greenwall, scouting out the Empire&#039;s force and doing their best to harry their advance guard. They aren&#039;t alone - the banners of the wealthy Jarl of Aftanes are quickly spotted among their number. Indeed, the Jarl of Aftanes themselves appears to be in charge of the defence; it&#039;s not clear why the Jarl of Kierheim is not taking the lead. Jarl Ustigar is dead, but surely his successor should be at the forefront of the defence of Skallahn?&lt;br /&gt;
&lt;br /&gt;
The Jotun are on the defensive, right from the get-go. The warriors arrayed against them are massively outnumbered; even when warriors from the fort of [[Skallahn#Ulfrsborg|Ulfrsborg]] begin to arrive, they are outmatched. The Burning Falcon and the Green Shield are almost irresistible, it seems. Nothing will stand between them and [[Army_qualities#Glorious|triumph]] over the Jotun. Time and again, Winterfolk and Freeborn alike strike where the fighting is fiercest, seeking to confront the mightiest enemies and best defended positions, and rout them. Soldiers of both armies openly seek to outdo one another, boasting and goading their fellows to even greater acts of risky heroism. The Jotun, needless to say, rise to their challenge, relishing the chance to test their own strength against these valiant foes.&lt;br /&gt;
&lt;br /&gt;
The Narwhal&#039;s Spear and the Valiant Pegasus are barely a step behind them. While their attacks are more focused on strategic gains, they still drive themselves to [[Army orders#Overwhelming Assault|overwhelm]] the Jotun, to shock and awe them into inevitable retreat. The knights of &#039;&#039;Mistress Malachie&#039;&#039; cheer the Highborn in particular onward, even as they hurl themselves into the fray with their twin-blades singing through the frigid air. The soldiers of Highguard, for the most part, resist the enthusiasm of the creatures of Summer, but as the campaign draws on, it becomes just that little more difficult not to give in to their exhortations to greater and greater deeds.&lt;br /&gt;
&lt;br /&gt;
Greenwall is, at the end of the day, a land of farmers. Jarl Eluf raises his [[Jotun#Fyrd|fyrd]] and joins the soldiers from Kierheim and [[Skallahn#Ulfrsmoor|Ulfrsmoor]], but in the end, is forced to retreat just as his father was forced to retreat before him. The snow-scattered farmlands fall to the Empire, all resistance crushed. Only thralls remain - and as is so often the case, they sadly seem unable to entirely understand that they are free now. They listen, and they nod, and then they go back to their farms and wait. It is frustrating, particularly to the Freeborn, that these people seem to refuse to understand that they do not have to stay here, are not expected to turn over their meagre supplies of food to the Imperial armies, that they have been liberated and not conquered. It is a familiar problem; a people whose culture tells them that they are servants rather than masters.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Imperial advance barely breaks a stride as it crosses Greenwall; the true prize awaits ahead. Rich [[Skallahn#Bjarkey|Bjarkey]] and the city of Kierheim itself.&lt;br /&gt;
&lt;br /&gt;
==Kierheim==&lt;br /&gt;
The city where Jarl Ustigar once ruled in the name of the Queen lies at one end of the [[Skallahn#The_Kongegőr|Kongegőr]]. The bridge connects Skallahn to Hordalant, and Kalsea to Narkyst. Much of the prosperity of Kierheim comes from the traders who pass back and forth across the Kongegőr, trading the mineral wealth of the north for the victuals of the south. By the time the Imperial armies press into Bjarkey, the barbarian defences are settled against them. The garrisons of both Kierheim and Ulfrsborg are arrayed against them. Warriors from all across Skallahn come to support them, come at the command not of the Jarl, but of Queen Yrsa Jansdóttir herself. It seems the Jarl of Jarls, the first among equals and the ruler of the northern Jotun, is still in Kierheim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Determination of Ice.webp|caption=&#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039;, General of the Narwhal&#039;s Spear|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Her presence is explained by tales extracted from frightened thralls and captured Jotun. [[Bedight_in_veils#The_Jarl&#039;s_Death|Jarl Ustigar is dead]]; he died fighting the General of the Green Shields as a champion of his people. It should be a simple matter for his heir to take command of Kierheim. Yet there is apparently no clear successor; Ustigar asked that the Queen appoint the new Jarl partly so that they might begin their rule free of the shadow of his influence. The Jotun are not that dissimilar to the Empire, it seems. Imperial citizens rarely see their politics at work, for they keep such things far from the battlefield, but it seems the Jotun are as given to favouritism, manoeuvring, and patronage as any League or Freeborn citizen. The Queen is still here because there are three candidates with a good claim to the Jarldom, and none of them will step aside in favour of one of the others.&lt;br /&gt;
&lt;br /&gt;
Each is popular, experienced, and a hero of their people. Deciding the matter with a contest of arms might be traditional, but there is no certainty that such a contest would actually settle things. There is also the risk that it might spill out of control, perhaps split the people of Skallahn when they must be unified. Queen Yrsa has sent north, it seems, to [[Tromsa#Majastind|Mount Majastind]], for a certain &#039;&#039;ghodi&#039;&#039; who hears the voice of [[Elite_Jotun_troops#Ulvenwar|Ulven]] especially clearly. Renowned for their wisdom, they can be trusted to choose with an even hand, present an outcome that will at least quiet rival voices, and not risk the position of the Jarl of Jarls. She may be called queen, but Yrsa Jansdóttir - like the King of the south - is first among equals, and while her jarls do not say as much out loud, while they swear oaths of fealty, they do not sacrifice their pride or their ambition in the name of thoughtless service.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
Regardless, the presence of the Queen simply means that the defence of Kierheim is being directed by one of the mightiest heroes of the Jotun. The bulk of the barbarian armies are in the south, fighting in the Marches. Skallahn does not have to drive the Empire&#039;s mighty armies out; it just needs to survive until the Queen can call her jarls back from the south to defend their lands. Messengers no doubt are already racing through Hordalant to Bregasland and Mitwold, but there is no chance of reinforcements until after the Winter Solstice. In the meantime, they must do everything they can to hold Bjarkey, to hold Kierheim, and to prevent the Empire from taking control of the northern end of the Kongegőr. &lt;br /&gt;
&lt;br /&gt;
(And there are signs - scraps of evidence - that the Queen has not only sent messengers south to the Marches. Rumours of a certain Jotun wizards sent to petition aid from the [[Eternal|Lords of Summer and Ladies of Autumn]] at those manses built to allow such negotiation. Unsourced gossip of a fast ship, crewed by thralls whose loyalty to the queen is without question, sailing into the teeth of the Winter gales that batter the coastline into the [[Sea of Snow]] to [[Bryadvik]] and mysterious [[Fjorknae]] to call the jarls of the west to Skallahn.)&lt;br /&gt;
&lt;br /&gt;
The Walls of Kierheim are high, and strong, but they must stand against not only the soldiers of Wintermark and Highguard and the Brass Coast but against the hammers of Autumn. The Sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]] are [[Army qualities#Contracted|bound by contract]] to aid the third Imperial Orcs army when they are called upon. This season, it is the [[Estavus|Lady of Shikal]] whose servants fight alongside the Unshackled, and they bring with them the terrible siege engines of the City of Fire and Stone. Once the armies come within sight of the walls, the word is given, and the brazen heralds and minotaur engineers unleash hell against the fortification. Great mechanical catapults and trebuchets pound the walls directly, while six metal siege towers creak across the battlefield, driven by clever engines crafted in the Autumn realm. Steel siege ladders are deployed to allow Imperial soldiers to take the fight directly to the defenders atop the walls. A massive covered ram, crafted from a column of volcanic stone and bound with green iron, is deployed to breach the gates of Kierheim. There will be no prolonged siege here, not if the Autumn Hammers have their way.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Xenia i Erigo.jpg|caption=&#039;&#039;&#039;Xenia i Erigo&#039;&#039;&#039;, General of the Fire of the South|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the gates finally break under the relentless onslaught - in spite of the runes laid into their surface to ensure such a thing never happens -  the armies of the Empire pour into Kierheim. It must seem that the fight is over, that this is the end, but celebration proves premature. The Queen herself leads the defenders in a counter-charge, the Jarl of Aftanes and his family at her side, and all three of the contenders for the Jarldom, leading their own warbands in defiance of the Empire. Blood flows, the air rings with cries of challenge, and the hammering thunder of the siege engines. Unshackled and champion, Freeborn and yegarra, Winterfolk heroes and Jotun, Highborn and barbarian; the fighting spreads through the stone-lined streets, the thatched halls, even to the court of the fountain that lies before the palace of the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
==The Walls Hold==&lt;br /&gt;
In the end, though, the Jotun defenders have the edge. The Imperial forces are pushed back through the broken runemarked gate, and the siege engines fall silent. The Queen and her Jarls hold the city - just - against the Imperial assault. Yet the walls of Kierheim, the great fortification that has proudly ringed the seat of the Jarl since before the days of Emperor Guntherm, are cracked and battered. The walls have been stormed, the gates shattered, and the garrison has paid dearly to keep the city for another day. As the Winter Solstice dawns, the Empire&#039;s armies are camped before the walls; they have most of Bjarkey under their control and the whole of Greenwall. There can be little doubt that reinforcements are on their way - the Jarls of Tromsa and Bryadvik, and perhaps even distant Fjorknae, cannot deny the call of the Queen. There has been evidence in the past that the Jarls of Skallahn have good relations with the sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]], and half the armed force of the Jotun currently engaged in [[the Marches]] owe fealty to Yrsa Jansdóttir. Will it be enough to hold the Empire, to reclaim Skallahn? Or will the hammer of Autumn and the brazen fires, and the shield and spear, and the spreading wings of the pegasus, take the city of Jarl Ustigar and create a fracture-line between the north and the south?&lt;br /&gt;
&lt;br /&gt;
The runes are still bouncing on the cloth; the future is not yet written.&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
AutumnHammers colour.png&lt;br /&gt;
BurningFalcon Colour.png&lt;br /&gt;
TheFireoftheSouth Colour.png&lt;br /&gt;
GreenShields Colour.png&lt;br /&gt;
Narwhal&#039;s Spear.webp&lt;br /&gt;
ValiantPegasus Colour.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SkallahnStrategic.png|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has captured Greenwall and is three-quarters of the way toward seizing Bjarkey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control of Bjarkey will grant control of the northern end of the Kongegőr&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Walls of Kierheim still stand but have taken a serious pounding&#039;&#039;&#039;&lt;br /&gt;
The Empire took the defenders of Skallahn by surprise with their bold attack. Imperial forces have conquered Greenwall, and are three-quarters of the way toward conquering Bjarkey. The new fortification rules come into effect at the start of the Winter Solstice, which have implications for the conquest of Bjarkey, but this season has seen the [[fortification#Bastion|bastion]] take significant damage, and the [[fortification#garrison|garrison]] significantly damaged. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
Control of Bjarkey brings with it control of the northern end of the Kongegőr. As laid out by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana]], this would present a [[A_bridge_too_far#Brute_Force|strategic opportunity]] to split the northern Jotun kingdom off from the southern kingdom.&lt;br /&gt;
&lt;br /&gt;
Finally, the Jarl of Greenwall has raised their [[Jotun#Fyrd|fyrd]] - gathered their household warriors around them - and fight now to defend Skallahn from Imperial forces. &lt;br /&gt;
===Participation : Valiant Pegasus===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Valiant Pegasus alongside the Knights of Glory may receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|width=300|align=right}}&lt;br /&gt;
While the Valiant Pegasus assayed an overwhelming assault against the Jotun in Skallahn, they were accompanied by [[Knights of Glory|Summer knights]] drawn from the realm of Eleonaris. Those knights enthusiastically participated in the bold action, urging the soldiers that fought alongside them to throw themselves into glorious battle against the barbarians. Any character whose military unit supported one of these three armies may choose to have embraced the experience of battling alongside the heralds of the [[Eleonaris|Lady of Pennants]]. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn character whose military unit supported the Valiant Pegasus may accept this boon and roleplaying effect, or they may choose to actively resist the influence of the Summer heralds. If you wish, you may email {{plot}} before the end of March, indicating that you sought out the aid of one of the priests that march with every Highborn army. Instead of the benefit above, you may instead specify that you received one of three [[anointing|anointings]] - the [[Auras_of_Pride#The_Wellspring_of_Pride|Wellspring of Pride]], the [[Auras_of_Vigilance#The_Demands_of_Vigilance|Demands of Vigilance]], or the [[Auras_of_Vigilance#The_Preparations_of_Vigilance|Preparations of Vigilance]]. You won&#039;t need to provide any [[liao]], and this anointing will have a strength of only 1 (meaning it will not replace a more powerful aura). It will persist until the start of the Spring Equinox 388YE, or until removed or replaced. If you take this option you are encouraged to express the concerns that led you to seek it out, once the game begins.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Queen Waits==&lt;br /&gt;
[[Skallahn]] is at war. The Empire has forced the [[Skallahn#Walls_of_Kierheim|gates of Kierheim]] open and has only been driven back at great cost.&lt;br /&gt;
&lt;br /&gt;
Now the drums of war beat to the tune of the defenders. Messengers race to call back armies. Thralls carry the message to the fyrds to raise their banners. Ghodi pass the long halls waiting to entreat the Kings and Queens of Summer to keep the faith.&lt;br /&gt;
&lt;br /&gt;
In the midst of all this, the seat of Kierheim lies vacant. Jarl Ustigar lies in state. Hurled across the Abyss to meet his ancestors by the hand of Iron Osric, leaving his beloved city a rudderless ship.&lt;br /&gt;
&lt;br /&gt;
Jarl-of-jarls, Queen Yrsa Jansdóttir, is caught in a vice. She is loathe to leave her army engaged in Bregasland without her, but she cannot leave Keirheim to fend for itself. She must affirm the succession of the capital and install a jarl that can command the loyalty and respect of thousands of Jotun. &lt;br /&gt;
&lt;br /&gt;
Torn, she has called for the ghodi Uksahkka, favoured of Ulven, to help her choose Ustigar&#039;s successor. Only once a new Jarl of Keirheim is named, will the Jarl-of-Jarls be able to lead her army back to war.&lt;br /&gt;
&lt;br /&gt;
===Objective: Kill the Ghodi===&lt;br /&gt;
* &#039;&#039;&#039;A wise ghodi travels to Keirheim at the behest of Yrsa Jansdóttir, Jarl-of-Jarls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Uksahkka is widely respected, when she speaks the ancestors listen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing the ghodi will delay the decision to appoint a new jarl for another season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghodi Uksahkka is heading southwards from her refuge in the snowy reaches of Mount Tromsdalen, travelling a short distance behind the main force moving from Tromsa. Robed in the furs of a great bear, she is bound in boons of the faðir. She is escourted by four great warriors of the Ulvenwar, heroes touched by summer magics and crowned as champions by the realm. These companions will project the ghodi to their dying breaths and will be formidable foes in battle.&lt;br /&gt;
&lt;br /&gt;
Uksahkka will arrive with her companions and alongside a large warband of warriors, some 30-45 minutes after the battle is joined. Depending on how the fighting is going, Uksahkka may attempt to bolster the Jotun lines to turn the flow of battle, or take a more cautious approach to avoid being drawn into a battle that would see her waylayed. The Empire will need to be on alert for Uksahkka&#039;s arrival, ready to counter how she responds to the flow of battle, and prepared to quickly and decisively descend upon the ghodi as hounds fall on their quarry.&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka  will mean another seasons delay before a new jarl can be appointed. That will force Queen Yrsa to remain in Keirheim, sew chaos in the ranks of the Northern Jotun and force their armies onto the defensive.&lt;br /&gt;
&lt;br /&gt;
===Option: Ransom Uksahkka===&lt;br /&gt;
* &#039;&#039;&#039;Rather than kill the respected ghodi, the Empire could try to capture them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghodi must be persuaded to surrender and convinced to return to Anvil as a captive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Queen will pay a ransom for Uksahkka&#039;s safe return&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killing Uksahkka is not the only way to delay the appointment of the new jarl. Taking the ghodi hostage would be just as effective. Such tactics were common during the reign of [[Emperor Guntherm]]. Rather than kill his enemies, Guntherm took important jarls captive and then ransomed them back. Guntherm made a point to treat those he captured as honoured guests, they were never plied for information or secrets or treated as a prisoner. This approach helped steer several key moments in the war, buying Guntherm&#039;s forces time or forcing the Jotun&#039;s hands. &lt;br /&gt;
&lt;br /&gt;
The difficulty in this approach concerns the Jotun sense of honour. Many Jotun would seek to die in battle than to become a &#039;prisoner&#039; of the Empire. There is no guarantee that Uksahkka will allow the Empire to carry her back to Anvil. It won&#039;t be easy to defeat Uksahkka and her bodyguards, but it will take a very skilled mediator to convince the ghodi to accept the Empire&#039;s hospitality.&lt;br /&gt;
&lt;br /&gt;
If she can be convinced to surrender, then the Empire can use [[The Cuckoo&#039;s Egg]] to bring her back through the [[Sentinel Gate]]. It would undo years of diplomatic efforts if Uksahkka was murdered, so once in Anvil Uksahkka, the civil service would arrange secure quarters for her. The Military Council could wait to see what the Jarl-of-jarls will offer in ransom, or they could issue their own demands. The Jotun are not going to stop the war just to save one ghodi, even a favoured one; but with the right demand or offer, it could crucially change the direction of future events.&lt;br /&gt;
&lt;br /&gt;
===Objective: Turn back the Tromsdalen Fyrd===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe the &#039;&#039;Snowboar&#039;&#039; of Bladdeskog marches south to honour oaths to his old friend Jarl Ustigar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the respected warrior falls in battle, his force of will return to their lands in Tromsa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jarl Ebbe was once a contemporary of Jarl Ustigar. When they were young, they travelled together to distant Fjorknae to battle fell monsters and win glory together. In time their paths took different directions, Ustigar the clever and shrewd politician, Ebbe the doughty and dependable warrior. With Ustigar dead, and his city threatened, Ebbe has gathered his oathsworn veterans and raised the Tromsdalen fyrd. He marches south, under a banner of a frostrimmed boar, towards the capital to honour oaths he swore long ago to a now dead friend.&lt;br /&gt;
&lt;br /&gt;
This fyrd comes here only at Ebbe&#039;s command- it is &#039;&#039;not&#039;&#039; honour bound to answer Queen Yrsa&#039;s call. Doubtless, many jarls will bring their troops south, but it is not expected that fyrds do the same, especially those from another territory. Their bonds are to the land from which they hail, and even Queen Yrsa herself could not demand they come and fight for her in Skallahn. Ebbe&#039;s fyrd has an effective fighting strength of a little under a thousand coming to bolster the defences of Keirheim. If the Jarl falls in battle then they will return north - no longer sworn to the &#039;&#039;Snowboar&#039;s&#039;&#039; oaths, they would return to their own lands in Tromsdalen.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Queen_Waits.pdf&amp;diff=137381</id>
		<title>File:The Queen Waits.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Queen_Waits.pdf&amp;diff=137381"/>
		<updated>2026-04-20T14:39:01Z</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=Fire_and_the_flood&amp;diff=137380</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137380"/>
		<updated>2026-04-20T14:27:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle Opportunity: The Dead Whisper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137379</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137379"/>
		<updated>2026-04-20T14:16:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire_and_the_flood#Battle%20Opportunity:%20The%20Dead%20Whisper|The Dead Whisper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Dead Whisper.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;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 11&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 72&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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=Fire_and_the_flood&amp;diff=137378</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137378"/>
		<updated>2026-04-20T14:15:45Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battlefield Opportunity: The Dead Whisper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
===Battlefield Environment: Whispers of the Dead===&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137377</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137377"/>
		<updated>2026-04-20T14:15:29Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battlefield Environment: Miasma of despair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
===Battlefield Environment: Whispers of the Dead===&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137376</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137376"/>
		<updated>2026-04-20T14:15:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battlefield Environment: Whispers of the Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
===Battlefield Environment: Whispers of the Dead===&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137375</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137375"/>
		<updated>2026-04-20T14:15:12Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battlefield opportunity: Rescue the Urizeni captives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Rescue the Urizeni captives===&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
==Battlefield Environment: Whispers of the Dead==&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137374</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137374"/>
		<updated>2026-04-20T14:15:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Recover an Axou artefact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover an Axou artefact===&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
==Battlefield opportunity: Rescue the Urizeni captives==&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
==Battlefield Environment: Whispers of the Dead==&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137373</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137373"/>
		<updated>2026-04-20T14:14:58Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Seize the Druj&amp;#039;s Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize the Druj&#039;s Resources===&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
==Objective: Recover an Axou artefact==&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
==Battlefield opportunity: Rescue the Urizeni captives==&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
==Battlefield Environment: Whispers of the Dead==&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137372</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137372"/>
		<updated>2026-04-20T14:14:52Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Confront Fangsnapper&amp;#039;s forces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
===Objective: Confront Fangsnapper&#039;s forces===&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
==Objective: Seize the Druj&#039;s Resources==&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
==Objective: Recover an Axou artefact==&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
==Battlefield opportunity: Rescue the Urizeni captives==&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
==Battlefield Environment: Whispers of the Dead==&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137371</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137371"/>
		<updated>2026-04-20T14:14:36Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire_and_the_flood#Battlefield%20Opportunity:%20The%20Dead%20Whisper|The Dead Whisper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Dead Whisper.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;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 11&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 72&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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=Fire_and_the_flood&amp;diff=137370</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=137370"/>
		<updated>2026-04-20T14:14:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Participation: Gaspare and the Axe of Victory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
{{audio|link= https://youtu.be/o0E-v6ZN-ss?si=YndfxMfJFd9S2mT8}}&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlefield Opportunity: The Dead Whisper==&lt;br /&gt;
The orcs of the Mallum are beset by the armies of the Empire who press towards their last stronghold, the &#039;&#039;Tower of the Skink&#039;&#039;, and repulse their attempts to establish a foothold back in the Turan Flats. The situation only worsens when the Axou, who have decided the time is right to join the campaign, lauch a surprise attack from the South. In Thornfen, tens of thousands of Druj fighters cower with their backs to the walls, cornered like rats. Caught between the two forces, they Druj face a threat unlike any they have ever known.&lt;br /&gt;
&lt;br /&gt;
Yet, these are still Druj... corner them and they turn to fight. Even the heavy ranks of knights, cataphractii, and schlacta are hard pressed to fully contain the enemy. Warbands of elite arkad fighters are able to slip the closing ring that tightens around them. These disparate forces are under the command of the het named Rethan &amp;quot;Fangsnapper&amp;quot; and the cicatrix ritualist Vekore Amberlure. Rethan&#039;s forces are moving to strike the baggage trains of the &#039;&#039;Sheild of Ipatavo&#039;&#039;, looking to cut their supplies, weakening the army and dismaying the soldiers.&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor Amberlure has plans of her own to punish the Axou for their arrogance. One of the wardens of Cassad Ûln, the massive mountain fortress that stands sentinel in the mountains of the Forest of Ulnak, they are one of the few Druj practitioners of Autumn magic. Drawing on every resource they have, the Druj have paid for a detachment of Estavus&#039; Crucible Guard and Forge Wardens, as well as a lumbering Bronze Titan, to protect the Cicatrix - a sign of just how important this plan is.&lt;br /&gt;
&lt;br /&gt;
Vekor plans to use the power of the Autumn realm to seal the Pass of the Eye that leads from Thornfen out of the Sarangrave and into the Axou territory of Kabanja. This broad pass rises up from the marshes to cross the shoulder between two great peaks. Whilst wide enough for an army to easily move through, the towering flanks make it potentially vulnerable. As has been demonstrated before in Spiral, Sermersuaq, and Kahraman, narrow mountain passes are ripe targets for sabotage or powerful destructive magics to block them.&lt;br /&gt;
&lt;br /&gt;
==Objective: Confront Fangsnapper&#039;s forces==&lt;br /&gt;
* &#039;&#039;&#039;Het Rethan leads forces to strike the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; encampments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engage the Druj and prevent them attacking the Axou baggage trains&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every minute the Empire engage the Druj will save Axou lives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engaging the Druj for an hour or more will achieve a notable diplomatic win for the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire engage the enemy for less than forty minutes, the Axou will use cautious advance next season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot; is a ruthless and savage leader of elite Druj fighters. He has snuck out from the Tower of the Skink and is aiming for the weak underbelly of the Axou army. With bow and spear and poisoned blade, these fighters are moving to ransack the baggage trains, cutting down any Axou guards foolish enough to get in their way, as well as destroying the specialised siege equipment that the Shield of Ipotavo are bringing up to deply against the Tower of the Skink. With typical Druj cunning, Rethan is striking where it will hurt the forces of the Shield the most.&lt;br /&gt;
&lt;br /&gt;
If the Empire move to decisively engage Fangsnapper they can draw his forces away from the Axou. Every minute they fight the Druj they will save lives. If they can endure for forty-five minutes or more that will be enough to allow the Axou to continue a balanced attack against the Druj this coming season. Otherwise, the casualties the Axou suffer will force them to take a [[Army_orders#Cautious_Advance|cautious advance]] next season, which could slow the progress of the war.&lt;br /&gt;
&lt;br /&gt;
If they fight the barbarians for an hour or more, then they will save many, many Axou lives, and the engagement will be considered a diplomatic triumph for the Military Council. This will shore up the shaky alliance with the secretive wizards, and overcome the bad feelings that have endured from earlier failed collaborations. Every minute counts - the longer the Empire can fight for, the stronger the Shield of Ipatavo army will be in the coming season.&lt;br /&gt;
&lt;br /&gt;
How the Empire seeks to engage the Druj on the fields around &#039;&#039;Camp Askoun Orama&#039;&#039; is up to the Field Marshall and the generals of the military council. They could favour a static stance, using the defences of the camp in their favour, or adopt a more dynamic deployment that would enable them to move and counter barbarian troops as they arrive in the area.&lt;br /&gt;
&lt;br /&gt;
==Objective: Seize the Druj&#039;s Resources==&lt;br /&gt;
* &#039;&#039;&#039;Mages loyal to Vekor are transporting magical resources in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Capture the ingots and measures to deny the barbarian&#039;s schemes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seizing 150 resources will prevent the Druj from purchasing sufficient rondures from the House of Fire and Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise, the Druj will collapse the Pass of the Eye and trap the &#039;&#039;Shield of Ipatavo&#039;&#039; in Thornfen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cicatrix Vekor has agreed to purchase powerful magics from the Autumn realm and then deploy them high in the Pass of the Eye. Her entourage, protected by Het Rethan&#039;s forces, are making their way through the &#039;&#039;Shield of Ipatavo&#039;s&#039;&#039; camps and heading up into the mountains for a rendezvous with heralds from House of Fire and Flame. There they will exchange a cache of magical ingots and measures in return for a supply of the Flasks of Fire and Fury. These are the same destructive rondures deployed several years ago to bring down Redgate Pass in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Fearing treachery from Rethan&#039;s forces, as much as attack from the forces of the Empire or Axos, Vekor has ordered the cache split between [[Night_pouch|night pouches]] and then placed into small chests. These chests are with her most trusted followers who have spread themselves across the barbarian forces in the area. Each mage carrying a chest ensures Vekor knows where they are by lofting a simple green pennant in the air as they move up the pass. War scouts have already managed to recover two chests and discovered different numbers of resources within the night pouches, making the total resources being moved by the Druj uncertain.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to hunt down the groups protecting Vekor&#039;s mages during the battle and recover the chests from them. Once found, each night pouch will need to be opened by the Day ritual [[Piercing Light of Revelation]] to recover the resources inside. If the Empire can recover a further 150 ingots or measures it will deny the Druj sufficient resources to complete their own mission. Otherwise the Druj will exchange the resources with the House of Fire and Flame for enough rondures to bring down the twin peaks into the pass.&lt;br /&gt;
&lt;br /&gt;
Should this happen, the route between Sarangrave and Kabanja will be severed. This will prevent further Axos forces from reaching Thornfen or the &#039;&#039;Shield of Ipatavo&#039;&#039; from returning to their own territory. Critically, it will also break the supply route for the Axou army, which will begin to degrade over the coming season.&lt;br /&gt;
&lt;br /&gt;
==Objective: Recover an Axou artefact==&lt;br /&gt;
* &#039;&#039;&#039;Cicatrix Vekor is in possession of a magical artefact of importance to the Axou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axou have asked the Ambassador to make arrangements to return it, if they can&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vekor Amberlure is in possession of a rare [[Trade_goods#Masks_of_the_Citadels|citadel mask]]. Named &#039;&#039;&amp;quot;The Rebuker of the Unwanted&amp;quot;&#039;&#039;, the mask is a foci that aids the casting of the winter warding rituals: [[Hold Back the Frozen Hunger]], [[There Is No Welcome Here]] and [[Ward of the Black Wastes]]. Crafted over four centuries ago to combat threats faced by the Axou; the knowledge of its creation was lost when the controversial artisan who fashioned it was executed as a traitor to their citadel. Unremarkable in look and appearance, it was stolen during the invasion of Axos nearly a decade ago - the Axou would very much like it back&lt;br /&gt;
&lt;br /&gt;
The Axou have sent a desperate message for the attention of &#039;&#039;&#039;&#039;Shacklebreaker&#039; Thanmir Hrafnar&#039;&#039;&#039;, the [[Ambassador to the Axou]] asking for help recovering the artefact. If Imperial forces are able to recover the stolen mask - the Axou expect their ambassadorial counterpart to ensure it is returned to its rightful owners. They haven&#039;t been so gauche as to put a price on the mask, but clearly the ambassador Thanmir could use the mask as leverage. That would need to be handed carefully to avoid upsetting the notoroiously touchy Axou - the safer option would be to simply ask for a reward for its safe return.&lt;br /&gt;
&lt;br /&gt;
==Battlefield opportunity: Rescue the Urizeni captives==&lt;br /&gt;
* &#039;&#039;&#039;Five Urizeni soldiers are being held captive by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Who they are and why they were in the area is unknown&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and free the captives, then return them to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War scouts have reported a small group of Urizen soldiers currently held prisoner by the Druj. The information passed to the prognosticators has so far been unable to identify the individuals or the spire from which they hail. The Urizeni egregore is also unable to identify them, suggesting that some sort of shrouding is involved, or the miasma that pervades the area is masking them from perception. That the group has not chosen to take the Gift of Kaela suggests that they either have important knowledge pertinent to their predicament and the Empire, or are hoping for rescue.&lt;br /&gt;
&lt;br /&gt;
The opportunity presented here by the civil service is clear; find and free the captives, ensure they are healed and ministered to as best they can be, then return them safely to Anvil.&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]] to everyone exposed to it unless they 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;Camp Askoun Orama&#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;
==Battlefield Environment: Whispers of the Dead==&lt;br /&gt;
* &#039;&#039;&#039;Axou ghosts move across the battlefield and offer tactical insights against the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who are annointed or affected by the miasma cannot benefit from the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone else can roleplay that they can hear the ghost&#039;s voices at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once per battle, an affected character can use five seconds of appropriate roleplaying to be empowered by the ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An empowered character can make a single heroic call based on the weapon they are using within the next 10 seconds, as if they were the target of the [[Empower]] spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Axou near &#039;&#039;Camp Askoun Orama&#039;&#039; have beseached the ghosts bound to the army to guide and assist their allies in battle. Invisibly passing across the battlefield, the ghosts observe and watch the orcs arrayed against them. If one is careful and concentrates on their sibilant whispers, the can impart keen tactical advice, or point out weaknesses in the defences of a foe. &#039;&#039;&#039;Once per battle&#039;&#039;&#039;, this timely guidance can enable a keen warrior the [[Entangle|perfect opportunity]] to [[Heroic_skills#Mortal_Blow|bypass armour]], [[Heroic_skills#Cleaving_Strike|sever an exposed limb]], or [[Heroic_skills#Mighty_Strikedown|knock an opponent from their feet]] after five seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
Characters that are under the effects of an anointing or who are suffering from Weakness (from the miasma or any other source) cannot benefit from the ghosts. The ghosts appear to shy away from anointed characters.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Dead_Whisper.pdf&amp;diff=137369</id>
		<title>File:The Dead Whisper.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:The_Dead_Whisper.pdf&amp;diff=137369"/>
		<updated>2026-04-20T14:12:41Z</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>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137367</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137367"/>
		<updated>2026-04-20T13:55:34Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || &lt;br /&gt;
|-&lt;br /&gt;
| Dawn || &lt;br /&gt;
|-&lt;br /&gt;
| Highguard || &lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| &lt;br /&gt;
|-&lt;br /&gt;
| League || &lt;br /&gt;
|-&lt;br /&gt;
| Marches || &lt;br /&gt;
|-&lt;br /&gt;
| Navarr || &lt;br /&gt;
|-&lt;br /&gt;
| Urizen || &lt;br /&gt;
|-&lt;br /&gt;
| Varushka || &lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || &lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;XXX&#039;&#039;&#039; and at most &#039;&#039;&#039;XXX&#039;&#039;&#039; force weight sent on it.--&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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:A_Dog_Barks.pdf&amp;diff=137366</id>
		<title>File:A Dog Barks.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:A_Dog_Barks.pdf&amp;diff=137366"/>
		<updated>2026-04-20T13:54:55Z</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=387YE_Winter_Solstice_winds_of_war&amp;diff=137365</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=137365"/>
		<updated>2026-04-20T13:49:07Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&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 [[387YE_Winter_Solstice_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;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&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;
&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;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&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;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&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;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&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;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || &lt;br /&gt;
|-&lt;br /&gt;
| Dawn || &lt;br /&gt;
|-&lt;br /&gt;
| Highguard || &lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| &lt;br /&gt;
|-&lt;br /&gt;
| League || &lt;br /&gt;
|-&lt;br /&gt;
| Marches || &lt;br /&gt;
|-&lt;br /&gt;
| Navarr || &lt;br /&gt;
|-&lt;br /&gt;
| Urizen || &lt;br /&gt;
|-&lt;br /&gt;
| Varushka || &lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || &lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;XXX&#039;&#039;&#039; and at most &#039;&#039;&#039;XXX&#039;&#039;&#039; force weight sent on it.--&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;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. 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 Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&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;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[LINK|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[LINK|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[LINK|Defeat the wreckers]]&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;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[LINK|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[LINK|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[LINK|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[LINK|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[LINK|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|End the suffering of those who fought the vallorn]]&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;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[LINK|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[LINK|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[LINK|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[LINK|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[LINK|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[LINK|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[LINK|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[LINK|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[LINK|Defeat the Druj]]&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;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[LINK|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[LINK|Investigate strange rumours]]&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. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|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;
** 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>
</feed>