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	<updated>2026-08-22T16:30:16Z</updated>
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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chamber_of_Delights&amp;diff=144102</id>
		<title>Chamber of Delights</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chamber_of_Delights&amp;diff=144102"/>
		<updated>2026-08-22T10:34:11Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{CaptionedImage|file=ChamberOfDelights.jpg|caption=The ritual creates an [[enchantment|enchanted]] [[Aura#Location_Aura|aura]] that encourages restful indulgence.|align=right|width=500}}&lt;br /&gt;
{{Season|Night|8}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Area enchant}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}} This is also a [[aura#Location_Aura|location aura]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual [[enchantment|enchants]] an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful [[roleplaying effect]]: &#039;&#039;they feel relaxed and happy; pressing concerns are easy to set aside for later. They feel an urge to indulge themselves, and luxuriate in pleasurable sensations. It is easy to fall asleep in this area, and anyone who does is likely to experience vivid, pleasant dreams and awaken refreshed.&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Area Aura|Chamber of Delights|being relaxed and happy|relaxed roleplaying}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual creates an enchanted aura that evokes feelings of relaxation and restful indulgence, similar to those that surround some [[eternal|eternals]] of the Night realm. It is commonly used to prepare areas that encourage relaxation and recreation. Some [[The Brass Coast|Freeborn]] [[The Brass Coast economic interests|parador]], for example, have a location specifically set aside for invoking this ritual, where visitors relax, eat, drink and chat languidly. Many [[naga]] find these enchanted areas especially soothing, and enjoy holding long indulgent feasts in them, or simply engaging in lazy gossip while sipping cool drinks.&lt;br /&gt;
&lt;br /&gt;
The Chamber of Delights can be made permanent with [[Ilium#Using_Ilium_in_Rituals|ilium]] but this is almost always done inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorise that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the [[consecration]] ceremony would only work if the priests involved used [[liao#True liao|true liao]]. The reticence of the Synod to &amp;quot;waste&amp;quot; true liao on magical experimentation has meant that there is no definitive proof either way.&lt;br /&gt;
&lt;br /&gt;
Like [[Solace of Chimes]] and [[Chamber of Pallas]], &#039;&#039;The Chamber of Delights&#039;&#039; creates an aura similar to, but distinct from, the kind of aura a priest can create with the ceremony of [[Religious skills#Consecrate|consecration]]. Most obviously, it is not created using [[liao]] (and has no spiritual component that might be examined with the [[insight]] ceremony). Rather than being drawn from the Labyrinth or the spiritual strength of humanity, it is a construct made using magic. The strength of the aura does not vary; it is not possible to create a durable aura through the use of this ritual. Some magician speculate that it might be possible to make a similar ritual of a higher magnitude that would be more resistant to removal - in the same way that priests can cooperate and invest additional liao to create a stronger consecration.&lt;br /&gt;
&lt;br /&gt;
There are some priests who are quite sceptical of this ritual. They claim that it somehow invokes a false virtue, or even a [[Malign Spiritual Presences|malign spiritual presence]]. It encourages inaction rather than action, self-indulgence rather than Virtue. Some magicians have even used auras such as these to support spurious claims that the ceremonies used by priests of the Way are &#039;&#039;just magic&#039;&#039;. Worse, they have even been used to found small cults based around the idolatrous worship of eternals. Scholars of magic, especially those associated with the [[Sevenfold Path]] have demonstrated repeatedly that while consecrations and enchantments such as these share some similarities, they are &#039;&#039;different&#039;&#039; on a profound level. In practice, most priests tend to treat &#039;&#039;The Chamber of Delight&#039;&#039; much as they would any other enchantment - it influences the minds of mortals, through magic. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing. Indeed, some priests dedicated to [[Prosperity]] encourage the use of the Chamber of Delights - after all, it is virtuous to celebrate and enjoy the deserved rewards of hard work and this enchantment encourages everyone to enjoy themselves (provided, of course, there has been some hard work to celebrate ...)&lt;br /&gt;
&lt;br /&gt;
The ritual is known and used by people across the world by many different names. Only in the [[Sumaah Republic]] and [[Iron Confederacy]] is its use monitored or proscribed. Imperial magicians speculate that it should be possible to create similar enchantments in the Summer, Spring, and even Winter realms although no such rituals are currently part of Imperial lore.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual is designed to create feelings of relaxation and pleasure. It is often performed with relaxing music, especially the sound of stringed instruments. Soothing incense is often burnt, and where possible the area is dressed in deep, luxurious colours and decorated with patterns designed to help relax the mind (mandalas, depictions of the [[Runes#Runes of Night|runes of Night]] and so on). Decorations and beautiful ornaments are often scattered around the area, and both cushions and thick carpets are common.  Invocations are almost invariably performed in quiet voices, and may involve participants sitting or lounging rather than standing.&lt;br /&gt;
&lt;br /&gt;
The rune [[Zorech]] is often evoked with this ritual.&lt;br /&gt;
&lt;br /&gt;
[[Category:Night Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Auras]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144101</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144101"/>
		<updated>2026-08-22T10:21:06Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Invisibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. &lt;br /&gt;
&lt;br /&gt;
==Misdirection==&lt;br /&gt;
Night magic can be used to shroud things to make them impossible to divine until the shroud is pierced, but it can&#039;t make it impossible to find the answer and it can never be used to provide false information. The details that Night magic returns may be obscure and cryptic, but it is not possible to return an answer that is deliberately wrong.&lt;br /&gt;
&lt;br /&gt;
Likewise, you can&#039;t use Night magic to make mundane methods of information gathering return the wrong answer. You can&#039;t make an army appear larger than it is to enemy scouts for example.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
{{:Divination}}&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic. Similarly, while the effect of some [[:Category:Paraphernalia|paraphernalia]] can be created with ritual magic (such as [[Garden of Teth-Anon]]), others simply don&#039;t work as enchantments (notably the [[Web of Celestial Attunement]]).&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
==Learning Recipes==&lt;br /&gt;
Ritual magic can&#039;t be used to learn how [[magic items]], [[potion|potions]], consumables, trade goods, or similar things are made. Some rituals can divine information about items, such as [[Hand of the Maker]], but even if a divination provides a vision of how something was made, or determine the herbs that went into a potion (such as through [[Distillation of Diverse Parts]]) this will never translate into any ability to actually make an unfamiliar item, potion, or the like. Without access to a [[schema]], [[Potion#Herbal|herbal]], or specific [[opportunity]] there is no way to learn how to make something by examining that item or taking it apart.&lt;br /&gt;
==Additional Artisanry==&lt;br /&gt;
It is not possible to enchant a character to make more [[magic items]] in downtime using the [[Crafting skills#Artisan|artisan]] skill. It is possible to use magic to let an artisan make additional items &#039;&#039;during&#039;&#039; an event with the [[Timeless Hammer Rhythm]] - which also represents the most potent version of this effect available - but the number of items that can be crafted after an event is set by game design.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Mana Sites==&lt;br /&gt;
It is not possible to enchant a mana site to produce additional mana crystals. Any ritual to enchant a mana site to create vis would require the assistance of an eternal and would create fewer magical resources than it cost to cast.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
You can&#039;t use an arcane projection to create a new substance or preparation. Ritual magic can&#039;t usually be used to make preparations - making potions and other consumables is the domain of the apothecary. Night magic can be used to create some some alchemical effects that involve transforming materials to create something new, but to find these alchemical possibilities requires the active involvement of an eternal such as [[Azoth]]. It is not possible to create an arcane projection that creates new alchemical secrets or other consumables.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144099</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144099"/>
		<updated>2026-08-22T10:15:24Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Enchanting Mana Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
{{:Divination}}&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic. Similarly, while the effect of some [[:Category:Paraphernalia|paraphernalia]] can be created with ritual magic (such as [[Garden of Teth-Anon]]), others simply don&#039;t work as enchantments (notably the [[Web of Celestial Attunement]]).&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
==Learning Recipes==&lt;br /&gt;
Ritual magic can&#039;t be used to learn how [[magic items]], [[potion|potions]], consumables, trade goods, or similar things are made. Some rituals can divine information about items, such as [[Hand of the Maker]], but even if a divination provides a vision of how something was made, or determine the herbs that went into a potion (such as through [[Distillation of Diverse Parts]]) this will never translate into any ability to actually make an unfamiliar item, potion, or the like. Without access to a [[schema]], [[Potion#Herbal|herbal]], or specific [[opportunity]] there is no way to learn how to make something by examining that item or taking it apart.&lt;br /&gt;
==Additional Artisanry==&lt;br /&gt;
It is not possible to enchant a character to make more [[magic items]] in downtime using the [[Crafting skills#Artisan|artisan]] skill. It is possible to use magic to let an artisan make additional items &#039;&#039;during&#039;&#039; an event with the [[Timeless Hammer Rhythm]] - which also represents the most potent version of this effect available - but the number of items that can be crafted after an event is set by game design.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Mana Sites==&lt;br /&gt;
It is not possible to enchant a mana site to produce additional mana crystals. Any ritual to enchant a mana site to create vis would require the assistance of an eternal and would create fewer magical resources than it cost to cast.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
You can&#039;t use an arcane projection to create a new substance or preparation. Ritual magic can&#039;t usually be used to make preparations - making potions and other consumables is the domain of the apothecary. You can use magic for some alchemical effects, but to find new alchemical possibilities requires the active involvement of the eternal [[Azoth]] - it is not possible to create an arcane projection that creates new alchemical secrets.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Muffled_Oar&amp;diff=144097</id>
		<title>Muffled Oar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Muffled_Oar&amp;diff=144097"/>
		<updated>2026-08-22T09:25:52Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Night|10}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Resource|[[fleet]]}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The [[fleet]] gains a significant bonus to its effectiveness when it takes a [[Fleet#Scouting|scouting]] action (such as supporting a [[Smugglers_cove|Smuggler&#039;s Cove]].) This temporary bonus increases the effective fighting force of the unit by 100, the equivalent of 5 normal upgrades.&lt;br /&gt;
&lt;br /&gt;
While the fleet is enchanted, the character who owns it experiences a [[roleplaying effect]]: &#039;&#039;You find it difficult to be concerned about the legal implications of your actions. In particular, laws about who can own or use items or substances feel like they are of little importance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}} {{Downtime buff}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional [[fleet|fleets]] as long as they are controlled by characters in the same [[territory]]. Each additional fleet increases the magnitude by 8. The character who controls each fleet must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This enchantment of the [[Night magic|lore of Night]] was codified at the &#039;&#039;College of Silent Voices&#039;&#039; in the [[Sarcophan Delves]]. The ritual was given to the [[Conclave]] by the &#039;&#039;Haaienvermijders&#039;&#039;, a Sarcophan magical cabal whose named apparently translates literally as &amp;quot;Shark Dodgers&amp;quot;. The ritual was intended to help with the 384YE [[Struggle_with_the_sea#Evacuating_Feroz|evacuation of Feroz]], where it was apparently used to great effect. It was secured as [[Struggle_with_the_sea#Sarcophan_Magic|part of a deal]] brokered by the [[eternal]] [[Sadogua]], and in exchange the Haaienvermijders received a copy of &amp;quot;Andreas i Sol-Devorador i Erigo&#039;s [[Golden Voyage]]&amp;quot; from the Conclave.&lt;br /&gt;
&lt;br /&gt;
The enchantment it provides combines the [[Night_magic#Resonance|resonance]] of [[Night_magic#Obfuscation|obfuscation]] and [[Night_magic#Intuition|intuition]] to help a ship avoid enemies – whether pirates, rival ships captains, or legal authorities. Under the effect of Obfuscation conceals noises and manipulates weather phenomena in a subtle way to ensure that ships are not marked by vigilant watchers. Intuition grants the captain a supernatural awareness of when their current course will take them within sight of, or reach of, those who wish them harm.&lt;br /&gt;
&lt;br /&gt;
Furthermore, this same power of intuition helps guide the ship and its crew to places where they are more likely to learn something useful, or seize an opportunity. While it is mostly of use to fleets that are engaged in smuggling goods, it is also valuable on those rare occasions when a ship must navigate enemy waters without being seen, or without engaging a superior naval force.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is a drawback to the ritual. It subtly encourages the captain of the fleet to ignore legal restrictions on their behaviour, especially when it comes to possession or use of illegal substances. Indeed, in some quarters, the very existence of this ritual has raised questions about what exactly the &amp;quot;Shark Dodgers&amp;quot; are using it for...&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual involves exploiting the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] to enchant a fleet by using the captain as an arcane connection. Given the magical emphasis on obfuscation, a [[coven]] might shroud themselves and the target in some way - wrapping them in cloth, veiling them, or concealing their identity behind masks. The ritual might also be performed in darkness - perhaps with only a single candle - to reinforce the concept of hiding ships while still leaving the crew the ability to navigate. &lt;br /&gt;
&lt;br /&gt;
Several [[runes]] resonate with the magic - [[Queros]] the Rune of Plots symbolises covert action, while [[Diras]] the Rune of Secrets highlights the concealment the ritual confers. [[Aesh]] might also be used, surprisingly, as the concept of Wisdom resonates well with the other half of the enchantment, which grants intuition and instinctive navigational abilities to the crew of the enchanted ship.&lt;br /&gt;
&lt;br /&gt;
For an [[astronomancy|astronomancer]] the [[Astronomancy#Constellations|constellations]] of [[The_Key_and_The_Lock#The_Lock|the Lock]] and [[The_Spider_and_The_Web#The_Spider|the Spider]] both have an affinity for the enchantment - representing both that &#039;&#039;things can be hidden&#039;&#039; and &#039;&#039;things are watched by a hidden eye&#039;&#039;. Tracing the Lock onto the skin of the target, while drawing the Spider on their forehead brings the resonance of both constellations into pay, concealing and empowering with hidden vision in equal measure.&lt;br /&gt;
&lt;br /&gt;
Likewise certain [[dramaturgy|dramaturgical]] images are closely tied to the magic of the ritual. [[The Witch]] represents hidden forces, and both [[the Cloak]] and [[the Lantern]] could be employed to highlight different elements of the ritual.&lt;br /&gt;
[[Category:Night Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Resource]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144096</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144096"/>
		<updated>2026-08-22T09:12:14Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Enchanting Mana Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
{{:Divination}}&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic. Similarly, while the effect of some [[:Category:Paraphernalia|paraphernalia]] can be created with ritual magic (such as [[Garden of Teth-Anon]]), others simply don&#039;t work as enchantments (notably the [[Web of Celestial Attunement]]).&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
==Learning Recipes==&lt;br /&gt;
Ritual magic can&#039;t be used to learn how [[magic items]], [[potion|potions]], consumables, trade goods, or similar things are made. Some rituals can divine information about items, such as [[Hand of the Maker]], but even if a divination provides a vision of how something was made, or determine the herbs that went into a potion (such as through [[Distillation of Diverse Parts]]) this will never translate into any ability to actually make an unfamiliar item, potion, or the like. Without access to a [[schema]], [[Potion#Herbal|herbal]], or specific [[opportunity]] there is no way to learn how to make something by examining that item or taking it apart.&lt;br /&gt;
==Additional Artisanry==&lt;br /&gt;
It is not possible to enchant a character to make more [[magic items]] in downtime using the [[Crafting skills#Artisan|artisan]] skill. It is possible to use magic to let an artisan make additional items &#039;&#039;during&#039;&#039; an event with the [[Timeless Hammer Rhythm]] - which also represents the most potent version of this effect available - but the number of items that can be crafted after an event is set by game design.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Mana Sites==&lt;br /&gt;
It is not possible to enchant a mana site to produce additional mana crystals. Any ritual to enchant a mana site to create vis would require the assistance of an eternal and would create less magical resources than it cost to cast.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144095</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144095"/>
		<updated>2026-08-22T09:11:32Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
{{:Divination}}&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic. Similarly, while the effect of some [[:Category:Paraphernalia|paraphernalia]] can be created with ritual magic (such as [[Garden of Teth-Anon]]), others simply don&#039;t work as enchantments (notably the [[Web of Celestial Attunement]]).&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
==Learning Recipes==&lt;br /&gt;
Ritual magic can&#039;t be used to learn how [[magic items]], [[potion|potions]], consumables, trade goods, or similar things are made. Some rituals can divine information about items, such as [[Hand of the Maker]], but even if a divination provides a vision of how something was made, or determine the herbs that went into a potion (such as through [[Distillation of Diverse Parts]]) this will never translate into any ability to actually make an unfamiliar item, potion, or the like. Without access to a [[schema]], [[Potion#Herbal|herbal]], or specific [[opportunity]] there is no way to learn how to make something by examining that item or taking it apart.&lt;br /&gt;
==Additional Artisanry==&lt;br /&gt;
It is not possible to enchant a character to make more [[magic items]] in downtime using the [[Crafting skills#Artisan|artisan]] skill. It is possible to use magic to let an artisan make additional items &#039;&#039;during&#039;&#039; an event with the [[Timeless Hammer Rhythm]] - which also represents the most potent version of this effect available - but the number of items that can be crafted after an event is set by game design.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Mana Sites==&lt;br /&gt;
It is not possible to enchant a mana site to produce additional mana crystals or to create [[vis]]. Any such ritual that was possible, would create less magical resources than it cost to cast.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Divination&amp;diff=144093</id>
		<title>Divination</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Divination&amp;diff=144093"/>
		<updated>2026-08-22T08:52:14Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Arcane Projections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Normal divination rituals use the power of the realms to glean useful information. The Day realm with its emphasis on predictability, facts, and figures, provides measurements and known quantities. Divinations in other realms are usually similar, providing specific information of interest to that realm, such as the Autumn ritual [[Ties that Bind]] which lets a magician discover details about a bonded item they have an intimate connection with.&lt;br /&gt;
&lt;br /&gt;
Divinations of the Night realm are unusual because the disordered chaotic nature of this realm means that divinations that draw upon it tend to provide unpredictable answers. Responses are often in the form of riddles and symbolic visions, as in the [[Signs and Portents]] ritual. These rituals tend to provide secrets and mysteries, or at least omens of them, as they have been detected by the Night realm. The realm itself makes no attempt to understand or prioritise these secrets, it only perpetuates them.&lt;br /&gt;
&lt;br /&gt;
In neither case is it possible to create a ritual that asks a question of the realm itself. The realms are not sentient and they cannot analyse information to provide conclusions, opinions, or judgements. The only way to create such a ritual is by involving an eternal of that realm. There are only a small number of such rituals currently in Imperial lore, the most notable being [[Swim Leviathan&#039;s Depth]] which asks Leviathan to answer a specific question. Leviathan will answer the question, but can only do so based on the knowledge it has. Involving a sentient agent in this way makes it possible to achieve something that would not normally be possible, but at the risk of Leviathan not knowing the answer or even simply being wrong.&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;You can create an arcane projection to divine information about a specific item&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These arcane projections must explicitly identify a single item they will target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals can never be codified to make a more generic formulaic ritual&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
It is usually not possible to create entire new divination rituals and add them to Imperial lore. Our team have to create divination responses for every item for every divination ritual, so any new ritual involves an unfathomable amount of work. Likewise it is only ever possible to use divination magic to gain information the referees have reliable access to. You can&#039;t divine who sold an item to someone, because we won&#039;t know that information.&lt;br /&gt;
&lt;br /&gt;
It is possible to create an arcane projection to try to divine specific information about a single item. Such arcane projections must specify as precisely as possible the subject of the divination, and state what information the caster is seeking, otherwise it will fail. These projections cannot be used to glean other information or be cast on a different subject. It is not possible to codify these specific divinations into a more generic formulaic ritual. &lt;br /&gt;
&lt;br /&gt;
For example, you could make an arcane projection that determines information what materials were used to make a rough stone axe recovered from Tsirku; it is not possible to create an arcane projection or ritual that provides that information on any item.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Divinations==&lt;br /&gt;
* &#039;&#039;&#039;Only rituals that directly provide information are classed as divination rituals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only rituals that directly provide information as their primary function are considered divination rituals. Rituals that gather information by communicating with an [[eternal]] (such as [[Swim Leviathan&#039;s Depth]]) are not considered divination effects. Likewise, a ritual whose effect is something other than providing information to the ritualists is not considered a divination ritual for purposes of [[Crystalline Focus of Aesh]], even if its description talks about divination as the method employed. Spontaneous magic effects may gain the additional bonus; if in doubt consult a referee before performing them.&lt;br /&gt;
&lt;br /&gt;
This is the current list of divination rituals known to the Empire: [[An Echo of Life Remains]], [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], [[Dreams in the Witch House]], [[Eye of the High Places]], [[Eyes of the Soul&#039;s Past]], [[Eyes of the Sun and Moon]], [[Gralka&#039;s Gift to the Lost Seeker]], [[Hakima&#039;s Glass]], [[Hand of the Maker]], [[Netweaver&#039;s Eye]], [[Revelations of the Past]], [[Secrets of the Soul&#039;s Desire]], [[Shadowed Glass of Sung]], [[Signs and Portents]], [[Hero&#039;s Journey]], [[Skein of Years]], [[Discern the Marked Allegiance]], [[Ties that Bind]], and [[Wisdom of the Balanced Blade]].&lt;br /&gt;
&lt;br /&gt;
==Lost Items==&lt;br /&gt;
Items that are lost or missing cannot be found using magic. There are eternals that may know where an item is, most notably [[Kimus]], but it is not possible to use an arcane projection or ritual to find a specific item that is missing. In general, if a plot requires you to find a lost item, then magic categorically won&#039;t solve that problem for you - to find a lost item you need to speak to whatever character or being knows where the item is and persuade them to give you guidance.&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
Divinations are only effective when looking at events and objects that are recent. This need not be current - you can divine things that happened in the last few days, the last few seasons, potentially even the last few years if their effects are still resonating. But you can&#039;t use ritual divination to obtain information about the past without a specific focus to the events of the past.&lt;br /&gt;
&lt;br /&gt;
A ritual like [[Hand of the Maker]] works because it is cast on the item in question. That item is the link to its own past, and so it is possible to use the item which currently exists and is in your hand to find out about how it was made. Or you can use [[Skein of Years]] to find the dramatic and important events from the item&#039;s history. Without the item in question, neither ritual would be remotely possible.&lt;br /&gt;
&lt;br /&gt;
Rituals like [[Swim Leviathan&#039;s Depth]] work because they allow you to ask an eternal creature what it knows of the past. The ritual does not divine that information for you - it puts you in contact with an eternal that might know the answer.&lt;br /&gt;
&lt;br /&gt;
This limitation of divinations exists to preserve the mystery and intrigue of the setting. The wiki in particular includes hundreds of descriptions of notable places that are associated with legends or mysteries. There is no current plot for most of these locations - they exist to inspire us to write plot with them in the future. The moment we do so, you will be able to use divination magic to investigate that mystery. That will work because the very fact that we are doing plot with it means that there will be contemporary events which can be the subject of divination. But if there is no plot to find out more information about - if there are no current events to divine - then there is no more information to give out than is already on the wiki, and the divination will fail.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
Maps are a powerful hearth magic, symbolic representations of a location that allow a magician to perform magic that will divine information about the place in question. All scrying rituals that operate at the territory level require a suitable map before they can be performed. Any attempts to create a ritual that scries an area without using a map will fail.&lt;br /&gt;
&lt;br /&gt;
It is not possible to do the opposite - to use divination to create a map of an unknown territory. If such a thing were possible it would instantly circumvent the restrictions on scrying in general - magicians would simply need to create the map first, then use it for the following divination. This isn&#039;t possible - you can never create a map with magic.&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Divination]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Divination&amp;diff=144092</id>
		<title>Divination</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Divination&amp;diff=144092"/>
		<updated>2026-08-22T08:51:54Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Normal divination rituals use the power of the realms to glean useful information. The Day realm with its emphasis on predictability, facts, and figures, provides measurements and known quantities. Divinations in other realms are usually similar, providing specific information of interest to that realm, such as the Autumn ritual [[Ties that Bind]] which lets a magician discover details about a bonded item they have an intimate connection with.&lt;br /&gt;
&lt;br /&gt;
Divinations of the Night realm are unusual because the disordered chaotic nature of this realm means that divinations that draw upon it tend to provide unpredictable answers. Responses are often in the form of riddles and symbolic visions, as in the [[Signs and Portents]] ritual. These rituals tend to provide secrets and mysteries, or at least omens of them, as they have been detected by the Night realm. The realm itself makes no attempt to understand or prioritise these secrets, it only perpetuates them.&lt;br /&gt;
&lt;br /&gt;
In neither case is it possible to create a ritual that asks a question of the realm itself. The realms are not sentient and they cannot analyse information to provide conclusions, opinions, or judgements. The only way to create such a ritual is by involving an eternal of that realm. There are only a small number of such rituals currently in Imperial lore, the most notable being [[Swim Leviathan&#039;s Depth]] which asks Leviathan to answer a specific question. Leviathan will answer the question, but can only do so based on the knowledge it has. Involving a sentient agent in this way makes it possible to achieve something that would not normally be possible, but at the risk of Leviathan not knowing the answer or even simply being wrong.&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;You can create an arcane projection to divine information about a specific item&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These arcane projections must explicitly identify the item they are targetting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals can never be codified to make a more generic formulaic ritual&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
It is usually not possible to create entire new divination rituals and add them to Imperial lore. Our team have to create divination responses for every item for every divination ritual, so any new ritual involves an unfathomable amount of work. Likewise it is only ever possible to use divination magic to gain information the referees have reliable access to. You can&#039;t divine who sold an item to someone, because we won&#039;t know that information.&lt;br /&gt;
&lt;br /&gt;
It is possible to create an arcane projection to try to divine specific information about a single item. Such arcane projections must specify as precisely as possible the subject of the divination, and state what information the caster is seeking, otherwise it will fail. These projections cannot be used to glean other information or be cast on a different subject. It is not possible to codify these specific divinations into a more generic formulaic ritual. &lt;br /&gt;
&lt;br /&gt;
For example, you could make an arcane projection that determines information what materials were used to make a rough stone axe recovered from Tsirku; it is not possible to create an arcane projection or ritual that provides that information on any item.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Known Divinations==&lt;br /&gt;
* &#039;&#039;&#039;Only rituals that directly provide information are classed as divination rituals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only rituals that directly provide information as their primary function are considered divination rituals. Rituals that gather information by communicating with an [[eternal]] (such as [[Swim Leviathan&#039;s Depth]]) are not considered divination effects. Likewise, a ritual whose effect is something other than providing information to the ritualists is not considered a divination ritual for purposes of [[Crystalline Focus of Aesh]], even if its description talks about divination as the method employed. Spontaneous magic effects may gain the additional bonus; if in doubt consult a referee before performing them.&lt;br /&gt;
&lt;br /&gt;
This is the current list of divination rituals known to the Empire: [[An Echo of Life Remains]], [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], [[Dreams in the Witch House]], [[Eye of the High Places]], [[Eyes of the Soul&#039;s Past]], [[Eyes of the Sun and Moon]], [[Gralka&#039;s Gift to the Lost Seeker]], [[Hakima&#039;s Glass]], [[Hand of the Maker]], [[Netweaver&#039;s Eye]], [[Revelations of the Past]], [[Secrets of the Soul&#039;s Desire]], [[Shadowed Glass of Sung]], [[Signs and Portents]], [[Hero&#039;s Journey]], [[Skein of Years]], [[Discern the Marked Allegiance]], [[Ties that Bind]], and [[Wisdom of the Balanced Blade]].&lt;br /&gt;
&lt;br /&gt;
==Lost Items==&lt;br /&gt;
Items that are lost or missing cannot be found using magic. There are eternals that may know where an item is, most notably [[Kimus]], but it is not possible to use an arcane projection or ritual to find a specific item that is missing. In general, if a plot requires you to find a lost item, then magic categorically won&#039;t solve that problem for you - to find a lost item you need to speak to whatever character or being knows where the item is and persuade them to give you guidance.&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
Divinations are only effective when looking at events and objects that are recent. This need not be current - you can divine things that happened in the last few days, the last few seasons, potentially even the last few years if their effects are still resonating. But you can&#039;t use ritual divination to obtain information about the past without a specific focus to the events of the past.&lt;br /&gt;
&lt;br /&gt;
A ritual like [[Hand of the Maker]] works because it is cast on the item in question. That item is the link to its own past, and so it is possible to use the item which currently exists and is in your hand to find out about how it was made. Or you can use [[Skein of Years]] to find the dramatic and important events from the item&#039;s history. Without the item in question, neither ritual would be remotely possible.&lt;br /&gt;
&lt;br /&gt;
Rituals like [[Swim Leviathan&#039;s Depth]] work because they allow you to ask an eternal creature what it knows of the past. The ritual does not divine that information for you - it puts you in contact with an eternal that might know the answer.&lt;br /&gt;
&lt;br /&gt;
This limitation of divinations exists to preserve the mystery and intrigue of the setting. The wiki in particular includes hundreds of descriptions of notable places that are associated with legends or mysteries. There is no current plot for most of these locations - they exist to inspire us to write plot with them in the future. The moment we do so, you will be able to use divination magic to investigate that mystery. That will work because the very fact that we are doing plot with it means that there will be contemporary events which can be the subject of divination. But if there is no plot to find out more information about - if there are no current events to divine - then there is no more information to give out than is already on the wiki, and the divination will fail.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
Maps are a powerful hearth magic, symbolic representations of a location that allow a magician to perform magic that will divine information about the place in question. All scrying rituals that operate at the territory level require a suitable map before they can be performed. Any attempts to create a ritual that scries an area without using a map will fail.&lt;br /&gt;
&lt;br /&gt;
It is not possible to do the opposite - to use divination to create a map of an unknown territory. If such a thing were possible it would instantly circumvent the restrictions on scrying in general - magicians would simply need to create the map first, then use it for the following divination. This isn&#039;t possible - you can never create a map with magic.&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Divination]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Divination&amp;diff=144091</id>
		<title>Divination</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Divination&amp;diff=144091"/>
		<updated>2026-08-22T08:51:42Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Normal divination rituals use the power of the realms to glean useful information. The Day realm with its emphasis on predictability, facts, and figures, provides measurements and known quantities. Divinations in other realms are usually similar, providing specific information of interest to that realm, such as the Autumn ritual [[Ties that Bind]] which lets a magician discover details about a bonded item they have an intimate connection with.&lt;br /&gt;
&lt;br /&gt;
Divinations of the Night realm are unusual because the disordered chaotic nature of this realm means that divinations that draw upon it tend to provide unpredictable answers. Responses are often in the form of riddles and symbolic visions, as in the [[Signs and Portents]] ritual. These rituals tend to provide secrets and mysteries, or at least omens of them, as they have been detected by the Night realm. The realm itself makes no attempt to understand or prioritise these secrets, it only perpetuates them.&lt;br /&gt;
&lt;br /&gt;
In neither case is it possible to create a ritual that asks a question of the realm itself. The realms are not sentient and they cannot analyse information to provide conclusions, opinions, or judgements. The only way to create such a ritual is by involving an eternal of that realm. There are only a small number of such rituals currently in Imperial lore, the most notable being [[Swim Leviathan&#039;s Depth]] which asks Leviathan to answer a specific question. Leviathan will answer the question, but can only do so based on the knowledge it has. Involving a sentient agent in this way makes it possible to achieve something that would not normally be possible, but at the risk of Leviathan not knowing the answer or even simply being wrong.&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;You can create an arcane projection to divine information about a specific item&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These arcane projections must explicitly identify the item they are targetting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals can never be codified to make a more generic formulaic ritual&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
It is usually not possible to create entire new divination rituals and add them to Imperial lore. Our team have to create divination responses for every item for every divination ritual, so any new ritual involves an unfathomable amount of work. Likewise it is only ever possible to use divination magic to gain information the referees have reliable access to. You can&#039;t divine who sold an item to someone, because we won&#039;t know that information.&lt;br /&gt;
&lt;br /&gt;
It is possible to create an arcane projection to try to divine specific information about a single item. Such arcane projections must specify as precisely as possible the subject of the divination, and state what information the caster is seeking, otherwise it will fail. These projections cannot be used to glean other information or be cast on a different subject. It is not possible to codify these specific divinations into a more generic formulaic ritual. &lt;br /&gt;
&lt;br /&gt;
For example, you could make an arcane projection that determines information what materials were used to make a rough stone axe recovered from Tsirku; it is not possible to create an arcane projection or ritual that provides that information on any item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Known Divinations==&lt;br /&gt;
* &#039;&#039;&#039;Only rituals that directly provide information are classed as divination rituals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only rituals that directly provide information as their primary function are considered divination rituals. Rituals that gather information by communicating with an [[eternal]] (such as [[Swim Leviathan&#039;s Depth]]) are not considered divination effects. Likewise, a ritual whose effect is something other than providing information to the ritualists is not considered a divination ritual for purposes of [[Crystalline Focus of Aesh]], even if its description talks about divination as the method employed. Spontaneous magic effects may gain the additional bonus; if in doubt consult a referee before performing them.&lt;br /&gt;
&lt;br /&gt;
This is the current list of divination rituals known to the Empire: [[An Echo of Life Remains]], [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], [[Dreams in the Witch House]], [[Eye of the High Places]], [[Eyes of the Soul&#039;s Past]], [[Eyes of the Sun and Moon]], [[Gralka&#039;s Gift to the Lost Seeker]], [[Hakima&#039;s Glass]], [[Hand of the Maker]], [[Netweaver&#039;s Eye]], [[Revelations of the Past]], [[Secrets of the Soul&#039;s Desire]], [[Shadowed Glass of Sung]], [[Signs and Portents]], [[Hero&#039;s Journey]], [[Skein of Years]], [[Discern the Marked Allegiance]], [[Ties that Bind]], and [[Wisdom of the Balanced Blade]].&lt;br /&gt;
&lt;br /&gt;
==Lost Items==&lt;br /&gt;
Items that are lost or missing cannot be found using magic. There are eternals that may know where an item is, most notably [[Kimus]], but it is not possible to use an arcane projection or ritual to find a specific item that is missing. In general, if a plot requires you to find a lost item, then magic categorically won&#039;t solve that problem for you - to find a lost item you need to speak to whatever character or being knows where the item is and persuade them to give you guidance.&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
Divinations are only effective when looking at events and objects that are recent. This need not be current - you can divine things that happened in the last few days, the last few seasons, potentially even the last few years if their effects are still resonating. But you can&#039;t use ritual divination to obtain information about the past without a specific focus to the events of the past.&lt;br /&gt;
&lt;br /&gt;
A ritual like [[Hand of the Maker]] works because it is cast on the item in question. That item is the link to its own past, and so it is possible to use the item which currently exists and is in your hand to find out about how it was made. Or you can use [[Skein of Years]] to find the dramatic and important events from the item&#039;s history. Without the item in question, neither ritual would be remotely possible.&lt;br /&gt;
&lt;br /&gt;
Rituals like [[Swim Leviathan&#039;s Depth]] work because they allow you to ask an eternal creature what it knows of the past. The ritual does not divine that information for you - it puts you in contact with an eternal that might know the answer.&lt;br /&gt;
&lt;br /&gt;
This limitation of divinations exists to preserve the mystery and intrigue of the setting. The wiki in particular includes hundreds of descriptions of notable places that are associated with legends or mysteries. There is no current plot for most of these locations - they exist to inspire us to write plot with them in the future. The moment we do so, you will be able to use divination magic to investigate that mystery. That will work because the very fact that we are doing plot with it means that there will be contemporary events which can be the subject of divination. But if there is no plot to find out more information about - if there are no current events to divine - then there is no more information to give out than is already on the wiki, and the divination will fail.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
Maps are a powerful hearth magic, symbolic representations of a location that allow a magician to perform magic that will divine information about the place in question. All scrying rituals that operate at the territory level require a suitable map before they can be performed. Any attempts to create a ritual that scries an area without using a map will fail.&lt;br /&gt;
&lt;br /&gt;
It is not possible to do the opposite - to use divination to create a map of an unknown territory. If such a thing were possible it would instantly circumvent the restrictions on scrying in general - magicians would simply need to create the map first, then use it for the following divination. This isn&#039;t possible - you can never create a map with magic.&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Divination]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grandmaster&amp;diff=144089</id>
		<title>Grandmaster</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grandmaster&amp;diff=144089"/>
		<updated>2026-08-22T07:19:13Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Appointment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Conclave]] [[Category:Title]] [[Category:Conclave order]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Grandmaster is an Imperial title bestowed upon a [[Magical skills#Magician|magician]] who is a member of a [[Conclave order]]. Each order is represented by a single grandmaster, which means that at this time there are seven grandmasters.&lt;br /&gt;
&lt;br /&gt;
Grandmaster is a political title closely involved with the running of the Conclave. Grandmasters encourage members of their order to participate in Conclave affairs, and represent their order during a Conclave session. Most grandmasters also work to maintain cohesion within their order and to encourage members to pursue and advance the manifesto of the order. A strong grandmaster can organise the magicians that are part of their order and help them wield political and magical power throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
Each grandmaster is responsible for supporting the manifesto, advancing the goals, and representing the members of their [[Conclave order]]. They receive numerous political powers to allow them to do so. Their responsibility is to their order first, to the [[Conclave]] second, and to the Empire as a whole third.&lt;br /&gt;
&lt;br /&gt;
The grandmaster is also responsible for overseeing the distribution and use of the resources made available to their order. Each order receives a share of the mana from the font, and it is the responsibility of the grandmaster to ensure that the mana they receive on behalf of their order is used in pursuit of their order&#039;s goals. Grandmasters have been removed, and in extreme cases [[Writ of Excommunication|excommunicated]] for engaging in too much brazen corruption at the expense of their order.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
Each grandmaster position is an [[Imperial title]] in the [[Conclave]].&lt;br /&gt;
&lt;br /&gt;
===Guiding the Conclave===&lt;br /&gt;
Each Conclave order is entitled to submit a single [[declaration]] of any kind to the agenda for &#039;&#039;each&#039;&#039; [[Conclave session]]. An order&#039;s declaration must be submitted by a member of the order, but it can be anyone chosen by the grandmaster, including themselves. To support the orders, the Civil Service provide two writs that allow the bearer to submit a declaration, one for each Conclave session. &lt;br /&gt;
&lt;br /&gt;
Although the grandmaster is empowered to choose how to employ their order&#039;s declaration, it remains uniquely tied to the order. The Imperial titles with the power to raise a declaration may have their proxy speak instead of them in Conclave, but since you legally cannot proxy your status as a member of a Conclave order, it is not possible to have a proxy present an order declaration on your behalf. This means whoever the grandmaster chooses to submit the declaration to the [[Prefect of the Conclave]] is the only person who can be legally recognised as the person presenting the declaration. Whoever signs the writ, must present the declaration to Conclave (the only exception will be where OOC reasons make this impossible).&lt;br /&gt;
&lt;br /&gt;
A writ can be used by any member of an order who has a valid legal claim to own it. If a grandmaster dies, any writs in their possession at the time pass to their legal heirs.&lt;br /&gt;
&lt;br /&gt;
===Guiding an Order===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A grandmaster can direct their order using a declaration of concord&lt;br /&gt;
* &#039;&#039;&#039;An order can only support a single situation each season&lt;br /&gt;
* &#039;&#039;&#039;It is currently only possible to direct an order as part of an opportunity&lt;br /&gt;
* &#039;&#039;&#039;Sending an order costs 20 mana crystals from the Conclave font&lt;br /&gt;
One of the potential uses of a [[Declaration]] of [[Concord]] is to direct one of the [[Conclave order|Conclave orders]] to support or investigate an ongoing situation. It is only possible to direct an order using one of that order&#039;s declarations; it is not possible for any other declaration to call an order to action. A declaration guiding an order in this way must clearly state which ongoing situation the order is to support. If the declaration is passed then at the end of the Conclave session twenty [[Game_items#Mana_Crystals|mana crystals]] are removed from the font to fund the members of the order in supporting whichever situation they have been called to action over.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Veil of Night===&lt;br /&gt;
Once per summit, if a grandmaster choses to submit their order [[declaration]] to the Conclave agenda personally (rather than allowing another member of their order to submit it), then they can choose to invoke the Veil of Night. If they do so, they are not required to reveal any detail of a declaration: it is added to the agenda simply as &amp;quot;The Grandmaster of (Order) presents a declaration under the Veil of Night.&amp;quot; The grandmaster must still provide the wording of the declaration to the Civil Service when the matter is raised to the agenda and as normal it is the precise wording presented that will be discussed and voted on. After the summit, the details become public knowledge as with any other declaration.&lt;br /&gt;
&lt;br /&gt;
===Power of Precedence===&lt;br /&gt;
During a Conclave session the ability to speak before the Conclave - to [[Conclave_session#Debating_a_Declaration|take part in the debate]] - is controlled by the grandmasters. After the presentation of an [[Conclave_session#Setting_the_Agenda|agenda item]] is complete, the grandmaster may nominate volunteers to speak on the topic being discussed, in order determined by the [[Conclave#Principle of Precedence|Principle of Precedence]].&lt;br /&gt;
&lt;br /&gt;
Rather than nominate a speaker, the grandmaster may choose to pass (sitting out that round of the debate but allowing them to nominate someone in future rounds) or move to vote. If they move to vote the grandmaster cannot nominate any new speakers, but the debate finishes at the end of the current round once more than half of the grandmasters have moved to vote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:350px; float: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Production&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;35 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;54 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Share of the Font===&lt;br /&gt;
At the start of each summit, any [[Conclave_vault#The_Font|mana that was left in the Font]] at the end of the previous summit is divided up between the orders according to the [[Principle of Precedence]], along with a share of [[ilium]] and any bequests made to their order (such as [[materials]] or [[vis]]). The grandmaster is the sole arbiter of how these resources are used, within the remit of their [[#responsibilities|responsibilities]].&lt;br /&gt;
&lt;br /&gt;
===Funding the Order===&lt;br /&gt;
The grandmaster has the ability to spend money to buy crystal mana for their order&#039;s vault. A grandmaster can spend money each season as if they controlled a [[ministry]]. The civil service uses the money spent in this manner to buy directly from other Imperial citizens who have access to crystal mana, and provides it to the grandmaster along with their share of the font at the start of the next summit.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 384YE, the Imperial Senate chose to [[Expand Mana Ministries|take advantage]] of an opportunity to [[Honey_and_vinegar#Old_Stones|improve]] the ability of the grandmasters to purchase mana. Expansions to the mana exchanges in [[Steward of the Tassato Mana Exchange|Tassato]], [[Magic Butcher|Temeschwar]], and [[Steward_of_the_Sarvos_Mana_Exchange|Sarvos]] allow the civil service to purchase more mana without increasing the cost to the grandmaster.&lt;br /&gt;
&lt;br /&gt;
===Stipend===&lt;br /&gt;
During the Winter Solstice 380YE, the Imperial Senate [[Amend_powers_of_Grandmasters|voted]] to grant the grandmasters a [[New_Imperial_titles#Stipend|stipend]] to assist in the purchase of crystal mana. The amount of the stipend was, however, set to 0 crowns. A motion to [[Increase_Grandmasters_stipend|increase the stipend]] during the Spring Equinox 382YE was defeated. Each grandmaster technically receives a stipend from the treasury, but gets no money for it.&lt;br /&gt;
&lt;br /&gt;
==Appointment== &lt;br /&gt;
* &#039;&#039;&#039;The Hall of Worlds is officially allocated to the orders who need to elect a grandmaster for thirty minutes before Conclave when an election is due to allow them to hold hustings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The election takes place as soon as the Order indicate they are ready to vote&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If a grandmaster retires, dies or is challenged, then an election is held before the start of the next Conclave session, provided the Prefect is given sufficient notice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] arrange for hustings to take place half an hour before each Conclave session on Saturday evening. The Hall of Worlds is officially ceded to the orders in question to allow members of the Order to gather and discuss who will be appointed. While members of other orders (and priests of the Imperial Synod exercising the right of [[Member_of_the_Synod#Witness|witness]]) can attend the meeting they cannot speak, and the civil service will exclude anyone who attempts to interrupt the proceedings.&lt;br /&gt;
&lt;br /&gt;
If a grandmaster position is up for regular election, or is vacant, a formal vote takes place as soon as the Order indicates that they are ready to vote. If the Order cannot complete the process within half an hour, then the election is the first item of Conclave. There is no opportunity for anyone to speak at that point, members of the orders are expected to use the hustings to make their decision and then to vote once Conclave begins. If there are two or more grandmasters to appoint, the order with the highest [[Conclave#Principle_of_Precedence|precedence]] is elected first. &lt;br /&gt;
&lt;br /&gt;
Each grandmaster is selected by members of their Conclave order. Only a member of the order can present themselves for the title, and only a member of the order can vote in a grandmaster election. Once a magician has been eligible to vote in a grandmaster election they cannot vote in the election of the grandmaster of a different order until a year has passed.&lt;br /&gt;
&lt;br /&gt;
A grandmaster &#039;&#039;cannot&#039;&#039; be [[Revocation|revoked]] by any chamber of the [[Synod]]. However, the members of an order may [[Conclave order#Challenging the Grandmaster|challenge]] the grandmaster and trigger a new election. &lt;br /&gt;
&lt;br /&gt;
The schedule for annual appointment is:&lt;br /&gt;
* Winter - [[Celestial Arch]] and [[Rod and Shield]]&lt;br /&gt;
* Spring - [[Golden Pyramid]] and [[Sevenfold Path]]&lt;br /&gt;
* Summer - [[Unfettered Mind]] &lt;br /&gt;
* Autumn -  [[Shuttered Lantern]] and [[Silver Chalice]]&lt;br /&gt;
&lt;br /&gt;
A grandmaster serves for a year, until a [[Conclave_order#Challenging_the_Grandmaster|challenge]] forces their re-election, until they die or step down, or until the start of the next election.  If a grandmaster becomes vacant unexpectedly, the [[civil service]] will arrange an election to choose a replacement before the start of the next Conclave session, provided the [[Prefect of the Conclave]] is informed at least one hour before the hustings is due to begin. If a grandmaster title become vacant and there is less than an hour before hustings, then the election takes place at the start of the following Conclave session.&lt;br /&gt;
&lt;br /&gt;
==Incumbent==&lt;br /&gt;
The current grandmasters are listed below - see the individual order pages for a full election history for each position.&lt;br /&gt;
* [[Celestial Arch]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Celestial_Arch_occupant}}&lt;br /&gt;
* [[Golden Pyramid]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Golden_Pyramid_occupant}}&lt;br /&gt;
* [[Rod and Shield]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Rod_and_Shield_occupant}}&lt;br /&gt;
* [[Sevenfold Path]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Sevenfold_Path_occupant}}&lt;br /&gt;
* [[Shuttered Lantern]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Shuttered_Lantern_occupant}} &lt;br /&gt;
* [[Silver Chalice]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Silver_Chalice_occupant}} &lt;br /&gt;
* [[Unfettered Mind]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Unfettered_Mind_occupant}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grandmaster&amp;diff=144088</id>
		<title>Grandmaster</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grandmaster&amp;diff=144088"/>
		<updated>2026-08-22T07:14:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Conclave]] [[Category:Title]] [[Category:Conclave order]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Grandmaster is an Imperial title bestowed upon a [[Magical skills#Magician|magician]] who is a member of a [[Conclave order]]. Each order is represented by a single grandmaster, which means that at this time there are seven grandmasters.&lt;br /&gt;
&lt;br /&gt;
Grandmaster is a political title closely involved with the running of the Conclave. Grandmasters encourage members of their order to participate in Conclave affairs, and represent their order during a Conclave session. Most grandmasters also work to maintain cohesion within their order and to encourage members to pursue and advance the manifesto of the order. A strong grandmaster can organise the magicians that are part of their order and help them wield political and magical power throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
Each grandmaster is responsible for supporting the manifesto, advancing the goals, and representing the members of their [[Conclave order]]. They receive numerous political powers to allow them to do so. Their responsibility is to their order first, to the [[Conclave]] second, and to the Empire as a whole third.&lt;br /&gt;
&lt;br /&gt;
The grandmaster is also responsible for overseeing the distribution and use of the resources made available to their order. Each order receives a share of the mana from the font, and it is the responsibility of the grandmaster to ensure that the mana they receive on behalf of their order is used in pursuit of their order&#039;s goals. Grandmasters have been removed, and in extreme cases [[Writ of Excommunication|excommunicated]] for engaging in too much brazen corruption at the expense of their order.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
Each grandmaster position is an [[Imperial title]] in the [[Conclave]].&lt;br /&gt;
&lt;br /&gt;
===Guiding the Conclave===&lt;br /&gt;
Each Conclave order is entitled to submit a single [[declaration]] of any kind to the agenda for &#039;&#039;each&#039;&#039; [[Conclave session]]. An order&#039;s declaration must be submitted by a member of the order, but it can be anyone chosen by the grandmaster, including themselves. To support the orders, the Civil Service provide two writs that allow the bearer to submit a declaration, one for each Conclave session. &lt;br /&gt;
&lt;br /&gt;
Although the grandmaster is empowered to choose how to employ their order&#039;s declaration, it remains uniquely tied to the order. The Imperial titles with the power to raise a declaration may have their proxy speak instead of them in Conclave, but since you legally cannot proxy your status as a member of a Conclave order, it is not possible to have a proxy present an order declaration on your behalf. This means whoever the grandmaster chooses to submit the declaration to the [[Prefect of the Conclave]] is the only person who can be legally recognised as the person presenting the declaration. Whoever signs the writ, must present the declaration to Conclave (the only exception will be where OOC reasons make this impossible).&lt;br /&gt;
&lt;br /&gt;
A writ can be used by any member of an order who has a valid legal claim to own it. If a grandmaster dies, any writs in their possession at the time pass to their legal heirs.&lt;br /&gt;
&lt;br /&gt;
===Guiding an Order===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A grandmaster can direct their order using a declaration of concord&lt;br /&gt;
* &#039;&#039;&#039;An order can only support a single situation each season&lt;br /&gt;
* &#039;&#039;&#039;It is currently only possible to direct an order as part of an opportunity&lt;br /&gt;
* &#039;&#039;&#039;Sending an order costs 20 mana crystals from the Conclave font&lt;br /&gt;
One of the potential uses of a [[Declaration]] of [[Concord]] is to direct one of the [[Conclave order|Conclave orders]] to support or investigate an ongoing situation. It is only possible to direct an order using one of that order&#039;s declarations; it is not possible for any other declaration to call an order to action. A declaration guiding an order in this way must clearly state which ongoing situation the order is to support. If the declaration is passed then at the end of the Conclave session twenty [[Game_items#Mana_Crystals|mana crystals]] are removed from the font to fund the members of the order in supporting whichever situation they have been called to action over.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Veil of Night===&lt;br /&gt;
Once per summit, if a grandmaster choses to submit their order [[declaration]] to the Conclave agenda personally (rather than allowing another member of their order to submit it), then they can choose to invoke the Veil of Night. If they do so, they are not required to reveal any detail of a declaration: it is added to the agenda simply as &amp;quot;The Grandmaster of (Order) presents a declaration under the Veil of Night.&amp;quot; The grandmaster must still provide the wording of the declaration to the Civil Service when the matter is raised to the agenda and as normal it is the precise wording presented that will be discussed and voted on. After the summit, the details become public knowledge as with any other declaration.&lt;br /&gt;
&lt;br /&gt;
===Power of Precedence===&lt;br /&gt;
During a Conclave session the ability to speak before the Conclave - to [[Conclave_session#Debating_a_Declaration|take part in the debate]] - is controlled by the grandmasters. After the presentation of an [[Conclave_session#Setting_the_Agenda|agenda item]] is complete, the grandmaster may nominate volunteers to speak on the topic being discussed, in order determined by the [[Conclave#Principle of Precedence|Principle of Precedence]].&lt;br /&gt;
&lt;br /&gt;
Rather than nominate a speaker, the grandmaster may choose to pass (sitting out that round of the debate but allowing them to nominate someone in future rounds) or move to vote. If they move to vote the grandmaster cannot nominate any new speakers, but the debate finishes at the end of the current round once more than half of the grandmasters have moved to vote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:350px; float: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Production&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;35 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;54 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Share of the Font===&lt;br /&gt;
At the start of each summit, any [[Conclave_vault#The_Font|mana that was left in the Font]] at the end of the previous summit is divided up between the orders according to the [[Principle of Precedence]], along with a share of [[ilium]] and any bequests made to their order (such as [[materials]] or [[vis]]). The grandmaster is the sole arbiter of how these resources are used, within the remit of their [[#responsibilities|responsibilities]].&lt;br /&gt;
&lt;br /&gt;
===Funding the Order===&lt;br /&gt;
The grandmaster has the ability to spend money to buy crystal mana for their order&#039;s vault. A grandmaster can spend money each season as if they controlled a [[ministry]]. The civil service uses the money spent in this manner to buy directly from other Imperial citizens who have access to crystal mana, and provides it to the grandmaster along with their share of the font at the start of the next summit.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 384YE, the Imperial Senate chose to [[Expand Mana Ministries|take advantage]] of an opportunity to [[Honey_and_vinegar#Old_Stones|improve]] the ability of the grandmasters to purchase mana. Expansions to the mana exchanges in [[Steward of the Tassato Mana Exchange|Tassato]], [[Magic Butcher|Temeschwar]], and [[Steward_of_the_Sarvos_Mana_Exchange|Sarvos]] allow the civil service to purchase more mana without increasing the cost to the grandmaster.&lt;br /&gt;
&lt;br /&gt;
===Stipend===&lt;br /&gt;
During the Winter Solstice 380YE, the Imperial Senate [[Amend_powers_of_Grandmasters|voted]] to grant the grandmasters a [[New_Imperial_titles#Stipend|stipend]] to assist in the purchase of crystal mana. The amount of the stipend was, however, set to 0 crowns. A motion to [[Increase_Grandmasters_stipend|increase the stipend]] during the Spring Equinox 382YE was defeated. Each grandmaster technically receives a stipend from the treasury, but gets no money for it.&lt;br /&gt;
&lt;br /&gt;
==Appointment== &lt;br /&gt;
* &#039;&#039;&#039;The Hall of Worlds is officially allocated to the orders who need to elect a grandmaster for thirty minutes before Conclave when an election is due to allow them to hold hustings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The election takes place as the first items of business for the Conclave once the session begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If a grandmaster retires, dies or is challenged, then an election is held at the start of the next Conclave session, provided the Prefect is given sufficient notice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] arrange for hustings to take place half an hour before each Conclave session on Saturday evening. The Hall of Worlds is ceded to the orders in question to allow members of the Order to gather and discuss who will be appointed. While members of other orders (and priests of the Imperial Synod exercising the right of [[Member_of_the_Synod#Witness|witness]]) can attend the meeting they cannot speak, and the civil service will exclude anyone who attempts to interrupt the proceedings.&lt;br /&gt;
&lt;br /&gt;
If a grandmaster position is up for regular election, or is vacant, a formal vote takes place as the first item of Conclave. There is no opportunity for anyone to speak at this point, members of the orders are expected to use the hustings to make their decision and then to vote once Conclave begins. If there are two or more grandmasters to appoint, the order with the highest [[Conclave#Principle_of_Precedence|precedence]] is elected first. &lt;br /&gt;
&lt;br /&gt;
Each grandmaster is selected by members of their Conclave order. Only a member of the order can present themselves for the title, and only a member of the order can vote in a grandmaster election. Once a magician has been eligible to vote in a grandmaster election they cannot vote in the election of the grandmaster of a different order until a year has passed.&lt;br /&gt;
&lt;br /&gt;
A grandmaster &#039;&#039;cannot&#039;&#039; be [[Revocation|revoked]] by any chamber of the [[Synod]]. However, the members of an order may [[Conclave order#Challenging the Grandmaster|challenge]] the grandmaster and trigger a new election. &lt;br /&gt;
&lt;br /&gt;
The schedule for annual appointment is:&lt;br /&gt;
* Winter - [[Celestial Arch]] and [[Rod and Shield]]&lt;br /&gt;
* Spring - [[Golden Pyramid]] and [[Sevenfold Path]]&lt;br /&gt;
* Summer - [[Unfettered Mind]] &lt;br /&gt;
* Autumn -  [[Shuttered Lantern]] and [[Silver Chalice]]&lt;br /&gt;
&lt;br /&gt;
A grandmaster serves for a year, until a [[Conclave_order#Challenging_the_Grandmaster|challenge]] forces their re-election, until they die or step down, or until the start of the next election.  If a grandmaster becomes vacant unexpectedly, the [[civil service]] will arrange an election to choose a replacement at the start of the next Conclave session, provided the [[Prefect of the Conclave]] is informed at least one hour before the hustings is due to begin. If a grandmaster title become vacant and there is less than an hour before hustings, then the election takes place at the start of the following Conclave session.&lt;br /&gt;
&lt;br /&gt;
==Incumbent==&lt;br /&gt;
The current grandmasters are listed below - see the individual order pages for a full election history for each position.&lt;br /&gt;
* [[Celestial Arch]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Celestial_Arch_occupant}}&lt;br /&gt;
* [[Golden Pyramid]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Golden_Pyramid_occupant}}&lt;br /&gt;
* [[Rod and Shield]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Rod_and_Shield_occupant}}&lt;br /&gt;
* [[Sevenfold Path]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Sevenfold_Path_occupant}}&lt;br /&gt;
* [[Shuttered Lantern]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Shuttered_Lantern_occupant}} &lt;br /&gt;
* [[Silver Chalice]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Silver_Chalice_occupant}} &lt;br /&gt;
* [[Unfettered Mind]] - {{#lst:Archive:All_Election_Results|Grandmaster_of_the_Order_of_the_Unfettered_Mind_occupant}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=144087</id>
		<title>Myth makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=144087"/>
		<updated>2026-08-22T06:55:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Thule]]&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. 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 [[Feroz#Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
While some of these orc nations have [[ambassador|ambassadors]] appointed to speak with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]]. The [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]], is in an ideal position to provide advice when needed. 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 (in which regard, one might take a look at the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune which relates to that sept this season).&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=Many of the Protectorate orcs are former Stone Born, the most heavily armoured and most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==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]]. The Senate has recognised the orcs of the Protectorate of Morajasse as foreigners, distinct from the Grendel. From there they protect not only the borders of Morajasse, but also the borders of Feroz. They have shown themselves more than willing to fight both the [[A_circle_sewn_with_fate#The_Battle_of_Oran|Children of Wrecks]] and the [[Iron Confederacy]] if it [[Each age a lens#The Protectorate of Morajasse|comes to it]]. &lt;br /&gt;
&lt;br /&gt;
The Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognises]] 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]].&lt;br /&gt;
&lt;br /&gt;
They clearly have hidden depths. They recently cooperated with the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] in an [[appraisal]] regarding [[The Oran operation|bridges across the Scorrero]], in which they particular expertise as scroungers and salvagers could play a key part. They&#039;ve also made an arrangement with the people of the Brass Coast to concede a treasure of the Freeborn, in return for supplies to support their forces. For the moment, the atmosphere is one of cautious cooperation.&lt;br /&gt;
===Soldiers at Anvil===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from the Protectorate of Morajasse is visiting Anvil during the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;Commander Gallum has asked the Imperial Consul to arrange a meeting and listed several folk he is keen to see there&lt;br /&gt;
Following the successes of the last couple of seasons, Commander Gallum has sent a short message to the Imperial Consul indicating that some officers are coming to Anvil for the Summer Solstice. They&#039;re empowered to speak on his behalf, and on behalf of the Protectorate. This will present an opportunity to prepare a treaty to define the relationship between the Protectorate and the Empire going forward, securing the freedoms of the orcs and addressing any lingering concerns of the Freeborn of Feroz.&lt;br /&gt;
&lt;br /&gt;
The emissaries are expected to arrive at Anvil at eight in the evening on Saturday. They will make their way to the Forge, which Gallum understands is the primary drinking hole and centre of social life at Anvil. There they would like to meet with the Imperial Consul (or an agent), &#039;&#039;&#039;Garviel i Adrina i Erigo&#039;&#039;&#039; the [[Senator]] of [[Feroz]], &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; the holder of the [[Broken Shore Bounty]], and if possible a representative of both the [[Military Council]] and the [[Conclave]]. The latter has been requested by Wind Lord Saoirse, as she has briefed one of the visitors in line with her interests and concerns.&lt;br /&gt;
{{SOP|statement=To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse.|by=Malaki, Freeborn Assembly|vote=Upheld (102-10)|when=Summer Solstice 388YE|size=small}}&lt;br /&gt;
===Spice Gardens===&lt;br /&gt;
* &#039;&#039;&#039;The Spice Gardens of Feroz are in business once again&lt;br /&gt;
* &#039;&#039;&#039;Sadiq i Isa i Erigo has resumed their position as Keeper of the Spice Gardens&lt;br /&gt;
Following the proposal of the Protectorate [[An_arrow_nocked_and_in_flight#Supplies,_Spies,_and_Spice|last season]], the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] are now once again part of [[the Brass Coast]]. &#039;&#039;&#039;Sadiq i Isa i Erigo&#039;&#039;&#039; has resumed their position as [[Keeper of the Spice Gardens]]. Negotiations between Freeborn of Feroz and the quartermasters of the Protectorate have seen several farms reopened in Morajasse, with strict quotas of food to be delivered to the orcs and the surplus being free for the farmers to dispose of as they wish. Effectively, a significant parcel of land around the Spice Gardens is now an Imperial enclave in Morajasse.&lt;br /&gt;
&lt;br /&gt;
As part of the shift from lying fallow to being in operation again, some of the farmers report unexpected assistance from disciplined orc soldiers who dig out irrigation ditches and clear land. They aren&#039;t exactly friendly, but they&#039;ve clearly been ordered to do so by someone who wants to make sure the farms are up and running (and producing food) as quickly as possible. As a consequence, Morajasse has lost the [[Region_qualities#Impoverished|impoverished]] quality - which is admittedly mostly of benefit to the orcs living there but at least represents a further move forward toward restoring Feroz to its former glories.&lt;br /&gt;
&lt;br /&gt;
There is a minor fly in the ointment - during the Summer Solstice the Freeborn &#039;&#039;&#039;Malakai&#039;&#039;&#039; raised a [[statement of principle]] calling on the Freeborn to trade with their neighbours in the Protectorate. While the intent of the statement appears clear, it just failed to achieve a [[greater majority]]. As such, while some more politically engaged priests of Segura and Feriz are aware of it, it has not had a significant impact on relations between the Freeborn and the Protectorate. There is some trade, but many of the folk of Feroz in particular continue to hold the orcs of Morajasse at arms&#039; length even after the agreement regarding the Spice Gardens. Obviously there is nothing to stop the Assembly trying again to address the situation in Feroz; the important thing from the point of view of the current situation is that they did &#039;&#039;not&#039;&#039; uphold a statement of principle with a greater majority urging their people &#039;&#039;not&#039;&#039; do deal with the Protectorate.&lt;br /&gt;
==Otkodov==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&lt;br /&gt;
The [[Thule]] of [[Otkodov]] live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; five allegedly immortal orc sorcerers. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, peace endures. [[Dawn]] and [[Navarr]] send shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire is &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. He is still somewhat new to his post, and something of an unknown quantity, but he speaks with confidence as the voice of the rulers of Otkodov.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The War in the Trees===&lt;br /&gt;
* &#039;&#039;&#039;The Thule continue to seek aid for their war against the Druj in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
The orcs of Otkodov continue their invasion of the [[Forest of Ulnak]]. Precisely how their war against the northern [[the Mallum|Mallum]] is proceeding is not common knowledge, although stories from those who [[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|supported the Earthquake Drummers]] prior to the Spring Equinox have finally [[Alongside the Earthquake Drummers|spread far and wide]]. After the Spring Equinox, Imperial [[military unit|warbands]] continued to fight with the Thule, and it is likely their tales will likewise filter through to Imperial citizens with an interest in the coming months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tathenon the Gyre&#039;&#039;, the most warlike of the [[Thule_lore#Dragons|Dragons]] who rule Otkovdov, continues to direct the invasion. He apparently sees no reason to end a good relationship; his [[Voice_irresistable#Grim_Faces|invitation to the Empire]] still stands. Individual [[military unit|warbands]] are welcome to support the [[army]] of the &#039;&#039;Earthquake Drummers&#039;&#039; if they wish, and will receive a bounty of crystal mana as recognition of their efforts. Likewise any Imperial army is welcome to join the war against the Druj in the north, provided they acknowledge the strategy of &#039;&#039;Tathenon, Whose Fury is the Storm of Creation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As before, the civil service caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force. Should the two forces assail the same [[territory#regions|region]] there is an unfortunate possibility of &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
&lt;br /&gt;
The offer to fight alongside the armies of Otkodov may be of particular interest to the [[Winter Sun]], given the [[All_I_ask_of_you#Shadows_And_Light|plight]] of the [[Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
====Participation: Ulnak====&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
===An Imperfect Forum===&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Otkodov is invited to attend a meeting at 22:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The meeting will take place in a Prospero chamber accessed from the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Circle of Zulgan Tash are invited as well&#039;&#039;&#039;&lt;br /&gt;
Runa Who-Speaks-For-The-Dragons-Undivided has invited the [[Ambassador to Otkodov]] to attend a meeting at the Summer Solstice. Runa has expressed that such a meeting would be best held in a [[Lashonar#Caucus Forum | Caucus Forum]], obviously, but that sadly Lashonar is currently unwilling to allow Imperial citizens into such chambers. As a result, the Thule have been forced to &#039;&#039;pay&#039;&#039; [[Prospero]] for use of one of his meeting rooms. Farrimond, a Herald of Prospero will collect the delegation from The Hall of Worlds at Quarter Past Ten on Friday evening and escort them to the &#039;&#039;Aureate Jetty&#039;&#039; where the delegation from Otkodov will be waiting.&lt;br /&gt;
&lt;br /&gt;
Runa  has offered his thanks to the Ambassador for supplying a list of agenda items. The Thule have added their own topics to the list, and the agenda will be as follows:&lt;br /&gt;
* The [[Vallorn]], and how to proceed in eradicating it&lt;br /&gt;
* Breaches of law and treaty, and how best to deal with them if they occur&lt;br /&gt;
* Enchantments in shared territories&lt;br /&gt;
* [[Otkodov|Otkodov&#039;s]] policy as regards the septs of [[the Mallum]]&lt;br /&gt;
* [[Great_Forest_Orcs|The orcs of Peytaht]]&lt;br /&gt;
* &amp;quot;Defectors&amp;quot;&lt;br /&gt;
* The Imperial approach to war in The Mallum, with regard to Ulnak especially&lt;br /&gt;
* Division of conquered regions in The Mallum&lt;br /&gt;
* Opportunities for economic collaboration in The Mallum&lt;br /&gt;
* The Circle of Zulgan Tash and [[Miekarova#The_Painted_Caves|the Painted Caves]]&lt;br /&gt;
&lt;br /&gt;
Runa asks that the Ambassador bring with her Aleksandr of the Circle of Zulgan Tash and Zastyt the Feeder. Runa will be accompanied by [[Invited with asperity#State Visit|Galk, of the Sunken Orb of the Brilliant Sapphire]], a warlock in service to [[Thule_lore#Dragons|Hinodir]], Who Burns Away The Shrouds of Midnight, that the two ambassadors might act as mediators in the matter of the Painted Caves. If the ambassador wishes, then that topic can be dealt with first and their guests permitted to leave the &#039;&#039;Jetty&#039;&#039; rather than be forced to sit through the other negotiations.&lt;br /&gt;
&lt;br /&gt;
===Pilgrims on the Road===&lt;br /&gt;
{{SOP|statement=The Guardian of the Maze of Zoria calls for the aid of the wise ones of the Empire. The Maze of Zoria has proven in the past to be a conduit of knowledge regarding magical beings such as the sovereigns of Varushka. Come to the Maze of Zoria, together we shall discern the nature of the creature behind the face-peelers. This creature is known as &amp;quot;The Stranger&amp;quot;, &amp;quot;The First One&amp;quot;, or less commonly &amp;quot;The Smiling One&amp;quot;. Let us learn of this threat to our Empire together.|by=Illya Nikovitch Volkov, Wisdom Assembly|when=388YE Spring Equinox|vote={{GM}} 328-0|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Thule warlocks are observing visitors to the Maze of Zoria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several [[Varushka|Varushkan]] [[Wise One|wise ones]] (as well as other followers of [[Wisdom]]) have set out to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], responding to a call from [[388YE Spring Equinox Synod judgements#Judgement 73 | Illya Nikovitch Volkov]] in the Wisdom assembly. They must travel through Thule land to reach the Maze, which pilgrims are permitted to visit under the terms of the treaty. Fortunately, most of the travellers are familiar with the importance of keeping to the road (though in this case it is the laws of Otkodov not the threat of terrible creatures awaiting them if they stray).&lt;br /&gt;
&lt;br /&gt;
It seems that the Thule are forewarned of the influx of pilgrims and a few Thule merchants make efforts to sell food, water and other essentials for Imperial coin. They do a moderate trade, but most of the travellers have come fully prepared and do not need their services. They are not the only Thule interested in the Imperial pilgrims however. Every now and then, in areas where the merchants are not present, travellers encounter a lone Thule [[Thule lore#Warlock|warlock]] standing on a nearby hill or beneath the boughs of a tree. These warlocks make no attempt to stop anyone using the road, for now at least, they only observing who is passing.&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the [[Grendel]] Salt-Lord Ehsan and his supporters. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. Now a free port where both Imperial and Grendel merchants would be welcome, without favouring either, and the canny diplomat has also secured the protection of the &#039;&#039;bedelaar huisbaas&#039;&#039; of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. 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. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Grendel, Imperial, or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Trade Winds===&lt;br /&gt;
* &#039;&#039;&#039;A meeting between representatives of Beoraidh and Skoura took place with the aid of the Imperial civil service&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The meeting went reasonably well&lt;br /&gt;
* &#039;&#039;&#039;As per his promise, Ehsan has arranged a meeting with a representative of the Brine Turtles for the Summer Solstice&lt;br /&gt;
&lt;br /&gt;
The big news from Beoraidh is probably that the [[Senate]] agreed to instruct the civil service to [[388YE_Spring_Equinox_Senate_sessions#Coordinate_Meeting_between_Beoraidh_and_Skoura|coordinate a meeting]] between the city and the nation of [[Skoura]]. As a descendant of the people who originally drove the Skouran ancestors into the mountains in the first place, and conquered their lowland holdings, Ehsan was perhaps rightly [[A_knock_at_the_door#Up_In_The_Peaks|concerned]] that he and his people would receive short shrift from the people of the highlands. &lt;br /&gt;
&lt;br /&gt;
According to the civil service, the initial meetings - which took place on neutral ground in [[Mareave#Eoradal|Eoradal]] were guarded but cautiously optimistic. Neither side has committed to anything despite the enthusiastic sales pitch of the Beoraidh contingent, but agreements to engage in further discussion have been made. The civil service do caution that there was an &amp;quot;advisor&amp;quot; from Sarcophan with the city state delegation and while they didn&#039;t do much talking they certainly had the opportunity to introduce themselves to the Skouran representatives.&lt;br /&gt;
&lt;br /&gt;
As per his promise, Salt Lord Ehsan has used his own influence to arrange a meeting with representatives of the Brine Turtles sept of [[Mareave#Fleisardh|Fleisardh]]. The delegation will include one of the elders of the sept, a high ranking warleader from the [[army]], and a [[Grendel]] advisor. Ehsan suggests that any Imperial delegation be kept to three likewise; he suggests the [[Senator]] for Mareave would probably be a good choice, as might the [[Ambassador to the Grendel]]. The meeting is due to take place at {{TBC}} in {{TBC}}.&lt;br /&gt;
===Investment===&lt;br /&gt;
* &#039;&#039;&#039;A new trading post exchanging Beoraidh salt for Unshackled beef has been established in Mareave&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is very pleased to hear that there is further interest in investment opportunities in the city state &lt;br /&gt;
The Senator for Mareave also [[388YE_Spring_Equinox_Senate_sessions#Construct_Beoraidh_Trading_Post|commissioned a trading post]] that would allow Beoraidh to trade salt for Unshackled beef - a potentially quite lucrative trade that has brought prosperity to both the [[Shepherd of the Southern Herd]] and the [[Shepherd of the Great Herd]] in [[Skarsind]]. A healthy exchange of goods is now taking place across the borders of barren [[Mareave#Sinfoyard|Sinfoyard]]. &lt;br /&gt;
&lt;br /&gt;
It appears that the Ambassador also did a good job of warning the citizens of Beoraidh that the [[Rivers of Life]] were due to be raised over Mareave after the Spring Equinox. Ehsan has been voluble in his approval of the move, indicating that it seems to have led to a significant burst of growth in the normally quite hardscrabble farms of Sinfoyard. He is aware the effect is short-lived, and unpredictable. In an unguarded moment, he also mentions &amp;quot;strange crops&amp;quot; growing in the arid grasslands north of Beoraidh, although he does not give any details. &lt;br /&gt;
&lt;br /&gt;
With Ambassador Melkior assuring Ehsan that funding for the trade docks has been secured, and that there is significant interest in the [[A_knock_at_the_door#Diamant_Drakes| colosseum]], it seems that relations between the tiny city state and the Empire are going from strength the strength.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan Concerns===&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, Lord of Sand thanks the Ambassador for their words regarding the Sarcophan Delves&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh welcomes the protection of the Delves because without it they do not believe their city state can endure&lt;br /&gt;
One thing Ehsan is not entirely prepared to hear from the Ambassador however are any words of caution about the Sarcophan Delves. The self-styled &#039;&#039;Lord of Sand&#039;&#039; politely thanks Ambassador Melkior for their well meaning sentiments, but makes it clear that as a former Salt-Lord he is no naif new to the realities of politics and trade. Yes, Sarcophan will take some of the city, but in return they will deliver the kind of prosperity he and his people need to survive. When the Sarcophan approached them, he and his advisors are under no illusions about the precariousness of their situation. Both the Empire and the Grendel have good reason to want to control Beoraidh, given it represents the only anchorage where trading vessels can dock. Once one side or the other secured their control of Mareave, it would surely be only a matter of time before they began to place increasing demands on Beoraidh.&lt;br /&gt;
&lt;br /&gt;
As it is, the protection of Sarcophan means that both of their neighbours will need to think very carefully about whether they want to risk the anger of the great power. The price is well worth the protection, but the Lord of Sand does thank the Ambassador for telling him that foolish lips are dubbing the City-State a &amp;quot;protectorate&amp;quot; of Sarcophan. Just because it is basically &#039;&#039;true&#039;&#039; is no reason to say it out loud, after all.&lt;br /&gt;
==Jotun==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=350}}&amp;lt;/div&amp;gt;&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|Kalsea]] 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 - [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) are under Jotun control, and their recent invasion of [[Mitwold]] has [[Pride in the Marches#Mitwold_Triumph|only just ended]].&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;
===The Unity Of Deed And Word===&lt;br /&gt;
* &#039;&#039;&#039;The shrine to the Way on Gull Isle has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel Gate provides the opportunity to enact the consecration of the shrine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Erlend&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for assembling a party to carry out the ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mandate, Skáldsgrým Dunhearth, General Assembly, Spring Solstice 388YE, Vote: Upheld (1490-60)&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, the wheels of Synod process turn. Last season the [[388YE_Spring_Equinox_Synod_judgements#Judgement_32|mandate of Skáldsgrým Dunhearth]] was passed by the General Assembly, following through on the opportunity to [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|consecrate a shrine at the Meeting Place]]. The civil service confirms that the conjunction to the Meeting Place that was identified last season has held strong, and that the Sentinel Gate will open at 18:15 on Saturday of the forthcoming summit. Erlend, the citizen charged with fulfilling the mandate of consecration, will be in charge of assembling a group to witness the ceremony. The shrine is completed, and anchoring the consecration should be no more difficult than somewhere in Anvil.&lt;br /&gt;
&lt;br /&gt;
Gull Isle is known to be an ancient place of cooperation and cultural exchange between the ancestors of the Jotun and the Kallavesi. To honour this legacy, three ghodi have travelled to the great feasting hall to witness the ceremony. Gunnr the Watchful is announced as a respected elder, Magni Red Kite as a keen supporter of the new Meeting Place, and Eirik the Golden as a well-known yegarra who has had contact with Imperial priests before. All three hope to discuss the meaning of the aura and what it represents to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun understand that the Imperials will direct the ceremony as befits their faith, with whatever poems, songs and stories feel most appropriate to them. That there will be such expressions of Imperial culture seems to be taken for granted. They also make it clear that this should not be considered closed to just the Winterfolk. The Empire has many nations, after all, and they would be pleased to meet with a broad array of representatives. Any with questions to ask and stories to tell are welcome at the Meeting Place!&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;Speaker Morna has been sarcastic at the Ambassador to the Grendel&lt;br /&gt;
* &#039;&#039;&#039;They have apparently sent a private response to Starlight Starchaser&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&lt;br /&gt;
And finally... By all accounts Speaker Morna is a little surprised to hear from &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, the offical [[Ambassador to the Grendel]]. With the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] of the [[embassy]] in [[Redoubt#Cargo|Cargo]], he had assumed the ambassador had lost their position as well. Surely the Ambassador cannot expect the Grendel to take an Imperial diplomat without a palace seriously? Beyond suing for peace, what is the value of a pauper ambassador?&lt;br /&gt;
&lt;br /&gt;
All that said, however, Speaker Morna notes that Starlight Starchaser has sent an interesting missive and plans to reply to them directly rather than via their presumably non-existent staff.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
* &#039;&#039;&#039;[[Myth_makers#Protectorate_of_Morajasse|Protectorate of Morajasse:]]&#039;&#039;&#039; The delegation arrived at Anvil and met with all of the [[Myth_makers#Soldiers_at_Anvil|requested citizens]], who should know more. The Freeborn Assembly upheld a statement of principle [[388YE_Summer_Solstice_Synod_judgements#Judgement_120|encouraging trade with the Protectorate]] with a greater majority.&lt;br /&gt;
*&#039;&#039;&#039;[[Myth_makers#Otkodov|Otkodov:]]&#039;&#039;&#039; The Ambassador and representatives of the Circle of Zulgan Tash attended the meeting at the Aureate Jetty with Runa Who-Speaks-For-The-Dragons-Undivided and their staff. [[388YE_Summer_Solstice_Military_Council_orders|No Imperial armies]] joined with the Thule invasion of Ulnak following the Summer Solstice.&lt;br /&gt;
* &#039;&#039;&#039;[[Myth_makers#Beoraidh|Beoraidh:]]&#039;&#039;&#039; The Senate [[Invest_in_Beoraidh_Docks|commissioned Imperial docks at Beoraidh]].&lt;br /&gt;
*&#039;&#039;&#039;[[Myth_makers#Jotun|Jotun:]]&#039;&#039;&#039; The shrine at the new [[Kallavesa#Gull&#039;s_Isle_Hall|Meeting Place]] on Gull Isle was consecrated to Loyalty with true liao.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144052</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144052"/>
		<updated>2026-08-21T13:47:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
* [[Comes a time]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Push_for_victory&amp;diff=144051</id>
		<title>Push for victory</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Push_for_victory&amp;diff=144051"/>
		<updated>2026-08-21T13:45:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Imperial Address]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Cousins,&lt;br /&gt;
&lt;br /&gt;
We stand on the precipice of completing our work in the Sarangrave. Already our heads turn to settling and building up the lands we have won there. &lt;br /&gt;
&lt;br /&gt;
The Druj wither in our grip. The final throes of a dying regime. All that remains is to keep the boot on their necks, to keep the momentum we have won. They know the truth as well as we do. We are inevitable. It will not be today, it will not be tomorrow, but in the coming months, our day will come.&lt;br /&gt;
&lt;br /&gt;
This is only possible through further militarisation. Progress is only possible through growth. &lt;br /&gt;
&lt;br /&gt;
To that end, I am proud to announce the completion of the second army raised by my hand. These armies keep my promises to you. The Lions of Adelmar are my heart in the East, realising my Ambition to reap destruction on the Druj. This League army is my hand in the West, answering my oath to leave no Imperial hearth undefended.&lt;br /&gt;
&lt;br /&gt;
The West needs forces to guard their homes. Not in a year, not soon. Now. I have been able to fund this army two seasons early to meet that need. The Jotun will see that we fight for what is ours from Bregasland to Sermersuaq to Tassato.&lt;br /&gt;
&lt;br /&gt;
I promised not to leave the West undefended in our push for victory against the Druj. I keep my oaths. &lt;br /&gt;
&lt;br /&gt;
The glory is not all mine to claim. The people of Navarr have acted in incredible prosperity. The Senate did not elect to give Navarr public funding. Navarr currently does not have any national bourse seats. This army was funded with boot leather and the prosperity of individual citizens. They faced every challenge and met it head on. &lt;br /&gt;
&lt;br /&gt;
This work is nothing short of exemplary. There are those with much more who have done much less.&lt;br /&gt;
&lt;br /&gt;
The work continues. We can build more armies in the Marches, Navarr, Wintermark and Varushka. And we will.&lt;br /&gt;
&lt;br /&gt;
The Empire is the largest it has ever been. We are waging the greatest war our Empire has ever seen with the greatest military force we have ever built.&lt;br /&gt;
&lt;br /&gt;
The stars say that the age of resurgence is over. The stars are not my master. We decide what our future holds. Victory is our choice, it belongs to us.&lt;br /&gt;
&lt;br /&gt;
This season I would like to commend:&amp;lt;br&amp;gt;&lt;br /&gt;
Herminius of the House of the Wanderer, without whom expediting the third League Army would not have been possible.&amp;lt;br&amp;gt;&lt;br /&gt;
Jack Ashton of the Tusks and Tager ‘Defender of the Fallen’ Tyrshalt of the Bloodcloaks for their impressive military strategy in the West.&amp;lt;br&amp;gt;&lt;br /&gt;
The Brokers of Navarr for their work in funding the third Navarr army.&amp;lt;br&amp;gt;&lt;br /&gt;
The brave Imperial Heroes who prevented the riling of the Vallorn in Eastring. In particular the Vallornguard and Ser Rhydian de Rondell who led and funded the skirmish respectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Ematius Ankarien for his years of exceptional service as Archmage of Winter.&lt;br /&gt;
&lt;br /&gt;
Inextricable. Indefatigable. Inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
Emperor Vesna&amp;lt;br&amp;gt;&lt;br /&gt;
Empress of the Hearth, Crowned in Thunder.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Push for victory.png|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The Throne]] has the power to [[The_Throne#Address%20the%20Empire|nominate a single Imperial citizen who can deliver a message to the people of the Empire]] at each summit. [[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]], sending a message to all Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
The civil service ensure the message is heard by citizens across the Empire and beyond. The impassioned speech, calls on citizens to rally in support of the Empire&#039;s military as they seek to break the strength of the [[Druj]] once and for all. Only the very coldest hearts fail to stir to the Throne&#039;s moving oratory. Could it be true? After centuries of war, does the Empire finally stand at the threshold of an almost unimaginable victory? There are precious few who do not want to believe.&lt;br /&gt;
&lt;br /&gt;
In truth, it is not simply Emperor Vesna&#039;s indefatigable suasion that is causing citizens to rally to the cause. There is a tension in the air - everyone can feel it. The stars have all aligned... as if a new page of history was being turned. Magicians across the Empire argue about what any of it means. Is this moment portentous because of the grand conjunction, or have the stars simply chimed out the hour? On one thing they do agree - this momentous hour is laden with peril. The greater the opportunity, the greater the danger. The pages of the future are written not by fate, but by mortal hands. &lt;br /&gt;
&lt;br /&gt;
All the more reason, people say, to take up arms and push for victory. And push they do.&lt;br /&gt;
&lt;br /&gt;
==See That We Fight==&lt;br /&gt;
{{CaptionedImage|file=NBBrassCoast.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;A corsair has presented a daring plan to take advantage of the turmoil in the lands of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plan would see Freeborn fleets use the established smugglers cove in the Salt Flats of Sanath to free as many slaves as possible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the raid happens then the existence of the cove would be exposed to the Druj who would immediately destroy it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Spymaster can announce that the attack should go ahead as part of their announcement in the Senate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inspired by the recent efforts to map the eastern sea, &#039;&#039;Aracely i Bejarano i Erigo&#039;&#039; has spotted an opportunity to make use of the [[smugglers cove]] to undermine the Druj rule in Sanath. &#039;&#039;Aracely&#039;&#039;, corsair and veteran of the raids on both [[Mosaic|Chalonsio]] and [[Burning|Rachensgrab]], has her eyes on [[Salt_Flats_of_Sanath#Leen|Leen]]. Leen, specifically [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]], is home to thousands of slaves toiling under the malign cruelty of the [[Druj]]. Aracely is looking to gather support among the various Corsair families to try and pull off a daring raid to free as many of them as possible.&lt;br /&gt;
&lt;br /&gt;
The plan is not without cost; if the raid goes ahead, then those who maintain the smugglers cove in the [[Salt Flats of Sanath]] will have to abandon any hope of remaining hidden. If all goes to plan, the [[The Brass Coast|Freeborn]] can take the Druj by surprise, but as soon as the dust settles, the Druj will be on them like rats on a pie. The corsairs will evacuate everyone from the cove with them when they go, get them out before the Druj inevitably discover it, and tear it down. Because the plan guarantees the destruction of Imperial property, it will need the [[Imperial Spymaster]] to [[senate announcement|announce]] that the Smuggler&#039;s Cove is being [[Smugglers_cove#Decommissioning_a_Smugglers_Cove|decommissioned]]. There will be no charge if that happens - the Druj will take care of destroying the structure - after the Freeborn take what they can from the territory.&lt;br /&gt;
&lt;br /&gt;
If the attack is sanctioned, then fleets from [[the Brass Coast]] will be able to take part in the &#039;&#039;&#039;Raid Leen - Rescue Slaves&#039;&#039;&#039; [[voyage]] following the Spring Equinox 388YE. A standard fleet taking this [[Fleet#Raiding|raiding]] voyage will receive six random [[herb|herbs]] and four [[Military unit#Random Resources|random resources]]. A fleet that is [[enchantment|enchanted]] or [[fleet#Upgrades|upgraded]] receives more, and may also acquire some &#039;&#039;&#039;Druj Potions&#039;&#039;&#039; as part of their loot, usually representing a captured [[potion]] or two useful to warriors.&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=250}}&lt;br /&gt;
Rescued slaves that are former Imperials from the eastern nations or their descendants can return home. With the help of the &#039;&#039;Proffered Hand&#039;&#039; network, they will either be welcomed back to their nations or find space in Navarr where they can be helped to find their place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]]. Of course, where the rest of the rescued slaves should go is a separate question entirely. There could be hundreds, potentially even thousands, of liberated slaves to house, feed, and support in the coming season if the raid is as successful as Aracely hopes.&lt;br /&gt;
&lt;br /&gt;
Each standard fleet assigned adds 100 strength to the opportunity. The voyage is a raiding action, so any ritual that benefits a raid will help. If the raiders achieve at least five thousand strength in total, then the raid will be a success and the corsairs and their allies will free hundreds of slaves, mostly former Imperials, from the clutches of the Druj. If there is less than a thousand, then the raid will be botched; few if any slaves will be freed, and the raiders will be lucky to get away with their lives.&lt;br /&gt;
&lt;br /&gt;
If enough fleets support the raid to achieve seven and a half thousand strength or more, then the attack will be a triumph, and those freed will also include scores and scores of individuals who have never been part of the Empire. That will be a problem, of course, but surely a better problem than leaving them languishing in Druj chains, says Aracely? Whatever happens, the raid won&#039;t impact the Druj&#039;s ability to fight the Empire, Aracely&#039;s conceives of this raid as a symbolic gesture, one that will demonstrate Imperial commitment to doing the right thing and hopefully set the tone for freeing the rest of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Six months ago, however, the Freeborn national assembly [[387YE_Autumn_Equinox_Synod_judgements#Judgement_77|upheld a judgement]] warning their people to beware the false virtue of [[Malign_spiritual_presences#Anarchy|Anarchy]] (also known as Freedom). In the past, raids such as this have seen those involved - no matter how virtuous their intent - come away with some form of spontaneous aura. Many of those auras have had overtones of Anarchy. While the assembly resolutely did not uphold a [[387YE_Winter_Solstice_Synod_judgements#Judgement_79|mandate raised last season]] that would encourage the Freeborn to reject Anarchy, some cautious voices question whether now is the right time to take such potentially precipitous action.&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=150}}&lt;br /&gt;
===Resolution===&lt;br /&gt;
The raid was an [[388YE_Summer_Solstice_winds_of_fortune#The_Raid_on_Leen|overwhelming success]] with thousands of slaves freed, many of whom had never been Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
==My Hand in the West==&lt;br /&gt;
* &#039;&#039;&#039;The staff at the Barossa School of Imperial Strategy are eager to support the logistics of an Imperial army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A Senate motion could draw on the expertise to change the quality of a single army, changing its quality to fast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Changing an army&#039;s quality in this way would cost 10 wains of mithril&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to change the quality of the Argent Sword in this manner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is available until the end of the Autumn Equinox 388YE&#039;&#039;&#039;&lt;br /&gt;
The League is readying itself for the third army to finish mustering in [[Tassato]]. If nothing changes, the [[general]] will be available for [[General#Appointment|appointment]] at the Autumn Equinox 388YE. Inspired by the army having been fully funded, and its place as the western hand of &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039;, the staff at the [[Tassato#Barossa_School_of_Imperial_Strategy|Barossa School of Imperial Strategy]] have worked with &#039;&#039;Delphysius, Polemarch of Strategy&#039;&#039; (a [[Inhabitants of the realms#Heralds|herald]] of [[Zakalwe]]) to make an offer to the Senate.&lt;br /&gt;
{{CaptionedImage|file=Zakalwe001.png|align=right|width=150}}&lt;br /&gt;
As Emperor Vesna points out, &amp;quot;The Empire is the largest it has ever been&amp;quot;. That creates strategic problems for the [[Military Council]] as they try to sustain a war on fronts that are increasingly further apart. To address this problem, the School propose to work with the quartermasters and logisticians of a single Imperial [[army]] to see what improvements could be made; what could be sacrificed in the name of haste. To approve the proposal, the Senate would need to pass a [[Senate motion|motion]] naming a single Imperial [[army]]. The chosen force would lose its existing quality and become [[Army qualities#Fast|fast]] instead, at the start of the next summit.&lt;br /&gt;
&lt;br /&gt;
Sadly, due to the magical nature of the [[Argent Sword]], it is not possible for the Tassatan strategists to help that army.&lt;br /&gt;
&lt;br /&gt;
==The Greatest War==&lt;br /&gt;
* &#039;&#039;&#039;Three Hands has written to the office of the senator for Holberg to offer the assistance of the Sand Fisher sept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The orcs are offering to approach a single sept languishing under Druj rule, to try to persuade them of the Empire&#039;s good intentions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League National Assembly can decide which sept the Sand Fishers should approach.&lt;br /&gt;
When Three Hands came to [[Anvil]], various League luminaries asked him for help approaching the orc septs languishing under Druj rule. The lives of the Sand Fishers have been transformed by their friendship with the League - could the sept not help them carry that message of hope to those who were forced to labour for the enemy?&lt;br /&gt;
{{CaptionedImage|file=Assembly_League.png|align=right|width=175}}&lt;br /&gt;
It&#039;s an appealing thought on the face of it. The [[Conflict_in_the_Barrens#Diplomatic_Outreach|slave rebellion in the Barrens]] was devastating for the Druj - they lost three armies in a single stroke. They never recovered their martial strength and look what has become of them now! Still, as Three Hands pointed out, look what happened to those who rebelled. Their treatment at the hands of the Empire was so deadly, that the Black Wind ended up bending the knee to the [[Druj lore#Buruk Tepel|Buruk Tepel]] as the only way to survive. The elderly orc was clear he thought that any plan to try and persuade the septs of the Empire&#039;s good intention was doomed to fail. Anyone the Sand Fishers spoke to would be bound to ask about the events in [[the Barrens]] and Three Hands was very clear that they wouldn&#039;t lie about what happened. Hard to see how that conversation could possibly end well... and so he encouraged those he spoke to, to let it drop.&lt;br /&gt;
&lt;br /&gt;
Technically, Emperor Vesna is not the Emperor of the Sand Fishers. They&#039;re foreigners in a legal sense - though you&#039;d be hard pressed to know it, based on how Loyal many of them seem to be to [[Holberg]] at least. However, the Throne&#039;s words reach every part of the Empire and that includes the [[Merchant_Prince_of_Misericorde_Market|Misericorde Market]]. The Sand Fishers have little they can contribute to support the fighting against the Druj - they have almost no skilled warriors. Still, the sept is determined that they should do what they can to help the Throne that has done so much to help them (they don&#039;t seem to distinguish between [[Empress Lisabetta]] and Emperor Vesna in that regard).&lt;br /&gt;
{{CaptionedImage|file=Actuallythebest001.png|align=right|width=175}}&lt;br /&gt;
Three Hands &#039;&#039;still&#039;&#039; thinks it will all end in disaster, but he quotes the guidance with the fervour of the convert. &amp;quot;It is better, by far, to try and fail, than fail to try.&amp;quot; So he, and other members of his sept, are now resolved to try. If the League National Assembly upholds a statement of principle which names a single sept or group of orcs suffering under Druj rule, a handful of Sand Fishers will try to sneak into Druj lands, to approach them, and to see what might persuade them to consider the idea of trusting the Empire. In the event that two or more statements of principle are raised naming different septs, then only the judgement that was upheld with the highest margin would be acted upon by the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are at pains to keep expectations low. They want to disabuse anyone of the notion that the Sand Fishers turning up and saying &amp;quot;Look it worked out great for us&amp;quot; is going to suddenly convince orcs who have heard what happened to septs in the Barrens to trust the Empire. &#039;&#039;&amp;quot;Dreamers hope for the best, the wise fear the worst, but all the dreams die in the Mallum&amp;quot;&#039;&#039;, as Three Hands puts it. The Sand Fishers approaching a sept is bound to work better than anyone, bar perhaps the Imperial Orcs, making the attempt, but the best possible outcome is that the party comes back with a list of demands. The worst possible outcome is nobody comes back at all.&lt;br /&gt;
&lt;br /&gt;
There is just one catch: Three Hands is coy in his letter, but it is clear that he is concerned that this could go wrong in other ways too. If the Sand Fishers reach out to successfully embrace one of the septs of the Mallum, but that sept ends up getting slaughtered by the Empire anyway, that will inevitably cause lasting damage to the Empire&#039;s otherwise excellent relations with the orcs of Holberg.&lt;br /&gt;
===Resolution===&lt;br /&gt;
A judgement calling on the Sand Fishers to approach the Beacon of Iskrid was [[388YE_Summer_Solstice_Synod_judgements#Judgement_165|submitted but was then withdrawn]].&lt;br /&gt;
&lt;br /&gt;
==Greatest Military Force==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly Dawn.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly Wintermark.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dawn, the Imperial Orcs, and Wintermark have been inspired to support the military units of their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The assemblies of the three nations could enact mandates to encourage their citizens to embrace national traditions and support the Empire&#039;s wars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of [[Dawn]], the [[Imperial Orcs]], and [[Wintermark]] have been inspired by the Throne address to do what they can to support the captains of their nations. If the Empire is to finally end the threat of the Mallum, then one way of securing victory would be to encourage those in the three nations who own smallholdings such as farms, forests, or mines, to make ready for war and take up arms against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Dawn, the Imperial Orcs, and Wintermark all elect their Bourse seat holders through [[Tally of the Votes]] of [[military unit]] captains - a reflection of the strong martial traditions of these nations. Indeed, the Imperial Orcs only get votes when supporting an army. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap: 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{mandate|mandate=Where they have sown fear, we will make flowers grow. We send {named priest} with 25 doses of liao to encourage Dawn to take up arms. Glory is there for the taking.|assembly=Dawnish Assembly}}&lt;br /&gt;
{{mandate|mandate=When faced with the choice between death or protecting what is worthy, we face no choice at all. We send {named priest} with 15 crowns to encourage the Unshackled to bring death to the Druj. We have one life; we must make it count.|assembly=Imperial Orc Assembly}}&lt;br /&gt;
{{mandate|mandate=A good death awaits us. We send {named priest} with 25 doses of liao to encourage Wintermark to ready themselves for war. A hero has a name.|assembly=Wintermark Assembly}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If these mandates are passed in the relevant assemblies, then it will create an opportunity for the coming season for any character of that nation to change a [[business]], [[farm]], [[fleet]], [[herb garden]], [[mana site]], [[mine]], or [[forest]] to a [[military unit]] &#039;&#039;in the same territory&#039;&#039; without incurring a cost by emailing {{plot}} after the event. Crucially, the new resource will be the same level as any resource they give up to make the change - reflecting local support for their efforts to embrace their national traditions and support the Empire&#039;s war efforts.&lt;br /&gt;
&lt;br /&gt;
==Nothing Short of Exemplary==&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=175}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: Pink;&amp;quot;&amp;gt;&#039;&#039;&#039;Known Benefactors&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar of the Cohort of the White Bear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asael of the Reumah&#039;s Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dagon Barossa of the Shattered Tower&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dantee	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edni Adomait	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ehud of Reumah&#039;s Redoubt	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eli of Jerico&#039;s Haven	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Enoch Cobroc	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezra	of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gideon of the Suns of Couros	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hannah Lleweuraidd of the Coven of Barabbas	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Icarus of the Silent Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leah, born of Leah of Ebon&#039;s Hall	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magistrate Abraham of the Constitutional Court&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melkior of Balthazar’s Vineyard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Daughter of Esther of the Suns of Couros&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordecai	of Storm&#039;s Fury&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yakob of the The Flame Beneath The Earth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Highborn have been inspired by Emperor Vesna to fund &#039;&#039;any&#039;&#039; commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors can redirect twelve wains a season, currently going to the Grand Inspiration of the Way to any commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors meets at 11:00 on Saturday and Sunday of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inspired by the Throne&#039;s exemplary [[Vigilance]] and [[Ambition]], the wealthy Highborn who support the decisions of the Council of Benefactors have gone even further than [[A_peerless_sacrifice#A_Virtuous_Benefaction|last year]]. Where before, the [[benefactor|benefactors]] have been limited to providing twelve wains each season to a [[Commission#Civilian_Commissions|civilian commission]], the citizens of Highguard have acknowledged the challenge the Throne has thrown down. After much discussion, the chapters have agreed that for the coming year at least, they will find the resources needed to support &#039;&#039;any&#039;&#039; project, providing up to twelve wains to a single commission each season. They are more than happy to continue funding the construction of the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]] in [[Bastion]] if that is the will of the Council of Benefactors - but inspired by the Empress&#039; words they will support any commission, regardless of nation or purpose. &lt;br /&gt;
&lt;br /&gt;
There are two formal meetings of the Benefactors&#039; Council at each summit, at 11:00 on Saturday and Sunday morning. They are likely to be held in the main tent of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]]. If the Council want to change where their nation&#039;s donations are going, then they must ensure that their [[egregore]] is present when they make the decision. The egregore will make a note of the decision and pass word on to the other benefactors in the nation. If there is some debate over the decision, then the egregore will expect a decision to be taken by a simple majority vote of those present who are well known for their role as benefactors. The list above contains all the eligible benefactors currently known to be attending Anvil. Whichever commission is chosen, the people of Highguard will donate twelve wains towards it, each season, until it is complete. They will continue to support that commission until the Council of Benefactors nominates a new commission to receive the support of the nation.&lt;br /&gt;
&lt;br /&gt;
==No Imperial Hearth ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBMarches.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches have been buoyed by the raising of the third League army, and the imminent destruction of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The alders of Wayford have set aside ten wains of weirwood for the expansion of the Breadbasket into Mournwold&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Ten more wains of weirwood will be provided by the alders of Wayford in exchange for 30 thrones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 387YE, the Marcher Assembly upheld a statement of principle raised by &#039;&#039;&#039;Brother Rhaego&#039;&#039;&#039; that declared that it was the solemn duty of Marchers to work the land and nourish its people. This highest calling of the Marches led to calls to expand the [[Keeper of the Breadbasket|Marcher Breadbasket]] into the [[Mournwold]]. Several wealthy citizens [[Search_high_and_low#A_Stitch_in_Time|came forward]], to offer to contribute what they could, for a cost. &lt;br /&gt;
&lt;br /&gt;
A group of [[Alder|alders]] from [[Mitwold#Wayford|Wayford]], hard-working merchants who import salt, cloves, and other spices from [[Faraden]] and [[Sarcophan Delves|the Delves]], had a tip for a cheap consignment of [[weirwood]] from a Sarcophan merchant. The ten wains of the precious golden wood were too expensive for the alders to make use of the opportunity themselves, but one of them, &#039;&#039;Anne Craig&#039;&#039;, passed on the tip to the wealthy of Anvil. &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, newly reelected as the [[Keeper of the Breadbasket]], paid the full cost of 28 thrones, and the wains are awaiting the commission of the breadbasket&#039;s expansion.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Orson.jpg|caption=&#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, Keeper of the Breadbasket|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by Anne Craig&#039;s success, a group of alders from [[Mitwold#Hay|Hay]] has been on the lookout for further opportunities to acquire weirwood for the project. They have managed to negotiate with a merchant from the Sarcophan Delves for another shipment of weirwood. Originally destined for [[Foreign_ports#Caitun|Caitun]], the merchant family who agreed to the contract were discovered to have been trading with certain seedy elements in the Iron Confederacy and have been stripped of their wealth by the Court of the Five Winds. The Sarcophan merchant is willing to sell the full shipment of weirwood at the original price agreed with the Faraden, but it is another all-or-nothing trade deal that needs to be completed by the start of the Summer Solstice; otherwise they will have to look elsewhere. The alders of Hay look to the Keeper of the Breadbasket, &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, to provide funds for the trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The player of Orson BogMyrtle can engage in the trade by ensuring the 30 thrones are in their pack and emailing {{plot}} to confirm the trade by the end of downtime.&lt;br /&gt;
&lt;br /&gt;
==Boot Leather==&lt;br /&gt;
* &#039;&#039;&#039;Urizen have been inspired to look towards the future&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly can enact a mandate that would encourage citizens to invest in upgrading their mana sites&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly could enact a different mandate that would also track the amount of mithril spent on upgrading mana sites and building structures that produce mana crystals across the nation&lt;br /&gt;
* &#039;&#039;&#039;These mandates are competing with each other&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Urizen.png|width=200|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by the completion of the [[Construct Roads of the Sky|Bridge of the Air]], Urizen have looked at how they might respond to &#039;&#039;&#039;Emperor Vesna&#039;s&#039;&#039;&#039; call to action. The nation has gained an increased presence in the Military Council in recent years, fielding both the [[Argent Sword]] and the [[Citadel Guard]] when the nation can only [[Army#Maximum_numbers_of_Imperial_Forces|support]] a single army. Changes to the way the [[Warmage]] is appointed have given them an additional voice in an Imperial house of power that traditionally saw limited involvement from Urizen. Instead of warfare, then, the nation looks to what they excel at: magic and the cultivation of [[Game_items#Mana_Crystals|mana crystals]].&lt;br /&gt;
&lt;br /&gt;
There will always be a dearth of crystallised mana. Adherents of [[Prosperity]] teach that there should be no magic that goes unused, and the ritualists of the Empire keep that particular tenet close to their hearts. Rituals that create shrouds, enchantments, and curses have been performed in Anvil thousands of times over the past year alone. There are more mana crystals gathered in Urizen than anywhere else in the Empire, as the [[Sound the bells|spate]] of curses from two years ago showed. It is possible that the Senate, or the [[Crystal Architect of the Spires]], could begin a renaissance of establishing [[sinecure|sinecures]] that produce mana crystals for the people of Urizen. But everyone who takes part in the [[Tally of the Votes]] of the nation owns a mana site, and &#039;&#039;that&#039;&#039; is where the focus of the nation has landed.&lt;br /&gt;
&lt;br /&gt;
The Urizen Assembly have been presented with two competing mandates. The first encourages Urizen citizens to do what they can to upgrade their own [[mana site|mana sites]]. &lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=The seeds of today will be the crops of tomorrow. We send {named priest} with 25 doses of liao to encourage Urizen to consider what tomorrow might bring. We must all do what we can to better our tomorrow.|assembly=Urizen Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the cost to upgrade mana sites owned by Urizen characters will be reduced by one wain (to a minimum of one) until the start of the Spring Equinox 389YE. &lt;br /&gt;
&lt;br /&gt;
A second mandate is presented for the assembly, one that goes further and is in part inspired by the life of [[Adelmar the Lion]] whose [[Prelate_of_Adelmar%27s_Shrine#Academy_of_Arms|Academy of Arms]] has become a place of [[Ambition|ambitious]] pilgrimage in the mountains of [[Redoubt#Siluri|Siluri]]. It calls for a civilised contest between the great territories of Urizen to see which territory will see contribute the most to the war against the Druj.&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Nothing is beyond our grasp. We send {named priest} with 25 doses of liao to encourage Urizen to invest in the nation&#039;s future. Let us aim high and show there is no limit to what we can accomplish.|assembly=Urizen Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the cost to upgrade mana sites owned by Urizen will be reduced by one wain (to a minimum of one) until the start of the Spring Equinox 389YE. In addition, the civil service will keep track of which territory receives the most investment in terms of mithril being used to both upgrade mana sites and any commissions built to increase production of mana. Whichever territory saw the most investment would see an [[opportunity]], in a similar manner to [[The greatest city in the world|competition]] between the cities of [[the League]].&lt;br /&gt;
===Resolution===&lt;br /&gt;
Neither mandate was enacted.&lt;br /&gt;
&lt;br /&gt;
==The Work Continues==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Raise Navarr Army&#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; Army&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; Miaren or Hercynia&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; 200 mithril and 75 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Can substitute weirwood in place of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; This opportunity is available for one year. The army must be raised before the end of the Winter Solstice 388YE to take advantage of the ability to spend weirwood.&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;Restriction:&#039;&#039;&#039; This cannot be used in conjunction with the opportunity to raise an army of vates in Miaren.&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 have been inspired by the promise of the end of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of the apothecaries rescued from Thornsong House want to take the fight to the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An army can be raised in any Navarr territory that allows the substitution of some or all of the mithril for weirwood&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The third army of Navarr has received all due funding; it will finish mustering at the Autumn Equinox 388YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;s supply will drop by one if a new army is not raised by the end of the Autumn Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Raise Third Navarr Army|third army]] of Navarr has almost finished mustering in Hercynia; the general will be first at the Autumn Equinox 388YE. The nation&#039;s appetite for the final battle against the vallorn continues, but it is not inexhaustible. If a new Navarr army does not begin raising by the end of the Autumn Equinox 389YE, then the nation&#039;s enthusiasm will wane, and the [[Army#Maximum_numbers_of_Imperial_Forces|Navarr supply]] will drop by one. Some of the Navarr who managed to escape from the destruction of [[Thornsinger#Thornsong House|Thornsong House]] - many only thanks to the [[Crimson_and_green#Conjunction|intervention of Imperial heroes]] - want to make sure that doesn&#039;t happen. They want to help take the fight to the Druj; earnestly believing that once the Druj are defeated, the Empire will turn its attention to the vallorn next.&lt;br /&gt;
&lt;br /&gt;
Word of the address has spread to the [[Great Forest Orcs]], and they too are eager to see the end of the Druj. A year and a half ago, the orcs of the Great Forest [[The_first_shot#Therunin|offered to support]] the raising of an army in Therunin in recognition of the [[Poetry_and_prose#Great_Forest_Orcs|solemn and binding oath]] made by the Navarr to protect the sept as if they were family. That oath, that powerful &#039;&#039;geas&#039;&#039;, still stands and the Great Forest Orcs have once again pledged their support for an army centred on the apothecaries and herbalists who escaped Thornsong House. &lt;br /&gt;
&lt;br /&gt;
If the Navarr chose to raise an army centred on those who escaped Thornsong House, they could also count on the support of the Great Forest Orcs. These people are masters of working [[weirwood]]. The Empire has seen their skills with growing, harvesting, and shaping the precious wood, but the Navarr&#039;s allies are also skilled at making weapons of war with it. Any Navarr army raised in the next year could draw on the skills and experience of the Great Forest Orcs to substitute weirwood for mithril on a 1:1 basis. Unfortunately, such an army couldn&#039;t also incorporate an unusually large number of [[vate|vates]]. It is not possible to raise an army with the aid of the Great Forest Orcs which also [[The_first_shot#Miaren|benefits]] from an [[eternal]] patron.&lt;br /&gt;
&lt;br /&gt;
==All Mine To Claim==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A consortium of Delev merchants has offered to sell mithril to Emperor Vesna for the purpose of raising armies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each season Empress Vesna can purchase up to forty wains of mithril&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Delev consortium will make the mithril available, starting at three thrones per wain until at least the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Milena Vukovna Delevki&#039;&#039; is a [[Pride|Proud]] resident of [[Karov#Delev|Delev]], and with the [[Ward Little Boyar&#039;s Welcome|wards]] on the [[Karov#The_Little_Boyar&#039;s_Welcome|Little Boyar&#039;s Welcome]] completed, her consortium has been working to negotiate a deal to sell mithril to a contact in the [[Commonwealth]]. However, the merchant, inspired by the words of the second Varushkan ever to sit on the Imperial throne, would much rather see the mithril go towards raising Imperial armies. &#039;&#039;Milena&#039;&#039; proposes that she could instead sell the mithril from the scattered vales and outposts to the Throne, for the purpose of raising an army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Precious Mithril&#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;240 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;660 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1140 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a great deal of discussion of how they &#039;&#039;could&#039;&#039; work, but it soon becomes clear that part of the reason for their enthusiasm is a desire to support the Empress personally. The Throne almost always begins their rule with a degree of popularity with their home nation, and Emperor Vesna is no different. Every tavern in Varushka that Vesna ever stayed at, or passed through, or had a friend pass through, now sports a plaque hanging behind the bar celebrating their connection to the nation&#039;s new favourite Emperor. People are openly comparing Vesna with [[Empress Varkula]] in terms that in Varushka at least are considered flattering. Yes, Empress Varkula was terrible, but it was the good kind of terrible. She had steel in her veins! She brought terror to her enemies, and Prosperity to the Empire. &lt;br /&gt;
&lt;br /&gt;
For at least the next year, &#039;&#039;&#039;Empress Vesna&#039;&#039;&#039; can purchase up to forty wains a season at a price starting at three thrones per wain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Emperor Vesna will gain access to a [[ministry]] after the Spring Equinox 388YE that will allow them to purchase wains of mithril at a set price.&lt;br /&gt;
&lt;br /&gt;
==And We Will==&lt;br /&gt;
{{WingedMessenger|address=&#039;&#039;General Utmar of the Rahvin, The Fangs, Bitter Strand, The Barrens&#039;&#039; will receive letters.}}&lt;br /&gt;
* &#039;&#039;&#039;The Rahvin have an opportunity to &#039;&#039;deal&#039;&#039; with the Karass&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To be legal, it would require the Empire to either cede the Bleaks to them, or declare war on, the Karass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Not_to_conquer#Karass|Karass]] and the [[Not_to_conquer#Rahvin|Rahvin]] do not exactly see eye-to-eye. The Rahvin hate the Karass every bit as much as the Druj; indeed, they consider their enemies to be inseparable from the Druj. It&#039;s hard to imagine the contempt isn&#039;t mutual, but the Rahvin have repeated over and over to the Empire that the Karass are loyal servants of the rulers of the Mallum and that they are simply waiting for the right moment to betray the Empire and the Barrens to the Druj.&lt;br /&gt;
&lt;br /&gt;
According to the yeofolk who support the [[Merchant of the Fangs]], &#039;&#039;&#039;Juniper Wainwright&#039;&#039;&#039;, the Rahvin are intrigued by the words of &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039; promising that the end of the Druj is close. If it is true, then it is news worth celebrating. But the Druj won&#039;t really be gone until every trace of them is wiped from this world. &amp;quot;We will be a black wind that sweeps the Druj into the Abyss&amp;quot; is a common refrain among members of the sept. They don&#039;t just want to see the Druj defeated; they want to see every trace of them uprooted from this world. It is good news indeed that the Empire has the Druj armies on the defensive... but what about the Druj traitors here in the Barrens? What about the Karass?&lt;br /&gt;
&lt;br /&gt;
The Rahvin army is still being raised in [[The_Barrens#Bitter_Strand|Bitter Strand]], and while it is not yet ready to take the field, some of the recruits are itching for a fight. As a result, there is an [[opportunity]] to assault a small sept, like the Karass, and overpower them. &#039;&#039;General Utmar&#039;&#039; understands enough about Imperial law to know that leading his warriors against a foe enjoying the protection of [[Imperial law]] will not end well for his people. But if the Senate - or Empress Vesna - were to declare war on the Karass, then the Rahvin would seize the moment, just as the Karass did to the Vendarri, and wipe them out. Those that didn&#039;t flee back to their Druj masters in the Mallum would be slaughtered.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Senate could cede [[The_Barrens#The_Bleaks|the Bleaks]] to the Karass, and the Rahvin could then attack once the region had been claimed. That would also avoid Imperial law being a problem. It seems complicated and unnecessary to General Utmar; he&#039;d rather the Throne just declared war on them and then let the Rahvin &#039;&#039;deal&#039;&#039; with the situation.&lt;br /&gt;
&lt;br /&gt;
This opportunity is only available for a single season - the Druj armies are on the back foot now - so they can&#039;t come to the aid of the Karass if they are threatened. That might not be the case in the future. General Utmar is eager to fight the Druj, but he&#039;s not going to throw away the lives of his soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Imperial Addresses}}&lt;br /&gt;
[[Category:Karass]][[Category:Rahvin]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144034</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144034"/>
		<updated>2026-08-20T22:18:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: Replaced content with &amp;quot;==List==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sound_and_vision&amp;diff=144033</id>
		<title>Sound and vision</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sound_and_vision&amp;diff=144033"/>
		<updated>2026-08-20T22:18:43Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;When Holberg and Reikos were held by our Foes, T’was Gabriel Barossa that freed ‘em, Through their army was huge, he baited the Druj, And used their own tactics to bleed ‘em!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jonty slammed his tankard down on the table and groaned. &amp;quot;Not that fucking song again. Doesn&#039;t that troubadour know anything else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What ya complaining about?&amp;quot; argued Dina. &amp;quot;It&#039;s catchy - and at least this Barossa fella&#039;s still alive. It&#039;s this or that one about the doomed lover who throws themselves in the Barren Sea five hundred years ago. This is topical. And it&#039;s about beating up the Druj. Oh, Ho! Gabriel Barossa!&amp;quot; the last part was shouted, as was now traditional, along with half the tavern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s trite is what it is. It doesn&#039;t scan properly. It&#039;s doggerel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh right, yeah... This from the man whose only contribution to art is finger painting crude drawings on latrine walls. Going to give up woodcutting and become a troubadour are we?&amp;quot; Dina grinned at her drinking partner enjoying his foul mood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, Ho! Gabriel Barossa!&amp;quot; shouted the crowd.&lt;br /&gt;
&lt;br /&gt;
Jonty just scowled and mumbled to himself &amp;quot;Death by the Druj would be better than this... If I ever see this Barossa fella, I&#039;ll give him what-for...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sound and vision.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There is magic across the Empire. In the weavings of the cabalists. In the lore of the weavers. In the craft of the witches, and the arts of artisans. There is also magic in the world itself, serendipity and spirits, constellations and confluences, in the sky and in the salt. Some magic ripples out from the workings of orcs and humans, some rains from the heavens, some rises from the earth and stone.&lt;br /&gt;
&lt;br /&gt;
This season events that relate specifically to the [[eternal|eternals]] is discussed in more detail in &#039;&#039;&#039;[[The prettiest star]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
==Silver Earworms==&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Jaheris have been paying bards, scops, stzena, sutannir, mountebanks, troubadours, and mummers to perform &#039;Grinning General Gabriel&#039; across the Empire&#039;&#039;&#039;&lt;br /&gt;
For reasons known only to the &#039;&#039;[[Jaheris|Unicorn Prince]]&#039;&#039;, the Lord of the Forest of Arden has taken it up themselves to promote a new poem extolling the apparently limitless Virtues of the General &#039;&#039;&#039;Gabriel Barossa&#039;&#039;&#039;. They are apparently determined to ensure that this piece is heard as far and wide as possible, possibly because they want to let everyone know how much they like the general or maybe just because they want his name to life in infamy, it&#039;s hard to be sure.&lt;br /&gt;
&lt;br /&gt;
Bards and anyone who might be a regular performer is being asked to consider reciting the poem at any opportunity. [[Scop|Scops]], [[stzena]], [[sutannir]], [[mountebank|mountebanks]], [[troubadour|troubadours]] and even [[mummer|mummers]] have been offered a few rings if they will add the piece to their repertoire and given free rein to change the words, set it to music or include it in a play. Provided it is performed far and wide, the servants of the &#039;&#039;Moonsilver Prince&#039;&#039; are content.&lt;br /&gt;
====Participation: Performers====&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px; width: 50%; float: right;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
====Grinning General Gabriel====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gabriel Barossa has fashionable clothes,&lt;br /&gt;
Two blue eyes that are always a-smoulder, &lt;br /&gt;
And a fantastic hat,&lt;br /&gt;
but despite all of that,&lt;br /&gt;
I assure you he’s really a soldier.&lt;br /&gt;
&lt;br /&gt;
When Holberg and Reikos were held by our Foes,&lt;br /&gt;
T’was Gabriel Barossa that freed ‘em,&lt;br /&gt;
Through their army was huge,&lt;br /&gt;
he baited the Druj,&lt;br /&gt;
And used their own tactics to bleed ‘em!&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris’s contest he swiftly did win,&lt;br /&gt;
Beat a Jotun Warlord without touching a sword,&lt;br /&gt;
All while wearing a shit-eating grin.&lt;br /&gt;
&lt;br /&gt;
Zakalwe sponsors his tactical college,&lt;br /&gt;
Gabriel’s military thinking’s so stellar,&lt;br /&gt;
And for various crimes,&lt;br /&gt;
he’s been cursed twenty times,&lt;br /&gt;
So you know he’s a popular feller.&lt;br /&gt;
&lt;br /&gt;
The Whispering Gallery hated his knowledge,&lt;br /&gt;
They sent five Assassins most able.&lt;br /&gt;
At his own wedding ball,&lt;br /&gt;
Gabriel best them all,&lt;br /&gt;
(With the help of a small picnic table.)&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris says he is the best of the lot,&lt;br /&gt;
And considering the rest&lt;br /&gt;
that have claimed to be best,&lt;br /&gt;
Who are we then to say he is not?&lt;br /&gt;
&lt;br /&gt;
As a dancer he’s graceful, his feet are so swift,&lt;br /&gt;
The Grendel did not stand a chance,&lt;br /&gt;
A three minute defeat,&lt;br /&gt;
while they clapped to the beat,&lt;br /&gt;
When he led his League troupes out to Dance&lt;br /&gt;
&lt;br /&gt;
Now he and his wife have a contest of gifts,&lt;br /&gt;
A rivalry constant and heated.&lt;br /&gt;
So nobody can&lt;br /&gt;
(but his dear Viviane),&lt;br /&gt;
Say they’ve ever had Gabriel defeated!&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris says he is the best in the show,&lt;br /&gt;
Truly out at the Fore,&lt;br /&gt;
both in Love and in War…&lt;br /&gt;
Who are we then to say it ain’t so!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone who plays a character who regularly performs in anyway will have been approached by servants of the &#039;&#039;Moonsilver Prince&#039;&#039; and asked to perform the poem. If you would have taken the Prince&#039;s ring, you can let the crew in GOD know and exchange the eighteen rings income for a crown when you collect your pack &#039;&#039;&#039;by visiting the lost property desk before you leave GOD&#039;&#039;&#039;. You will have been encouraged to perform the poem far and wide and given license to adapt it however you wished. The words of the poem are shown right.&lt;br /&gt;
&lt;br /&gt;
If you perform the poem at Anvil during the summit in front of a substantial audience of a dozen or more people, you will receive a boon from Jaheris. You will experience a &#039;&#039;&#039;roleplaying effect&#039;&#039;&#039;. &#039;&#039;You feel joy in the power of poetry and music to entertain, bedevil and cause trouble. You feel an urge to perform disconcerting pieces at any opportunity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, you have one additional hero point for the duration of the event. You can only increase your maximum number of hero points by one in this manner, but if you have expended this hero point then it is regained whenever you perform the poem in front of a substantial audience in Anvil.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Icebarn.png|align=left|caption=The great icy creatures known as artoks emerge from the endless storm to tread fixed paths across Wintermark before they head back into the ice.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anchoring an Artok==&lt;br /&gt;
* &#039;&#039;&#039;Mystics of Wintermark have heeded the call of the Conclave to find a way to bind &#039;&#039;Little Icebarn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control over the artok can be extended at the cost of increasing amounts of mana crystals&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Mystic|Mystics]] from the [[Raven Seer|Aviary of Ishal]] discovered [[Stars_and_sigils#Ravens_and_Giants|previously unknown writings]] regarding the binding of [[Wintermark_magical_traditions#Artok|Artok]]. An opportunity to discover the methods was presented to the Raven Seer, but the decision was made to instead seek the truth behind the animal attacks across Sermersuaq and the north-western Empire. A mystery half-solved? Not if the Empire has anything to do with it. The [[Grandmaster]] of the [[Silver Chalice]] issued a declaration to Conclave calling for interested parties to [[387YE_Spring_Equinox_Conclave_sessions#Concord:_Storm&#039;s_Folly_and_Artok|research the writings of Storm&#039;s Folly]]. A lateral move, but one that many Mystics speak of approvingly. There are often many routes to the same destination, and the magicians of Anvil have identified one.&lt;br /&gt;
&lt;br /&gt;
It is not a flood of scholars who arrive at the isolated Hall in [[Sermersuaq#Suaq_Fount|Suaq Fount]]. More like a trickle, a thin rivulet of curious people, all Winterfolk. This is not the might of a directed order, but a few interested parties. The people of the Empire know very well the power of a small but determined band of experts with time on their hands. And sure enough, just before the Summer Solstice, the researchers present their findings. They have no formal presentation, no context, no historical research. They have gone through the ancient writings and identified only those parts that related to their goal, ignoring everything else. The story of Storm&#039;s Folly and their place in the wider history of the artoks will be for others to research, should they be of a mind. But their methods? Those are now in the Empire&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
Artoks are strange and unpredictable beings, guided by some mysterious force that the Empire does not know. The same methods will not work on all of them, and worse they become more difficult over time, as the artok&#039;s urge to resume its original path grows stronger. But &#039;&#039;Little Icebarn&#039;&#039;, it seems, is susceptible to this control. The researchers are confident that they could use twenty mana crystals to bind the artok to work at the [[Pride of Ikka&#039;s Tears]] for another year. This is not even a one-off thing - the process could be repeated, albeit at greater cost. To bind Little Icebarn for a second year would cost 40 mana crystals, then 80 for a third year, 160 for a fourth, and so on. The required quantity would double every time so Little Icebarn could never be bound forever, but the only limits are the mana crystals available.&lt;br /&gt;
&lt;br /&gt;
All it would take is for the Custodian of the Pride of Ikka&#039;s Tears, currently &#039;&#039;&#039;Æðelric Dagursson&#039;&#039;&#039;, to acquire the mana crystals and have them delivered to the mine for use (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Custodian of the Pride of Ikka&#039;s Tears should hand-in mana crystals at the end of the event and email {{plot}} before downtime closes.)&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Feresh.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Mountain Rises (Zenith)==&lt;br /&gt;
* &#039;&#039;&#039;Mount Polus has risen to be the tallest mountain in the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Urizen could build an edifice to found a new spire on the mountain&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Meraud]] [[Eat_like_kings#Obligations|provided the Golden Chalice]] with an arcane projection in recognition of their aid in his restoration. &#039;&#039;The Hands that Shake the Heavens&#039;&#039; was performed during the summit by the &#039;&#039;&#039;Ashen Flame&#039;&#039;&#039; coven of Urizen, targeting [[Zenith#Occursion|Occursion]] in Zenith. The first of the tremors was felt shortly after the equinox, with subjects of the Lord of the Silver Tower visiting spires to warn them before the earthquake that followed. One of the mountains of Occursion, Mount Polus, began to rise as the tremors continued. Shortly before the summit, the last of the tremors is felt, and the region seems to breathe a sigh of relief. Just one day later, an overwhelming crunch is heard as far away as [[Custodian_of_the_Storm_Vault#The_Storm_Vault|the Storm Vault]]. A crevasse has opened near the base of Mount Polus, which seems to beckon for adventure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mount Polus&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; [[Zenith#Occursion|Occursion]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; &#039;&#039;&#039;Minimum:&#039;&#039;&#039; 10 white granite, 300 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the edifice to reduce the costs for the spire to regular costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends in a year&#039;s time&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
It is too soon to know for sure what might be found in the crevasse, but local spires and citadels are incredibly interested in what might be uncovered in this new unknown. The &#039;&#039;Citadel of the Empty Sword&#039;&#039;, sentinels who maintain a watch over the southern pass into [[Spiral]], have suggested that an army could be used to explore the crevasse... once the Druj are pushed from the territory, of course. The [[Narwhal&#039;s Spear]], the [[Seventh Wave]], or the [[Wolves of War]] (hiring the appropriate mercenaries), or an Imperial army enchanted with [[Bound by Common Cause]] could take a defensive order to fully explore the crevasse. The general would likely receive a sample of what might be found in the crevasse, and the civil service would publish a report of what was uncovered, and how best it might be exploited for the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Eye of the Heavens&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Occursion in Zenith&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 mithril, 20 white granite, 10 weirwood and 225 thrones, six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 2 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Creates an observatory to enable study of the stars, the conjunctions and astronomancy to rival the proposed school of dramaturgy in Spiral&lt;br /&gt;
* Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the Eyes of the Heavens for two seasons to reduce the labour costs to 180 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;One-off Benefit:&#039;&#039;&#039; 100 crystal mana spread through businesses in the Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends in a year&#039;s time&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Of course, impossibly tall mountains whose peak is way above the clouds could be the perfect place to found a new spire. Just as [[Daybreak_in_Spiral|the proposal for the Omphalos in Spiral]], the nation would need to commission an edifice to serve as the focal point of the Dreaming Spire. It would need at least ten white granite, but it could be bigger than that if there was sufficient desire to ensure the new spire had sufficient grandeur to meet the moment.&lt;br /&gt;
&lt;br /&gt;
The problem here would be how on earth to drag the materials all the way up the side of the tallest mountain in the Empire. Regular ushabti are not designed for that work, so the labour costs would be ten times the normal rates, 300 crowns for a ten wain edifice, more if the territory decided to build something bigger. What is needed are specialist ushabti built just for this purpose - with the right constructs, the costs could return to normal (30 crowns for a ten wain edifice).&lt;br /&gt;
&lt;br /&gt;
Fortunately Zenith is the home of the [[Fate_and_function|Crucible of Fate]], the extraordinary foundry, with accompany forges and workshops that allow the [[Architect of the Crucible]] to oversee the creation of specialised Ushabti. Currently the focus of that work is on the specialist ushabti needed to maximise production of mithril for the [[Brilliant Star]] but they could be [[Architect_of_the_Crucible#Miracle_And_Wonder|redirected for a season to support the construction of the new spire by the usual method]]. If that happened then the costs for &#039;&#039;any&#039;&#039; commission on the mountain-top would return to normal.&lt;br /&gt;
&lt;br /&gt;
Of course those are just the technical problems - the spire would need a name - and ideally a purpose. One possible choice might be to study the stars - Zenith was once renowned for its [[astronomancy|astronomancers]]. The Arch of the Sky was a collection of spires on the tallest mountains in Zenith where [[stargazer|stargazers]] and masters of celestial magic would come to observe the night skies. It was destroyed when the Druj invaded Zenith and has never been rebuilt. It could be anything however; if the edifice is commissioned, that is the perfect opportunity to set the name and direction of the new spire.&lt;br /&gt;
&lt;br /&gt;
When the Crucible of Fate was commissioned it beat out a [[Write_your_own_ending#The_Eye_of_the_Heavens|proposal by &#039;&#039;Delius of the Night Spire&#039;&#039;]], to make Zenith the indisputable home of astronomancy throughout the Empire. Her proposal was five separate observatories spaced out across the territory to mirror the positions of [[The Key and The Lock]]. However the opportunity presented by Mount Polus offers the stargazer a chance to shake off those plans and repropose them. It is well known among dedicated astronomers, that the higher an observatory is positioned, the easier it is to read the stars. This is hardly surprising, since you are considerably closer to the stars on top of a tall mountain! So rather than five small observatories, why not create one enormous one, a spire close enough to touch the heavens?&lt;br /&gt;
&lt;br /&gt;
The proposal is hardly cheap, but building the Eye of the Heavens was never going to be easy. It wouldn&#039;t change the essential nature of Zenith, it will always be renowned as a territory whose people were masters of their own fate. But it would be the perfect way to restore the legacy of the Arch of the Sky and also create an observatory that would be an unrivalled centre of the study of astronomancy in the Empire. The perfect way to show those [[The_play_that_came_to_Apulian#Curiouser_and_Curiouser|actors in Apulian]] what real magical study looks like!&lt;br /&gt;
&lt;br /&gt;
==A Gate of Mist and Shadow (Lyceum)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The meeting between the Brother of Wizards and the Unfettered Mind seems to have borne fruit&lt;br /&gt;
* &#039;&#039;&#039;Two possible plans for restoring contact between the Empire and the Lyceum are being explored&lt;br /&gt;
Last season, a [[Speak_to_me#Father_of_Bats|plenipotentiary meeting]] was arranged between the [[Sadogua|Brother of Wizards]] and members of the [[Unfettered Mind]]. The discussion about how to solve the problem of [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] being stuck behind a mostly impenetrable wall of magical mist ranged far and wide but in the end some potential solutions were settled upon. &lt;br /&gt;
===A Gate of Mists===&lt;br /&gt;
* &#039;&#039;&#039;A specialist Night magic ritual designed to enchant a fleet could be developed that would be &amp;quot;recognised&amp;quot; by the wards&lt;br /&gt;
* &#039;&#039;&#039;The ritual would need to be placed in Imperial Lore&lt;br /&gt;
* &#039;&#039;&#039;There is a risk that enemies of the Empire might be able to get hold of or duplicate the ritual enchantment&lt;br /&gt;
The first apparently involves a scheme to create a specific ritual of [[Night magic]] that, among other things, would allow a [[fleet]] to pass through the wall of mist (and also avoid being eaten by the dangerous [[inhabitants of the realms#Guardians|guardians]] the Father of Bats has apparently unleashed into the area). With the help of the eternal, the wards would be modified to allow any ship bearing that specifically crafted enchantment to pass freely.&lt;br /&gt;
&lt;br /&gt;
For this plan to work, the ritual would need to be codified and then made part of Imperial Lore. Once that were done, Imperial ships would be able to reach the Lyceum again. This is convenient, but also risky. The &#039;&#039;Globbersnotch&#039;&#039; warns that if the wards are attuned to a ritual they allow &#039;&#039;anyone&#039;&#039; through to the Lyceum island. While the Empire might be able to control access to such a ritual, it would still be possible for enemy magicians to work out the details of that ritual and potentially create their own &amp;quot;key&amp;quot; to the lock protecting the college of magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Gates of Shadow&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Siroc Bayou, Madruga or Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 wains of either [[white granite]] or [[weirwood]]; 5 rings of ilium; base 45 crowns labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 Months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability: Open-ended&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Restores connection between the region where the gates are built and the Lyceum&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Course of Shadows===&lt;br /&gt;
* &#039;&#039;&#039;A pair of gates based on the Paths of Lan Thúven could allow ships to sail safely back and forth between the mainland and the Lyceum&lt;br /&gt;
* &#039;&#039;&#039;The risk is that if the region where the gate stood on the mainland were captured by enemies they would be able to access the Lyceum instead&lt;br /&gt;
* &#039;&#039;&#039;The gate would be built at Siroc Bayou or Oranseri&lt;br /&gt;
The other possibility is to draw on the inspiration of the old [[Liathaven#Paths_of_Lan_Thúven_(Gone)|Paths of Lan Thúven]]. Discovered in the depths of the (then) vallorn dominated western Liathaven, the paths were a specific route woven with [[night magic]] that allowed Navarr armies to pass &#039;&#039;through&#039;&#039; vallorn controlled [[Liathaven#West Ranging|West Ranging]]. With the help of the &#039;&#039;Toad King&#039;&#039; a similar structure could be put in place connecting [[the Brass Coast]] mainland to the Lyceum island. This would allow any ship to sail safely through the mists - and also incidentally avoid any &#039;&#039;other&#039;&#039; threat along the route. &lt;br /&gt;
&lt;br /&gt;
There is of course a weakness to this plan as well. The &amp;quot;entrance&amp;quot; to the magical path would need to be built in either [[Madruga#Siroc_Bayou|Siroc Bayou]] (which is not currently part of the Empire, and is also tricky to build in), or in [[Feroz#Oranseri|Oranseri]] (most likely as part of the docks at [[Feroz#Oran|Oran]]). The problem here is that if enemies capture the region where the mainland end of the gate stands they would be able to sail as many ships as they wanted to up to the Lyceum and raid or destroy the college.&lt;br /&gt;
&lt;br /&gt;
Sadogua has provided plans for the required gates however. The eternal says that with his help, the magicians on the island will be more than capable of cannibalising the resources they need to build their end, at least in the short term. Once the gate opens, the first ships will be able to bring the last few resources in to anchor the &amp;quot;course of shadows&amp;quot;. The plans the eternal has provided represent an [[edifice]] requiring 15 wains of &#039;&#039;either&#039;&#039; weirwood or mithril (but not both), and 5 rings of [[ilium]]. Construction will require a base 45 crowns (more if they are [[Commission#Marshes|built in the marshes]] of Siroc Bayou). Once complete, Imperial ships will once again be able to reach the Lyceum, allowing the magicians trapped there to leave and new students and faculty to reach the island.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Wyrm-lord&#039;&#039; is always angling for magicians to gain additional power, and points out that the Senate could amend the title of [[Arcane Architect]] to allow them to build edifices, a useful ability that would be of value not only to eternals from all realms but also to Imperial magicians who need something built for magical purposes. He can&#039;t do much himself, but he does point out that there are probably forces in the other lesser realms (perhaps the [[Realms#Autumn|Iron Labyrinth]]) that are more focused on material concerns. They might be convinced to support the Arcane Architect if they had a wider remit than just &amp;quot;mana and vis sinecures&amp;quot;, perhaps even going so far as to free them from the need to work with the mundane civil service and Senate when commissioning a structure in a similar way to the [[Master of the Koboldi]] (but with fewer koboldi).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=PhoenixIllustrationInk.JPG|caption=What is written in the firmament can be read from the earth.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Resolution===&lt;br /&gt;
Construction of the gates was [[Construct_Path_to_the_Lyceum|announced]] by &#039;&#039;&#039;Amalia Vicente&#039;&#039;&#039;, as the [[Arcane Architect]], during the Spring Equinox 388YE and work was completed in [[Feroz#Oranseri|Oranseri]] just three months later.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire (Casinea)==&lt;br /&gt;
* &#039;&#039;&#039;Residents of Casinea have reported strange dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone enchanted with &#039;&#039;Ride the Noble Steed&#039;&#039; can request a vision from the Regio or the Referee Access Tent&#039;&#039;&#039;&lt;br /&gt;
As the Summer Solstice approaches, people across [[Casinea]] awaken having experienced strange dreams with peculiar spires and palatial, shadowed spaces. Often these dreams involve being surrounded by others - some they recognise, most they don&#039;t - all in hushed silence. The atmosphere in these dreams is heavy with expectation, tinged with an edge of the unreal - of a brief, discomfiting blurring between the dreamer and the dream at the moment of waking that lingers for hours long beyond the persistence of memory.&lt;br /&gt;
&lt;br /&gt;
Budding oneiromancers dwell upon these somniations at length before [[Clear_Counsel_of_the_Everflowing_River|turning to]] the &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039; to decipher its mysteries. Her response is delivered with that eternal&#039;s usual mystique: these dreams, it would seem, are a celebration of sorts - a gift formed from the contribution of several Night eternals. The &#039;&#039;Whispering Wind&#039;&#039; goes on to hint at a further invitation for those who seek the mysteries of their dreams that can be found by &amp;quot;&#039;&#039;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;seeing through the eye of the magpie and taking tack and bridle to ride beyond the veil of sleep&amp;lt;/span&amp;gt;&#039;&#039;&amp;quot;. All other questions on the matter return only silence.&lt;br /&gt;
&lt;br /&gt;
It is soon discovered that those affected by [[Ride the Noble Steed]] within Casinea experience an especially vivid dream of riding far - through foreign lands, blurred by night - making for a distant point of light. When they awaken they are filled with a certainty that they have begun to undertake a journey - though towards what, the dream offers no answers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If your character has slept overnight in Casinea in the last season (or indeed after sleeping in Anvil during the event), they may roleplay having experienced this strange dream. Any character who is the target of [[Ride the Noble Steed]] may request to receive additional information about the dream of travel from the Regio or the Referee Access Tent.&lt;br /&gt;
&lt;br /&gt;
==The Littlest College==&lt;br /&gt;
* &#039;&#039;&#039;Access to the Loom of Spells will be auctioned at 14:00 on Sunday at the Imperial Regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Loom of Spells continues to be controlled by the Church of The Little Mother&#039;&#039;&#039;&lt;br /&gt;
The Church of The Little Mother is continuing the practice of auctioning access to the Loom of Spells. A [[bishop]] of the Church will attend the Imperial regio at 14:00 on Sunday of the summit, where the auction will take place. Bids are to be given in ingots and measures. It does not matter which materials are given, and bids may include a mixture. The only thing that matters is the raw quantity. &lt;br /&gt;
&lt;br /&gt;
They remind potential bidders that the Loom can only codify rituals of up to the tenth magnitude, but have established that the ritual [[Quick Study]], which is part of Urizen lore, will work. The bishop taking the bids has been assigned as head of the work crews on the Loom this season, and may be targeted by this ritual if needed, though they will expect any bidders who require such a thing to have arranged their own casting and to be ready to cast it as soon as their bid is declared successful.&lt;br /&gt;
&lt;br /&gt;
==Lights in the Sky (Feroz)==&lt;br /&gt;
* &#039;&#039;&#039;A colourful display is in effect in the night sky of Feroz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is clear to anyone in the territory that this is the result of Summer magic&#039;&#039;&#039;&lt;br /&gt;
After the Spring Equinox, a majestic vision starts appearing in the night skies over [[Feroz]]. The vision repeats each night although the details are sometimes different. As the months roll on the light becomes less pronounced, and several nights may pass between appearances. About a fortnight before the Summer Solstice, the last lights are seen and then the effect ends.&lt;br /&gt;
&lt;br /&gt;
A bag bound in chains, set within a cage formed of magnificent light, emerges from what appears to be a hole in the sky. Two figures follow; the first an Urizen changeling, clad in a robe of falling stars. In his hand, he holds a gilded staff topped with a blue crystal. Soon after, a Navarr man follows, adorned in moonlight. The two figures share a glance before they seem to survey the land beneath them. Linking hands, they produce a gilded key, and they walk towards the locked bag. As they unlock the bag, it explodes into a starburst of multiple colours, which settle into the forms of creatures dancing in the sky. After a few minutes, there is a flash of light, and the apparition repeats itself anew.&lt;br /&gt;
&lt;br /&gt;
The effects are clearly the result of a powerful Summer enchantment. There is a little grumbling from the folk of Feroz about the amount of mana the images must have required and how they might have been better spent.&lt;br /&gt;
&lt;br /&gt;
==Koboldi in the Barrens==&lt;br /&gt;
* &#039;&#039;&#039;A group of koboldi have appeared in the Barrens looking to build a statue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are apparently waiting for further direction on what they should build&#039;&#039;&#039;&lt;br /&gt;
Shortly after the Spring Equinox a large group of excitable &#039;&#039;koboldi&#039;&#039; appear in Murderdale in the Barrens. They are apparently here to raise a new statue, something grand and impressive, as part of an agreement with the [[Adamant|&#039;&#039;King under the Mountain&#039;&#039;]]. They were expecting to meet with Dawnish magicians from the Phoenix Rising coven who could tell them what needed to be built, so they are somewhat non-plussed to find nobody waiting to greet them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Palace of the Moon&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Murderdale, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 white granite but no labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 years&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the most grandiose personal dwelling in the Empire, rivalling the Castle of Thorns for size and splendour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends once the koboldi receive instructions for a statue&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The koboldi are delighted to discover there is nobody here to direct them. They&#039;ve been sent here by King Adamant to build the state as directed by the Phoenix Rising and while they are eagerly looking forward to the chance to get to work, they&#039;re equally delighted to be contractually forced to do nothing. Of course they are all going to be in enormous trouble with the King once he discovers they&#039;ve spent all season doing nothing when they should have been hard at work building, but that&#039;s a problem for tomorrow.&lt;br /&gt;
&lt;br /&gt;
They spend the season causing a minor nuisance in the area by suggesting a series of increasingly ludicrous building endeavours. As an example, they offer to turn the modest wooden dwelling of Hafton, a yeofolk from Drycastle into an enormous palace, &amp;quot;the size of the moon&amp;quot;, if he can just find them five hundred wains of white granite. When Hafton explains he doesn&#039;t have five wains, let alone five hundred, the disappointed koboldi attempt to hawk the plans around various wealthy nobles in the area.&lt;br /&gt;
&lt;br /&gt;
As much as they are enjoying themselves, Adamant is bound to discover that they have absconded from work eventually, and order them back to it. If they are given direction by a member of the Phoenix Rising coven before the start of the Autumn Equinox ({{plot}}) then they will build a statue as required. Otherwise they will keep making a nuisance of themselves suggesting ridiculous commissions until Adamant notices, at which point they will sculpt a large stone bust depicting the noble demeanour of the most glorious King under the Mountain and depart.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Cry in the Night==&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw has become clearer and is exerting odd influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drawing on the Claw to empower the casting of rituals by shedding blood has been interdicted&#039;&#039;&#039;&lt;br /&gt;
The four stars that make up the constellation of [[the Claw]] remain clear and pronounced despite any amount of obfuscation of the sky. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw makes sensitive people (especially [[naga]] or [[merrow]]) feel uncomfortable. If it is invoked in an [[astronomancy|astronomantic]] ritual, any [[Rituals#Contributors|contributors]] to that ritual feel its power particularly strong and immediate. Anyone participating in such a ritual may experience the [[roleplaying effect]]: &#039;&#039;you feel an urge to assert your dominance over anyone who challenges you, or seek a physical confrontation with anyone you feel has wronged you. Violence seems easy and satisfying.&#039;&#039; This effect lasts for at least half an hour if a player chooses to embrace it.&lt;br /&gt;
&lt;br /&gt;
In addition, the Claw continues to exert the [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|powerful influence]] observed at the Spring Equinox. If the Claw is invoked while performing certain ritual enchantments, their power is enhanced. The first time each day that a contributor calls on the Claw, they can choose to spill their own blood to empower the ritual. They can spend up to three hits by cutting themselves or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. A contributor can reduce themselves to 0 hits during a ritual, but they will be able to complete the performance before collapsing and beginning to [[Combat#Dying|bleed to death]]. Each magician can only use this ability once per day, and the &#039;&#039;roleplaying effect&#039;&#039; invoking the Claw creates will last for at least an hour and be much more pronounced.&lt;br /&gt;
&lt;br /&gt;
The rituals this peculiar [[blood magic]] will enhance seem to be a selection of those particularly associated with violence and conflict:&lt;br /&gt;
* The personal enchantments [[Forest Remains]], [[Call Down Lightning&#039;s Wrath]], [[Might of the Myrmidon]], [[Talon of the Gryphon]], [[Swift Leaping Hare]], [[Swan&#039;s Cruel Wing]], [[Hammer of Thunder]], and [[Hook of the Hoarfrost Guardian]]&lt;br /&gt;
* The resource enchantments [[Merciless Wrath of the Reaver]] and [[Blood and Salt]]&lt;br /&gt;
* And these rituals which are not part of Imperial or Urizen lore &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039;, and &#039;&#039;Ironwind&#039;s Pride&#039;&#039;&lt;br /&gt;
However, the [[Conclave]] has chosen to [[387YE_Spring_Equinox_Conclave_sessions#Interdiction:_Shedding_Blood_for_Claw_Rituals|outlaw this practice]]. The [[Arbiter of the Rogue Declaration]] &#039;&#039;&#039;Lights Aliss&#039;&#039;&#039; brought a [[declaration]] of [[Interdiction]] that was upheld by the magicians of the Empire. It is now a crime for any magician to call on the power of the Claw and shed blood instead of mana. The ability to use the Claw in this way remains available, but in addition to any physical or magical consequences there are now also legal consequences for drawing on it.&lt;br /&gt;
&lt;br /&gt;
==Wyrm Pulls the Sailor Down==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The grand conjunction of the Great Wyrm and the Mountain is drawing to an end&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Wyrm is moving into a grand conjunction with the Drowned Shepherd&#039;&#039;&#039;&lt;br /&gt;
Since the Winter Solstice, Imperial [[astronomancy|astronomancers]] have been aware of a rare &#039;&#039;grand conjunction&#039;&#039; of [[the Great Wyrm]] and [[the Mountain]] in the skies above the Empire. The impact of this conjunction has already been felt by magicians, with seismic changes to the way certain types of magic, specifically those associated with warfare, function. This has led to permanent alterations to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. The power of the conjunction appeared to [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|reach its zenith]] during the Spring Equinox. It is now in decline, the powerful magical effects observed last season having entirely faded.&lt;br /&gt;
&lt;br /&gt;
However, the chaos in the stars is not over. Astronomancers have noted that [[the Drowned Shepherd]] has been [[Stars_and_sigils#The_Drowned_Man|shifting into alignment]] with the Great Wyrm and it appears another grand conjunction is imminent. The Hanged Man is quite a dangerous constellation, often used in magic that creates [[curse|curses]] or destruction, leading some astronomancers to become quite nervous.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|caption=The Drowned Shepherd is a constellation of curses and the end of things.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Unravelling==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before Winter 386YE that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such arcane projections are unravelling and may be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability to exchange an arcane projection lasts until the end of the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is currently impossible to create arcane projections that curse an individual&#039;&#039;&#039;&lt;br /&gt;
The Unfettered Mind were also the first people to spot the peculiar phenomenon that coincided with this Grand Conjunction. Dubbed &#039;&#039;the Unravelling&#039;&#039; in some parts of the Empire, it means that any arcane projection issued before E1-2025 that attempts to [[enchantment|enchant]] an [[Army|army]] or [[navy|navy]] can no longer be cast. Likewise, arcane projections that involve enchanting a [[military unit]] or [[fleet]] no longer function. The Grand Conjunction appears to have scrambled the magic bound into the projections themselves. &lt;br /&gt;
&lt;br /&gt;
Any of these arcane projections that no longer function can be brought to GOD and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections for mana in this way will persist until the end of the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
While the Drowned Shepherd is not yet part of a Grand Conjunction, astronomancers have indicated that they believe such a thing is imminent. It is still not possible to create an [[arcane projection]] that creates a personal [[curse]] - a curse that targets an individual. Such arcane projections that already exist can still be cast, but magicians of the Unfettered Mind theorise that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections will affect arcane projections based around curses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Lock&amp;amp;KeyIllustrationInk.JPG||align=right|width=250}}&lt;br /&gt;
==Lock and Key==&lt;br /&gt;
* &#039;&#039;&#039;A hitherto unknown tulpa of the Wanderer has apparently begun to move towards Anvil&lt;br /&gt;
* &#039;&#039;&#039;It is expected in both the Highborn and Freeborn camps at 16:00 on Saturday&lt;br /&gt;
As well as the conjunctions of the stars involving the Great Wyrm, the Claw, and the Drowned Shepherd there is another peculiar celestial phenomenon that might be worth noting. Since the Spring Equinox [[the Wanderer]] has moved through first [[the Lock]] and then [[the Key]]. In both cases the baleful red star that heralds plans going awry seemed to hang between the existing stars of the constellations making it appear to the uninitiated that they had each spawned an extra star.&lt;br /&gt;
&lt;br /&gt;
The conjunction appears relatively minor, but astronomancers have warned that it appears to have spawned an unfamiliar [[tulpa]] of the Wanderer. The entity is in Casinea, and its not clear where it came from. It&#039;s also not clear if it is a &amp;quot;pure&amp;quot; tulpa, or a magician who has touched the stars a little too closely and become &amp;quot;ridden&amp;quot; by the power of the stars. It is apparently called the &amp;quot;Pilgrim Flame&amp;quot; and has enough personality to hold conversations, reinforcing the idea it might be a magician under the influence of a star (although that said, the tulpas of the Wanderer, more than most other star-spawn, have proved capable of communicating with mortals, albeit in unpredictable and often incomprehensible ways). It intends, apparently, to visit [[Highguard]] and [[the Brass Coast]] at four in the afternoon on Saturday.&lt;br /&gt;
&lt;br /&gt;
==Written in the Stars==&lt;br /&gt;
* &#039;&#039;&#039;There have been odd &#039;constellations&#039; spotted in the night sky where the Penumbral Veil has been drawn&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear what these constellations are but anyone who peers at them for long gains an inkling of their name and meaning&lt;br /&gt;
And on the subject of constellations... much of the Empire has had the [[Drawing the Penumbral Veil|penumbral veil]] drawn over it for several seasons now. With the notable exceptions of [[astronomancy|astronomancers]] and stargazers, most citizens have come to treat the occasional strangely shifting shapes and lights in the night sky as unremarkable oddities.&lt;br /&gt;
&lt;br /&gt;
This past season, however, one [[Urizen]] Spire claims to have spotted a pattern in the odd lights that sometimes appear in the veiled night sky. Members of the &#039;&#039;Spire of Shadowed Glass&#039;&#039; have travelled across the Empire, cataloguing what they see each night. They have found that some areas of the Empire seem to be repeatedly visited by the same odd stars. These pseudo-constellations are not visible elsewhere, and it is notable that people living within these areas have been having odd dreams associated with them. Even more unusual, people who see these stars seem inclined to draw the same shapes between them and call them by the same names - even if they have never talked about them with anyone else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; Any character who lives or has spent time travelling in any of the following territories may choose to experience the associated roleplaying effect during the event. The effect may ebb and flow at player discretion, and is entirely opt-in. If you choose not to have been affected by it, you cannot start being affected by it during the event. &amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Trident and The Serpent Sheds its Skin.webp.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Trident - Skarsind&#039;&#039;&#039;&lt;br /&gt;
This is a patterns of stars - or star-like objects - often seen over Skarsind. People in this area seem to be experiencing a boon of creativity, and frequently dream of boat voyages or being caught in a great net and ripped from their home.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are drawn to new ideas, concepts and sources of inspiration. When viewing art, you are overcome with an urge to transform it in some way to make something new.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Serpent Sheds its Skin - Mournwold&#039;&#039;&#039;&lt;br /&gt;
The Serpent winds across the skies of the Mourn, seeming to draw the attention of people already feeling an urge to change something about themselves or their life. The territory is not short on people unhappy with their situation, and the serpent is becoming a popular topic of tales, songs and artistry.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are keenly aware of how negative experiences have caused you to transform and change. You feel a deep urge to continually reform yourself in new and exciting ways.&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Golden Ferret.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Ferret - Tassato&#039;&#039;&#039;&lt;br /&gt;
It&#039;s difficult to say how anything about the collection of stars rising over Tassato resembles a ferret, let alone a golden one. And yet somehow Mestra and Regario are in complete agreement that they couldn&#039;t be anything else. Unfortunately, those who spend long enough gazing at the stars only seem to become more passionate about the rivalry between the two halves of the city.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You feel an urge to act on your deepest desires and take what is rightfully yours. Adorning yourself in your achievements and the fruits of your labour gives you an immense sense of satisfaction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Woven Banner - Necropolis&#039;&#039;&#039;&lt;br /&gt;
In Necropolis, the diamond of stars stretching across the sky is viewed mostly with suspicion. Chapters come together to view it on the tallest hills, debating the risks it may pose. A network of archivists begins to document the movement of the stars, and any possible effects they may be having on the area, but they struggle to come up with any reliable findings.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The woven banner.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are keenly aware of the power of working together with others. You feel an urge to connect with others to create things greater than the sum of their parts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Never Get Old (Falconer)==&lt;br /&gt;
* &#039;&#039;&#039;The Cult of the Falconer continues to expand its influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of Nine directed the Silent Bell to investigate the Cult of the Falconer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Cardinal of Vigilance will receive a report at the upcoming summit&#039;&#039;&#039;&lt;br /&gt;
The Cult of the Falconer has expanded even further in the last few months. Across the north-west of the Empire, there are illicit meetings between would-be adherents of the powerful creature, where they boast of what they have done to prove themselves the strongest and worthiest. The [[Cardinal of Vigilance]], &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, raised a statement of principle in the Assembly of Nine that called on the [[Silent Bell (Sodality)|Silent Bell]] to investigate the cult. There is little word from the members of the sodality before the summit, other than confirmation that the cardinal will receive their report. The Assembly of Nine upheld a statement of principle, raised by &#039;&#039;&#039;Skywise Tulva&#039;&#039;&#039;, [[387YE_Spring_Equinox_Synod_judgements#Judgement_181|condemning]] the cult as idolatrous, but it appears to have done nothing to sway those who have pledged themselves to this inhuman entity.&lt;br /&gt;
&lt;br /&gt;
In [[Sermersuaq]], the cult grows. There are rumours from Atalaq to Wreck of pillars being raised in the wilds, though few have seen one and no-one admits to having a hand in their creation.&lt;br /&gt;
===Falconer Cultists===&lt;br /&gt;
* &#039;&#039;&#039;At least two groups of followers of the Falconer are coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to arrive on Friday or perhaps early Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear why they are coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
In [[Wish_you_were_here#Kaisa&#039;s_Invitation|Winter]] and in [[Mistaken_for_strangers#Falcons_and_Roses|Spring]], representatives of the &#039;&#039;Chosen of the Falconer&#039;&#039; have visited [[Anvil]]. They have spoken to any number of people of many nations and it is widely suspected they are connected to the strange magical influence spreading across the north-western Empire. Perhaps they are taking advantage of the odd conjunction of [[the Claw]]; some more excitable types argue they may actually be &#039;&#039;causing&#039;&#039; it somehow.&lt;br /&gt;
&lt;br /&gt;
At least two groups of these &amp;quot;chosen&amp;quot; are apparently planning to return to Anvil this season. They have been seen travelling along the roads from Wintermark, and most sensible fellow-travellers give them a wide berth. There has been talk of trouble at some wayhouses along their route - brawling and angry words rather than anything more seriously. They are anticipated to arrive either Friday night or perhaps early Saturday morning. They aren&#039;t being open about their reasons for attending the summit, so citizens are warned to exercise caution. The magistrates are however at pains to remind anyone who asks that these people are still Imperial citizens, and membership of their group is not illegal. Violence against them will be viewed just as seriously as violence against any other citizen of the Empire.&lt;br /&gt;
&lt;br /&gt;
===Painted (Miekarova)===&lt;br /&gt;
* &#039;&#039;&#039;Alleged cultists are apparently sacrificing one of their own in the name of the Falconer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are reports of wild beasts in the vicinity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Senator for Miekarova&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Deep in the wilds of Miekarova, not too far from the [[Night Quarry]], stands the Painted Clearing. The clearing lies in the middle of some of the wild woods of Mieriada, and was created as a place of beauty to represent the importance of the [[Miekarova#The_Painted_Caves|Painted Caves]]. The beauty was shattered over the season with the apparent arrival of the cult of the Falconer. The supposed cult has kept moving in the forests of Miekarova, avoiding the garrison of Grimhold, whilst striking at travellers and threatening outposts. &lt;br /&gt;
&lt;br /&gt;
The woods around the Painted Clearing are not only possibly inhabited by the cult, dangerous and wild beasts also stalk the woodlands. The pervasive feeling of short-temperedness and anger is now common in the woods, and locals have seen a significant increase in attacks from the wildlife.&lt;br /&gt;
&lt;br /&gt;
The alleged cultists are planning &#039;&#039;something&#039;&#039;. For the past few days they have been quiet, after a frenzied period of attacks. Rumours abound of what they are planning, with worry that they might be preparing to unleash havoc on Olodny. It is the responsibility of the [[Miekarova|Senator for Miekarova]], &#039;&#039;&#039;Vaclav Mladenovich Kosti&#039;&#039;&#039;, to defeat the alleged cultists and any nearby beasts who might object to the intrusion on their land.&lt;br /&gt;
&lt;br /&gt;
===Herding (Skarsind)===&lt;br /&gt;
* &#039;&#039;&#039;Cultists are threatening the great herd of Skarsind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are rumours of vicious beasts in the area &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shepherd of the Great Herd&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
In [[Skarsind]], in the woods of eastern [[Skarsind#|Estermark]], rest some of the cattle of the [[Shepherd_of_the_Great_Herd#The_Great_Herd|Great Herd]]. Here, too, are adherents of the Cult of the Falconer. Reports from locals are that the cultists have been launching attacks on travellers - butchering them as they go. Where corpses have been found, they have almost always been missing some limb or another, methodically lopped off with repeated blows of a keen edge.&lt;br /&gt;
&lt;br /&gt;
Whether this has something to do with the rumours of vicious beasts in the area is a matter of some debate, but the trail of corpses does continue towards the Great Herd. The cult may be planning on trying to lead and goad a vicious beast into devouring the cows of the Great Herd. Given the threat it represents, it is the responsibility of the [[Shepherd of the Great Herd]], &#039;&#039;&#039;Sand Viper Idra&#039;&#039;&#039;, to defeat the cultists and any vicious beasts in the surrounding area.&lt;br /&gt;
&lt;br /&gt;
===Corpse (Hahnmark)===&lt;br /&gt;
* &#039;&#039;&#039;Cultists have tied up a victim to draw in wild beasts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are reports of cultists in the vicinity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Senator for Hahnmark&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
In Valasmark, south-west [[Hahnmark]], is the Dunhall Copse, rumoured to be named after one of the Great Dun&#039;s progeny who turned aside from the rest of their kin and tried to make a home for themselves away from struggle and strife. They failed, and their name has been lost by the generations that have passed. The copse is all that remains of a vast forest that was once their home, and now it is haunted by the wails of the dying. Cultists of the Falconer have been spotted in the area, stringing up their prey and leaving them to bleed out in reverence to their strange, misguided faith.&lt;br /&gt;
&lt;br /&gt;
The [[Hahnmark|Senator for Hahnmark]], &#039;&#039;&#039;Runa Whiteoak&#039;&#039;&#039;, is responsible for freeing the victim, and dealing with any beasts or cultists that might be in the surrounding area.&lt;br /&gt;
&lt;br /&gt;
==Something Stirs (Coral Husks) (Conjunctions)==&lt;br /&gt;
* &#039;&#039;&#039;The coral husks from the Gullet have continued to be a problem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just before the Winter Solstice, there was a [[Rumblings in the Gullet|small earthquake]] centred on the Gullet but felt all around it. The tremors lasted for a few minutes as the ground shook, but there was little lasting damage and few thought anything of it at the time.&lt;br /&gt;
&lt;br /&gt;
Sadly it now seems that the earthquake was not completely benign. There were sightings of strange creatures in the gullet which have only grown worse with time.&lt;br /&gt;
&lt;br /&gt;
===Sense of Doubt (Kallavesa)===&lt;br /&gt;
* &#039;&#039;&#039;Coral husks have been attacking travellers along the Pilgrim&#039;s Trail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Crow Keeper of the Rest&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
There have been increased sightings of the strange coral husks in the marshes of Kallavesa, along [[Kallavesa#The_Pilgrim&#039;s_Trail|the Pilgrim&#039;s Trail]]. Having moved further east, into the Westmere, packs of them are spreading towards the Sovenann, sacred swamp of the Kallavesi and the rest of the Winterfolk. If the husks are not stopped, then they will continue to attack those walking the trail, potentially creating long-term issues for pilgrims who wish to walk the trail.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Swampcrows&#039;&#039;, who provide a [[Crow_Keeper_of_the_Rest#Gift_of_Infusions|gift]] of three doses of [[Goosewhisper Infusion]] each season to the [[Crow Keeper of the Rest]], have called on &#039;&#039;&#039;Cynerik&#039;&#039;&#039;, the incumbent Crow Keeper, to deal with these threats. Reports from the Swampcrows indicate that the husks are somewhat spread out, in two separate groups, and that it might be possible to engage and deal with one group before the other group realises what is happening.&lt;br /&gt;
&lt;br /&gt;
===Fascination===&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians are being threatened by coral husks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Suitable_For_Cadets|combat suitable for cadets]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Cadet Commander&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for rescuing the magicians and defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&#039;&#039;Robin Hopper&#039;&#039;, a captain of the [[Strong Reeds]] has spent the last year in Bregasland. First, having to contend with the invasion of the Jotun, then the appearance of the strange coral husks, it has been a strange year. &#039;&#039;Robin&#039;&#039; reports that there are a small group of magicians that have been trapped by the coral husks and need rescuing. She has asked the cadets of the Academy to go through the Sentinel Gate and help the magicians, who were trying to uncover the secrets of these strange monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robin&#039;&#039; warns that the magicians are spread out, with the husks preventing a simple route to the imperilled Imperials. Whoever is elected as the Cadet Commander is responsible for rescuing the magicians and defeating the husks.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arranging_grace&amp;diff=144032</id>
		<title>Arranging grace</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arranging_grace&amp;diff=144032"/>
		<updated>2026-08-20T22:16:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;It&#039;s a lovely idea Genia, I&#039;m all for it &#039;&#039;in theory&#039;&#039;... but you&#039;ve no reason to imagine that the Senate will approve this... what did you call it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cat&#039;s Graces,&amp;quot; the elderly prince answered, deliberately cutting in before her host could continue. &amp;quot;And you&#039;re quite right of course Wilhelm. There&#039;s every chance our parsimonious Senate will run a mile when they see the results of their appraisal. But,&amp;quot; she said, raising her finger to ensure Wilhelm understood she was still talking. &amp;quot;I take heart from the fact that the Throne chose to appraise the Cat&#039;s Graces first... doesn&#039;t that rather suggest something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wilhelm&#039;s goblet of wine was half way to his lips when he realised Genia was giving him an opportunity to get a word in edgeways. &amp;quot;Maybe all it suggests is that the Throne thought this idea would be the least bother?&amp;quot; he responded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe,&amp;quot; conceded his guest, &amp;quot;but surely Emperor Vesna can&#039;t help but be moved when people start drawing comparisons between the new Throne and Empress Richilde? Why even the paragon herself never attempted something so bold.&amp;quot; Genia Bourné stood up and spread her arms imploringly. &amp;quot;What happens&amp;quot; she demanded, &amp;quot;when people point out that there has never been a Throne, before or since, who did as much for Imperial culture... until now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are people pointing that out?&amp;quot; asked Wilhelm, looking unconvinced.&lt;br /&gt;
&lt;br /&gt;
Genia draw her hands together, &amp;quot;Well they are now..&amp;quot; she grinned.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Faces of the Empire.jpg|align=left|caption=The Cat&#039;s Graces would be an Imperial sodality dedicated to spreading and supporting Imperial art of all kinds, to all nations.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://youtu.be/wmx-j0mSzQ4?si=njov54Togah5JnLc}}&lt;br /&gt;
Following from the [[Forever_is_composed_of_nows#The_Abraham_Gambit|suggestions of Magistrate Abraham]] last season, [[The Throne]] has instructed the [[Civil Service]] to [[appraisal|appraise]] the constitutional implications of the creation of a new [[Imperial sodality]] each season for the coming year. [[Emperor Vesna]] has instructed them to [[387YE_Winter_Solstice_Senate_sessions#Appraise_the_Cat&#039;s_Graces|review the manifesto of the &#039;&#039;Cat&#039;s Graces&#039;&#039;]], a potential Imperial sodality concerned with the promulgation of the arts across the Empire. By all accounts the group has strong backing across [[Anvil]] but a [[Senate motion|motion]] to [[387YE_Summer_Solstice_Senate_sessions#Establish_the_Cat&#039;s_Graces|formalise the Cat&#039;s Graces as an Imperial sodality]] narrowly failed to pass the [[Senate]]. In the opinion of many observers, this failure was due to concerns over the potential constitutional implications that creating any new sodality might have.&lt;br /&gt;
&lt;br /&gt;
This is not an unreasonable fear given the massive constitutional headaches caused by the creation of the [[Imperial Apothecaries Guild]] sodality. There are innumerable organisations and fellowships that span the Empire; nobody needs the permission or approval of the Imperial Senate to meet with friends to discuss common goals. An Imperial sodality is different. They exist as extensions of the Imperial government, a way to grant a body real legal powers so that they can directly contribute to the running of the Empire. Creating a sodality always requires a [[Senate_motion#Constitution|constitutional vote]] - just as the [[Imperial Constitution]] recognises the role of the [[Conclave]] to govern magic, an Imperial sodality of herbalists or artisans would be expected to have an equivalent remit.&lt;br /&gt;
&lt;br /&gt;
[[Scrutiny#Constitutional_Court|Magistrate Abraham]] has done as promised and, in conjunction with his peers, provided his best analysis for what it would mean if the Senate were to go ahead and approve the Graces based on their manifesto. News of the Throne&#039;s decision to look into the creation of a sodality dedicated to the arts inevitably provokes considerable interest from groups around the Empire whose priorities align, to a greater or lesser extent, with the Cat&#039;s Graces. Several come forward with provisional offers of support, should the sodality get approval in the Senate. Of course some these groups have agendas of their own that they are keen to push.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Empress Vesna has asked the Civil Service to assess the constitutional implications of the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The symbol and manifesto have been provided and Magistrate Abraham has delivered their analysis&#039;&#039;&#039;&lt;br /&gt;
Empress Vesna announced that the symbol of the Cat&#039;s Graces would be a cat holding a scroll of paper and that a Maestro would be appointed to speak for the sodality. The announcement referred to them as the &amp;quot;leader&amp;quot; of the sodality, which Magistrate Abraham is quick to rule out. Any attempt to put someone &amp;quot;in charge&amp;quot; of the new sodality would be as unconstitutional as an attempt to put someone &amp;quot;in charge&amp;quot; of the [[Conclave]] or the [[Synod]]. The sodality can be represented by a Maestro - but not led by them. This minor criticism aside, the manifesto is otherwise described as being &amp;quot;elegant and concise&amp;quot; - qualities the magistrate appears to rank just below the seven Virtues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Cat&#039;s Graces&amp;quot;&amp;gt; This sodality is dedicated to art and music, it holds the following to be true: &lt;br /&gt;
* Arts are for everyone to enjoy, no matter their skill; &lt;br /&gt;
* Virtue demands that we give space for joy as well as for work; &lt;br /&gt;
* The value of a nation is judged by its culture as much as its might.&lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Support and promote creatives, providing opportunities to exhibit their talents; &lt;br /&gt;
* Share learning through the arts, fostering understanding between peoples and traditions; &lt;br /&gt;
* Ensure creators are valued, and that their work is recognised and fairly rewarded.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the view of the Court, the proposed manifesto lays out a clear role for the Cat&#039;s Graces to take responsibility for promoting the arts across the Empire. Abraham notes that it avoids common problems such as making lists of activities the sodality will be responsible for, or specific arts that they will be the patrons of. The Court encourages &#039;&#039;any&#039;&#039; sodality to look to the language employed in the Constitution. Statements like &#039;&#039;&amp;quot;The Conclave shall ensure the fit and proper use of magic in the service of the Empire&amp;quot;&#039;&#039; don&#039;t attempt to lay out what a fit and proper use of magic is, nor say how the Conclave will achieve that objective. That is a matter for [[Imperial law]]. Instead the constitution establishes the key principle of &#039;&#039;what the Conclave is for&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Abraham in particular notes that it is important for Imperial citizens to understand that when a manifesto says &amp;quot;The sodality therefore exists to&amp;quot;, that should be understood as the direction laid down by the Imperial Senate and the Throne. These instructions are for the sodality and its members to let them know what is expected of them, for the Civil Service so that they know what support to offer, and for the Constitutional Court so that they know what role the new sodality will play.&lt;br /&gt;
&lt;br /&gt;
The most natural interpretation of the manifesto laid down by the Senate would be to make the new sodality responsible for the promotion of the arts across the Empire, with the aim that they foster understanding between different nations and ensure that the Prosperity of artists is recognised and fairly rewarded. The manifesto also has international implications - the word &amp;quot;nation&amp;quot; does not only refer to the ten nations that make up the Empire after all - but only on matters directly related to art and artistry.&lt;br /&gt;
&lt;br /&gt;
Fine as a principle then; what would it mean in practice?&lt;br /&gt;
===Appointments===&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for any Imperial title with responsibility for culture or the arts would be election by the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are seven extant titles that would change appointment method to election by the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Affected Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Azure Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of Memories]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curator of the Blood Red River]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dean of the First Voice Glade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Bard of the Empire]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Voice of the Twin Roses]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are several Imperial titles whose responsibilities are concerned with culture and the arts. The most obvious example is the [[High Bard of the Empire]], an important position whose responsibility includes the need &#039;&#039;&amp;quot;to promote and encourage excellence and passionate demonstration of artistic performance across all the nations of the Empire&amp;quot;&#039;&#039;. Currently this position is elected by the [[Assembly of the Nine]]. Music does have an important role in Virtue, as demonstrated by [[:Category:Musical_Instruments|magic items like]] the [[Celebrant&#039;s Fiddle]], but the High Bard&#039;s [[High Bard of the Empire#Responsibilities|responsibilities]] make it clear their remit extends to art rather than matters of spirituality.&lt;br /&gt;
&lt;br /&gt;
With the creation of the Cat&#039;s Graces, the only constitutionally valid path for the appointment of titles with responsibilities of this kind - supporting and promoting art and artists - would be via vote of the Cat&#039;s Graces sodality.&lt;br /&gt;
&lt;br /&gt;
The Civil Service have conducted a preliminary review of all current Imperial titles to identify those that would be affected. If the Senate approves the Cat&#039;s Graces in the current form, each of the listed positions would change - going forwards it would be elected by vote of members of the sodality. No other details would change; titles with tenure like the [[Azure Sutannir]] or the [[Dean of the First Voice Glade]] would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title. The unusual limitation on the [[High Bard of the Empire]], which prohibits any person from holding the title more than once in their lifetime, would continue unchanged, and so on.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose primary responsibilities included the creation or promotion of culture or the arts, would be appointment by simple vote of members of the Cat&#039;s Graces sodality.&lt;br /&gt;
&lt;br /&gt;
===Mistress of Monuments===&lt;br /&gt;
* &#039;&#039;&#039;The current responsibilities of the Mistress of Monuments would see the title changed to election by the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could refine the responsibilities of the title to keep it elected by the Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Members of the Constitutional Court have been unable to completely agree on the matter of the [[Mistress of Monuments]]. Leontes argues for a literal interpretation of the position&#039;s responsibilities, which demands the title &#039;&#039;&amp;quot;work with Imperial artists to commemorate inspirational actions and significant events with monuments and statues&amp;quot;&#039;&#039;. The emphasis on working with Imperial artists with a goal to commemorate significant events the position firmly with the remit of the new sodality, according to the Imperial Archivist. Leontes insists it must be updated accordingly - if the sodality is approved.&lt;br /&gt;
&lt;br /&gt;
In contrast, Magistrate Abraham argues that the responsibilities include an emphasis on inspiration - a term widely used in the context of the paragons and exemplars - collectively referred to as &amp;quot;inspirations&amp;quot;. If the responsibilities of the title were to create statues of paragons and exemplars, to inspire Virtue or to celebrate Virtuous actions, then it could be appointed by the Synod or the new sodality. &lt;br /&gt;
&lt;br /&gt;
Unable to agree on a definitive solution, the two scholars settle on a compromise. If the Imperial Senate approve the creation of the Cat&#039;s Graces but do not make any changes to the title&#039;s responsibilities, then the title will be appointed by the new sodality henceforth. If the Senate change the responsibilities of the title to make it clear that it is primarily concerned with creating statues and monuments of the &amp;quot;inspirations&amp;quot; and commemorating Virtuous events, then it will appointed by the Assembly of the Way.&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the&amp;lt;br&amp;gt;[[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;At present there are no legal powers that would be automatically delegated to the Cat&#039;s Graces&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers created by the Senate that were &#039;&#039;solely&#039;&#039; concerned with culture and the arts would be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote the arts &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At present there is no branch of the Imperial government that is explicitly concerned with the promotion of the arts. Perhaps because of that, there are no legal powers whose primary purpose is concerned with culture and the arts. The Constitutional Court have reviewed the various areas of government, and have not identified any power of the five great houses that would be automatically transferred to the sodality, other than the appointment of the titles listed above.&lt;br /&gt;
&lt;br /&gt;
The creation of a new sodality has profound implications for the Constitutional basis of the Empire, even if no existing powers are transferred to the new body of state. The argument could be made that the Imperial government does not currently have any legal powers that serve to promote culture and the arts precisely because there is no body of state to wield those powers. That would change if the new sodality were approved by the Senate - if that happened then the well-worn path for any new legal powers whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to promote culture and the arts would be vote of the sodality. For example, if the Senate elected to create a book of songs, to be updated with a new contribution each season, then the well worn path for that power would be a vote of the Cat&#039;s Graces.&lt;br /&gt;
&lt;br /&gt;
Any legal powers that &#039;&#039;could&#039;&#039; be used to promote the arts, but were not solely concerned with such matters, could be delegated to the Cat&#039;s Graces, provided they did not impinge on the Constitutionality protected roles of the other houses. For example, the Cat&#039;s Graces could be given the power to compile, maintain, and promote knowledge of the [[music of the spheres]] or [[dramaturgy]]. Without the sodality, that power would have to be vested in the Conclave - but if the sodality existed, then it would be constitutional for the Cat&#039;s Graces to wield the power or the Conclave, depending on the decision made by the Senate. However, the sodality could &#039;&#039;not&#039;&#039; be given the power to control the use of [[music of the spheres]] or [[dramaturgy]] to perform magic. The Constitution is clear that that power to ensure the fit and proper use of magic &#039;&#039;must&#039;&#039; lie with the Conclave.&lt;br /&gt;
&lt;br /&gt;
A number of the existing legal powers of other houses &#039;&#039;could&#039;&#039; be delegated to the sodality, if they could be used to promote the arts. The Senate could grant the sodality the ability to announce one or more commissions each season. They might include [[Edifice|edifices]], [[sinecure|sinecures]], and even [[great work|great works]] in theory. They might be given the ability to commission [[historical research]], given the amount of history that resides in the form of songs, poems, and stories (although the Empire&#039;s current ability to perform historical research is sorely limited). Likewise it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]].&lt;br /&gt;
&lt;br /&gt;
===Singular===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Story Circle.jpg|align=left|caption=Stories and songs bring the past to life and offer hope for the future.|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with culture or the arts&#039;&#039;&#039;&lt;br /&gt;
Imperial Sodalities are also &amp;quot;singular&amp;quot;, and the Cat&#039;s Graces are no exception. Once approved by the Senate, a sodality forms part of the Imperial government, with a clearly defined constitutional role. That role must be unique and singular - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Cat&#039;s Graces, then it would not be possible to create a new Imperial sodality charged with the promotion of culture and the arts without first abrogating the existence of the Cat&#039;s Graces.&lt;br /&gt;
&lt;br /&gt;
==Possibilities==&lt;br /&gt;
There are many powers that the Imperial Senate could grant the new sodality. News of the sodality and the the new possibilities it presents attract the interest of three distinct groups who are all keen to offer their support if the Senate approves the sodality and provides it with the legal powers it will need to discharge its responsibilities.&lt;br /&gt;
&lt;br /&gt;
===A Fresh Coat of Paint===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grand Endeavours.png|caption=Imperial artists provide inspiration for grand projects.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could give the Cat&#039;s Graces the ability to refine existing commissions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The support of the songbirds would let the sodality deploy artists to improve structures for without requiring a commissions or costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A refined structure would increase in grandeur, and the work of the artists might unlock an opportunity related to it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While some [[commission|commissions]] are themselves works of art, since time immemorial artists have been employed to brighten up gloomy old castles, or breathe new inspiration into a dour church. The Cat&#039;s Graces are ideally positioned to organise artists - painters, sculptors, artisans using stained glass and light to create breathtaking arrangements - to turn their talents to just such a purpose.&lt;br /&gt;
&lt;br /&gt;
The Senate would need to grant the sodality the power to [[Commission#Altering_an_Existing_Commission|alter existing commissions]]. This would allow them to redesign the appearance of an existing commission, recent or historical (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; historical commissions are structures canonically constructed before the game began such as the many basilicas in Bastion, the walls of [[Kahraman#Serra_Damata|Damata]] and the like). By itself this power would likely be of limited use - it would consume one of the Senate&#039;s dwindling supplies of commissions, and require significant investment of funds to beautify even the most minor commission.&lt;br /&gt;
&lt;br /&gt;
A small delegation of [[Empress Richilde#The Songbirds|songbirds]] - dedicated artists and patrons who look to the inspiration of the [[paragons and exemplars|paragon]] [[Empress Richilde|Richilde]], come to the Castle of Thorns with a proposal to help the new sodality. The songbirds includes many wealthy backers of the arts among their numbers. The informal collective, inspired by the efforts of their patron Empress to shape the Empire through her patronage of art and beauty, are roused to take a more active part on the Imperial stage by news of the potential new sodality. They see the Cat&#039;s Graces as being very much in line with the lessons of the Sun Queen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Black-naped Oriole.jpg|caption=The songbirds, an informal calling associated with Empress Richilde, use birds to demonstrate their membership and one of the most popular is the brightly coloured oriole, known for its fluting calls.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Senate will grant the sodality the power to alter at least one recent or historical commission each season, then the songbirds and their allies will provide the funds and help organise the artists required. Each season the sodality could choose a single commission and ask the Empire&#039;s artists to look at altering the appearance and character of of the commission. Such work would take three months - but would not cost the treasury any money, nor cut into the Senate&#039;s limited number of commissions each season.&lt;br /&gt;
&lt;br /&gt;
The Maestro would be responsible for providing a thorough description of what the sodality &#039;&#039;wants&#039;&#039; the artists to do. Provided they have a clear artistic brief which is ambitious and inspirational, then they&#039;re &#039;&#039;likely&#039;&#039; to get roughly what was asked for. However, the Civil Service caution that engaging with artists does come with some risk: if those working on the commission don&#039;t feel inspired by the brief then they will complement or supplant them with their own ideas. Thus, the results are guaranteed to be &#039;&#039;impressive&#039;&#039;, they&#039;re just not guaranteed to be exactly what was requested. Such is the nature of art.&lt;br /&gt;
&lt;br /&gt;
The work of talented folk could have unlooked for benefits however. Having scores of imaginative artists examining a commission may just result in improved [[edifice#Grandeur|grandeur]] - or it might reveal an [[opportunity]] to make further improvements to it. If this happened, the Civil Service would present the option for improving the work discovered by the artists, for consideration by the Empire, once the alterations were complete.&lt;br /&gt;
&lt;br /&gt;
===Art for Art&#039;s Sake===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 60%; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Virtue Banners.jpg |caption=The seven Virtues serve as an inspiration to many artists across the Empire.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The sodality could be granted the legal power to define great works of art worthy of preservation and honour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each season they could select a piece of art which would be lauded and recorded for future generations to enjoy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the sodality were granted this power they would need to select a central location to house the artworks&#039;&#039;&#039;&lt;br /&gt;
While artists create art for many reasons, a common drive is to seek the recognition and approval of their peers. The [[Synod]] has several ways to recognise exceptionally virtuous individuals - the [[Heroism#Chronicle_of_Heroism|Chronicle of Heroism]] and the [[Roll of Benefactors]] for example. The Senate could grant the Cat&#039;s Graces the legal power to find the finest artists in the Empire, promote their work across the Empire, and invite the accolades of their peers, just as the Synod currently does for the virtuous.&lt;br /&gt;
&lt;br /&gt;
If granted this ability, the sodality could select a single piece of art each season for promotion across the Empire. The form of the art would not matter, as long as it could be recorded in some way. It could be a painting, or sculpture, a new song or musical composition, a story, a play, or a poem. In some cases copies would be made and distributed; in others news of the art would be spread across the Empire and patrons of the art encouraged to visit. &lt;br /&gt;
&lt;br /&gt;
The sodality could pick the finest piece of art produced that season, using the power as a way to recognise and reward artistic merit, or they could pick the most worthy, acknowledging that art is for everyone. After the sodality votes to choose which piece of art to honour, the Maestro could create a short summary of why the piece was chosen, why it is important and worthy of being honoured, and why it should be preserved. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We would look to add each song, story, poem or art to the wiki, along with the description of why it was chosen. The piece would be added to the sodality page, similar to how the [[Roll of Benefactors]] or the [[Heroism#Chronicle_of_Heroism|Chronicle of Heroism]] work).&lt;br /&gt;
&lt;br /&gt;
One of the first things the new sodality would need to do would be to identify a central repository of art that would serve specifically to contain copies of artistic endeavours and wherever possible house the artworks recognised by the sodality. There are a number of potential candidates including [[Dean_of_the_First_Voice_Glade#First_Voice_Glade|First Voice Glade]], [[Sarvos#Diora_University|Diora University]] in [[the League]], the scops&#039; halls of [[Hahnmark#Kalpaheim|Kalpaheim]], among others.&lt;br /&gt;
&lt;br /&gt;
===Money for God&#039;s Sake===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Instructors.jpg|align=right|width=400|caption=[[Senate Motions]] celebrates the art of dance in the Empire, meeting every summit in the Senate building.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Cat&#039;s Graces could operate a fund to provide grants to artists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Civil Service would publish lists of notable donations to the fund by citizens at Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Highborn benefactors and League princes commit to donate three thrones each season to the fund&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These patrons would also match any funds the Senate provides up to six thrones a season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artists create for many reasons, but with few exceptions, every artist needs to eat and keep a roof over their head. The Synod has the [[Rewarding#Virtue_Fund|Virtue fund]] to reward the virtuous, the Cat&#039;s Graces could employ a similar mechanic to reward those who create art. Members of the sodality could seek out worthy artists, musicians, performers, writers, sculptors - anyone who has produced beautiful works of art. If a piece met with the approval of the sodality, they could vote to reward the artist for their endeavours and contribution to Imperial culture.&lt;br /&gt;
&lt;br /&gt;
As well as patronising artists directly, the sodality could use the money to support the many competitions that often taken place at Anvil, using the funds to pay for one or more prizes for the winners to claim. Ensuring such contests are well run and attract the most [[Ambition|Ambitious]] artists to take part should be part of the new sodality&#039;s remit in the view of the merchant-princes and benefactors. These funds might even be used to negotiate with the Empire&#039;s [[crafting skills#Artisan|artisans]] to secure the finest magical [[:Category:Musical Instruments|musical instruments]], or with magicians to create suitably enchanted performance spaces. They could even be used in theory to support [[commission|commissions]] for projects that support artists - such as the famous galleries and theatres of the League built by &#039;&#039;&#039;Lorenzo Macelliao &amp;quot;Il Volpe&amp;quot; von Temeschwar&#039;&#039;&#039; over the years. &lt;br /&gt;
&lt;br /&gt;
The Senate could support the Cat&#039;s Graces by providing a [[New_Imperial_titles#Stipend|stipend]] to the Imperial sodality. If that happened, the Civil Service would provide the support required to allow the sodality to distribute those funds. They could also process donations to the fund from civic-minded citizens, maintaining and publishing a public record of benefactors. If the sodality voted to disburse money from the fund, the amount would be given to the Maestro in accordance with the sodalities wishes (The Senate could establish an office of the sodality to receive these disbursements). &lt;br /&gt;
&lt;br /&gt;
An informal alliance of patrons of the arts - [[the League|League]] [[Merchant Prince|merchant princes]] and [[Highguard|Highborn]] [[benefactor|benefactors]] - are keen to help the sodality promote the arts. The group&#039;s spokesperson is [[Dressed_in_smoke_and_fire|Genia Bourné di Sarvos]], the merchant-prince of the influential Bourné fashion house. Familiar with the ways of Anvil from her youth, she suspects the Senate will not willingly dip into the treasury to fund the sodality and has come armed with a plan to try to pry open the Senate&#039;s purse.&lt;br /&gt;
&lt;br /&gt;
If the Senate grant any stipend to the sodality (even if the stipend is zero), then they will donate three thrones a season to the Cat&#039;s Graces to fund their work. Not a massive sum perhaps but not to be sneezed at - potentially it could change the career trajectory of artists rich in talent but poor in funds. Crucially this would ensure Civil Service support for the fund - ensuring there was a public list of notable benefactors in Imperial records. [[Prosperity|Prosperous]] individuals might enjoy seeing their donations immortalised in permanent record - if &#039;&#039;il Volpe&#039;&#039; taught nothing else, says Genia wryly, it is that those who consider themselves wealthy and cultured are always susceptible to the flattery of formal validation of their role as patrons. &lt;br /&gt;
&lt;br /&gt;
However, the group are prepared to go further. Genia Bourné and her allies commit to &#039;&#039;match&#039;&#039; any stipend provided by the Senate, up to a maximum of six Thrones a season (Genia is enthusiastic about the arts but she is not stupid). All that is required to secure this investment is that the sodality commit to being public and transparent with how they disburse their grants. The benefactors want to be confident their monies are going to the arts and not (for example) paying for armies or funding extravagant dinners.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s In A Name?==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Music and joy.jpg|align=left|caption=Music brings joy, and rouses powerful emotions in the people of the Empire.|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Some potential supporters have questioned the name of the sodality&#039;&#039;&#039;&lt;br /&gt;
It would be unusual for anything involving the arts to receive unleavened positivity from artists, and the Cat&#039;s Graces is no exception. Supporters are eager to offer their support for the new sodality, but many of them have one request. They argue that the proposed name of the sodality doesn&#039;t successfully convey its status or importance. The point of a sodality, they argue, is to found an institution, an extension of the Imperial government. Simply by existing, the sodality conveys the importance of the arts, it demonstrates that the Empire takes the arts as seriously as it does war, economics or magic. Or at least it would do that if it bore the right name.&lt;br /&gt;
&lt;br /&gt;
The Cat&#039;s Graces, they complain, is too &#039;&#039;parochial&#039;&#039;. It doesn&#039;t sound like some grand extension of the Imperial government: the Conclave, the Bourse, the Military Council and &#039;&#039;the Cat&#039;s Graces&#039;&#039;? Their concern is that the Empire often fails to take the arts seriously, and while they would welcome the creation of the new Imperial sodality whatever name it bears, they would clearly prefer something that they feel would convey the importance of the sodality and by extension of the arts themselves.&lt;br /&gt;
&lt;br /&gt;
A more practical complaint is that Cat&#039;s Graces is a very evocative name for a sodality devoted to music and especially dance - but a numbers of artists question if it is the right name to attract painters, sculptors, writers, actors, playwrights, poets and the like. Of course that immediately raises the question of what that name might be - and it is very clear that nobody has a better suggestion... (which is to say &#039;&#039;everybody&#039;&#039; thinks they have a better suggestion, but none that anyone can agree on). The Academy is the word that most reach for, as a word that implies a grand institution, but that name is already taken. The Sun Chamber would have been equally acceptable to Richilde&#039;s followers, but of course there is already a sodality with that name also.&lt;br /&gt;
&lt;br /&gt;
Whatever the final choice, it is clear that the name of the sodality will be important in ensuring its legacy.&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Cat&#039;s Graces]] sodality was [[388YE_Spring_Equinox_Senate_sessions#Establish_Cat&#039;s_Graces|established]].  It received the powers of refining a commission, of preserving works of art which it [[388YE_Summer_Solstice_Sodality_resolutions#Other_business|chose]] to be stored in [[Dean_of_the_First_Voice_Glade#First_Voice_Glade|First Voice Glade]], and its stipend was set by the Senate at 1 throne, creating a Patron&#039;s Fund starting at 5 thrones per season.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial sodality]]&lt;br /&gt;
* [[Empress Richilde#Empress Richilde in Play|Songbirds]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;br /&gt;
* [[Senate Motions]] - An informal group that meets each season to celebrate the art of dance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Magistrate Abraham, Excerpted from the ruling on the Cat&#039;s Graces&amp;quot;&amp;gt;&lt;br /&gt;
Citizens of the Empire neither require, nor benefit from, the approval of the Imperial Senate to gather together with a common purpose. The Imperial Constitution guarantees dignity, freedom, and prosperity. That seemingly simple statement, precludes any possibility that the Senate might interpose itself into the right of citizens to congregate and pursue their legitimate ambitions. If the function of the Cat&#039;s Graces were &#039;&#039;merely&#039;&#039; to support the arts and promote culture it would have no business at all being an Imperial sodality. To permit that would be to entertain the possibility that the approval of the Senate and the Throne were in some way a requirement for the Cat&#039;s Graces to exist. That cannot stand.&lt;br /&gt;
&lt;br /&gt;
It is the constitutional vote required to enact its creation, that grants a sodality its significance. That it requires a two thirds majority of the Imperial Senate and the approval of the Throne places the creation of a sodality infinitely beyond a motion of mere intent. Passing a motion to create a sodality must be properly understood as a change to the Constitution itself. When interpreted properly, it creates a new body of state, and charges it with duties and responsibilities, which on the face of it, we must regard as the equal of the other houses of power. If the Senate approves the proposed wording of the Cat&#039;s Graces, then it is laying down the responsibilities of that body, in exactly the same way the founders laid down the responsibilities of the Military Council, the Conclave, the Bourse and the Synod.&lt;br /&gt;
&lt;br /&gt;
The Imperial Constitution tolerates no hierarchy of power - it permits no vassalage. The Military Council shall ensure the rigorous defence of the Empire - and so the orders of generals are not subject to the approval of the Senate. While the power to create new laws and amend the Constitution is vested in the Senate, it is the Synod that may strike down a motion and thereby ensure the virtuous behaviour of the Empire. Of course such an arrangement creates conflicts between the rights and privileges of the houses of power - that is undeniable and unavoidable. It is the solemn duty of this Court to settle those conflicts and in doing so ensure the Constitution retains its integrity and purpose. In resolving those dilemmas, this Court begins with the view that the rights of each house of power is transcendent, &#039;&#039;within its own dominion&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As it is with the Bourse or the Conclave, so it would be with any sodality. It is vital that senators understand that the Senate &amp;lt;u&amp;gt;cannot&amp;lt;/u&amp;gt; approve members of the Cat&#039;s Graces to meet with the purpose of promoting the arts. What they &amp;lt;u&amp;gt;can do&amp;lt;/u&amp;gt; is change the understanding of the Constitution such that it can be plainly read that the Empire vests responsibility for the promotion of the arts in the Cat&#039;s Graces - &#039;&#039;with all due seniority thereby implied&#039;&#039;.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_war_makers&amp;diff=144031</id>
		<title>The war makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_war_makers&amp;diff=144031"/>
		<updated>2026-08-20T22:15:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;..and the anvil song&#039;&#039;&amp;quot; Raelyn knew the chorus, but couldn&#039;t remember the verses for the life of her. She just kept hammering away as the rest of the group continued the song. &lt;br /&gt;
&lt;br /&gt;
She was excited, truth be told. She&#039;d only been at this for a few months, but the enthusiasm of the other artisans was infectious. She&#039;d gotten to study with runesmiths! Soon she&#039;d get to go on campaign and work her craft to killing barbarians and protecting Imperials. And eventually.. Eventually fight against Terunael&#039;s folly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;And it&#039;s sparks..&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Schmiedefeuer 2.jpg|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Spring Equinox 387YE, the Imperial Senate passed a [[Raise Third Navarr Army|motion]] to [[Army#Recruitment|raise]] a third [[Navarr]] army in [[Hercynia]]. The motion was proposed by &#039;&#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;, as the Senator for [[Hercynia]], and seconded by &#039;&#039;&#039;Tristan du Lac&#039;&#039;&#039;, as the Senator for [[Weirwater]]. The army was raised around a core of artisans and runesmiths in [[Hercynia#Treji|Treji]]. The motion received the [[A_thousand_steps#Shared_Sacrifice|support]] of Dawn, the Marches, Varushka, and the Imperial Orcs through the backing of their artisans.&lt;br /&gt;
&lt;br /&gt;
Funding was provided from across Navarr, with over eight hundred measures and ingots provided to the artisans of Treji.&lt;br /&gt;
&lt;br /&gt;
Last season, Hercynia was enchanted with [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] by [[Varushka_groups#Cabal_Lyktan|Cabal Lyktan]]. Now, fifteen months after it was first raised, the army is almost ready to take the field against the enemies of the Empire, but the army&#039;s name and essential quality remain open questions. The hardened artisans of Treji stand ready, but how they will fight, and under what banner, is still to be answered.&lt;br /&gt;
&lt;br /&gt;
Rowyn of the Waystone Path, as the raising senator, is responsible for choosing the new army&#039;s forte and name. They should inform one of the Speakers for the Senate of their decision during the summit.&lt;br /&gt;
&lt;br /&gt;
==A Name! A Name!==&lt;br /&gt;
* &#039;&#039;&#039;The new army needs a name, and the task of determining what it will be falls to &#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The majority of the nation is keen for Isaella&#039;s Dance to be allowed time to become a legacy&#039;&#039;&#039;&lt;br /&gt;
The new army will need a name; one that will echo along the trods and beyond, and that will join the ranks of the [[Black Thorns]], the [[Quiet Step]], and the lamented [[Isaella&#039;s Dance]]. The final decision as to that name lies with the [[Senator]] for [[Hercynia]], &#039;&#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;, but they may wish to take advice from the rest of their nation to find something suitable for the new army.&lt;br /&gt;
&lt;br /&gt;
With the [[Under_eastern_skies#Now_We_Are_Ready|loss of Isaella&#039;s Dance]] still fresh in the minds of many, there is a common view in the steadings and along the trods that the senator should not choose to name the new army after the lost. It is considered more appropriate to leave their legacy to be remembered and allow grief to take its course. &lt;br /&gt;
&lt;br /&gt;
Elsewhere, is the conversation about the Dance of Blood. The army &#039;&#039;could&#039;&#039; be named after that historic army, but it would not change the training available - the army was raised utilising the expertise of the artisans and runesmiths of Treji. It would need an [[appraisal]] to raise an army that was able to utilise the same [[army qualities#Cruel|cruel]] tactics. That being made clear, there is also the [[Dance_of_Blood_and_Jotun_consequences|consequences]] of naming an army after the Dance of Blood to consider.&lt;br /&gt;
&lt;br /&gt;
==Break the Walls Down==&lt;br /&gt;
* &#039;&#039;&#039;The new army could have the &#039;&#039;Siege&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Siege&#039;&#039; army can take the &#039;&#039;Storm the Walls&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
The [[Valiant Pegasus]] were first raised as [[Army_qualities#Siege|sappers]], and when the [[Towerjacks]] were once again mustered they took the field as siege experts before they received extensive training to become [[Army qualities#Engineers|engineers]]. The artisans of the new army could be put to use in constructing siege engines and trained with a focus towards conquering fortified regions. They could be encouraged to focus on strategies that lead to claiming bastions quickly, to avoid a lengthy and protracted siege. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Storm the Walls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be attacking a region containing a [[fortification#bastion|bastion]] or else the order defaults to [[army orders#Cautious Advance|cautious advance]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture the fortified region is increased by half&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture a region with a temporary fort created by Frozen Citadel of Cathan Canae, the Basalt Citadel, or an army with the engineer quality, is increased by half&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by the army are increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
The army unleashes hell against a region that has been [[fortification|fortified]]. While catapults and trebuchets pound the walls, siege towers and ladders are deployed to allow the soldiers to take the fight to the defenders. Meanwhile, engineers work to undermine the walls, and massive covered rams are deployed against the gates. The loss of life is likely to be severe, but the region will fall much more quickly than it might in a prolonged siege.&lt;br /&gt;
&lt;br /&gt;
In addition to helping to capture a region containing a [[fortification#bastion|bastion]], the &#039;&#039;Storm the Walls&#039;&#039; order is also effective against certain effects that fortify a region. This includes [[Frozen Citadel of Cathan Canae]], [[the Basalt Citadel]], and the temporary forts that can be created by an army with the [[Army qualities#Engineer|engineer]] [[army qualities#quality|quality]]. It does &#039;&#039;not&#039;&#039; help to capture regions with other defences that are not forts or castles - it has no additional effect when attacking a region under the effect of [[Dripping Echoes of the Fen]] or [[Forge the Wooden Fastness]], for example.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Into Viridian Hell==&lt;br /&gt;
* &#039;&#039;&#039;The new army could have the &#039;&#039;Resilient&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resilient&#039;&#039; army can take the &#039;&#039;Grinding Advance&#039;&#039; order when attack&#039;&#039;&#039;&lt;br /&gt;
The [[Golden Sun]] have long proven their worth as a glorious army. Indeed, the Golden Sun were there when Isaella&#039;s Dance [[Under_eastern_skies#Game_Information|fell]]. The new army could be inspired by the Golden Sun, and the artisans of Treji encouraged to focus on heavy armour, shields, and polearms. The officers of the army could be trained in the misdirections that allow the army to quickly take up defensive positions where necessary.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Grinding Advance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by three-tenths&#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;
The army slowly advances, consolidating every gain before moving forward. The army looks to avoid direct engagements with the enemy, ceasing their advance and taking defensive positions if they are engaged.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair and Reuse==&lt;br /&gt;
* &#039;&#039;&#039;The new army could have the &#039;&#039;Resourceful&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Emergency_Resupply|emergency resupply]] regardless of what territory they are in or whether they are engaged by the enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Natural_Resupply|natural resupply]] regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order&#039;&#039;&#039;&lt;br /&gt;
The benefits of the steadings and stridings of Navarr are readily apparent in the [[army qualities#Fast|speed]] at which the [[Black Thorns]] can traverse the Empire. The new army could draw on the resurgence in [[Navarr wayhouse|wayhouses]] to ensure that it had a steady source of supplies and goods across Imperial territories. The artisans of Treji could be encouraged to work on keeping up with repairs on the go, with funds going towards a continual supply of [[Artisan&#039;s Oil]].&lt;br /&gt;
&lt;br /&gt;
==Participation: Artisans==&lt;br /&gt;
* &#039;&#039;&#039;Artisans of Navarr, and especially Hercynia, are encouraged to roleplay they have been helping the army muster over the last three months&#039;&#039;&#039;&lt;br /&gt;
Players whose Navarr characters have the artisan skill are encouraged to roleplay that they have been helping forge and craft items for the army over the past season, especially if they are based in Hercynia. Regardless of skill, or whether you have made items in downtime, it is possible that your character will have been able to help apprentices or simply be a spare pair of hands to help measure, cut, and smith where necessary. &lt;br /&gt;
&lt;br /&gt;
There is a tacit agreement amongst the artisans who have helped muster the army and its officers that they will be able to bear the symbol of the army once it has been named and a symbol decided upon.&lt;br /&gt;
&lt;br /&gt;
==What Next?==&lt;br /&gt;
* &#039;&#039;&#039;The third Navarr army has finished mustering&lt;br /&gt;
* &#039;&#039;&#039;The Navarr are expecting another Navarr army to begin raising soon&lt;br /&gt;
* &#039;&#039;&#039;If a motion to raise another Navarr army is not passed by the start of the Summer Solstice 389YE Navarr&#039;s supply will fall by one&lt;br /&gt;
Of course, this new army is only the first of those expected by the wider nation of Navarr. When the stridings were [[The first shot|called home]] and preparations started, there was always an expectation that this would just be the start. The nation is ecstatic at this new army having been raised, but the question will always be &amp;quot;&#039;&#039;what next?&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Remnants of the Iron Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;The Hammers of Fury ritual performed on Hercynia has had unexpected side effects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Chain is seen to be slightly brighter over Hercynia than other constellations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Artisans from Hercynia gain access to a potent ability at the coming summit&#039;&#039;&#039;&lt;br /&gt;
As the forges of Hercynia begin to grow cold and the last effects of the [[Hammers of Fury]] start to fade, there is a [[Things_go_awry#The_Stars_are_Wrong|subtle shift]] in the air. [[The Chain]], high above, glows eerily in the night sky. Shining brightly and pulsing - almost as if fed by a heavenly bellows - the five stars can be seen across the territory. It only happens for one night, but all [[cambion|cambions]] and every [[artisan]] feels an energy in the air - as if some remnant of Autumn magic remains.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, any artisan with a personal resource in Hercynia can use a potent ability tied to the lingering effects of the ritual. Once during the summit, they can effectively &amp;quot;refresh&amp;quot; a [[Crafting_skills#Journeyman_Item|journeyman magic item]] bonded to them with thirty seconds of appropriate roleplay. All expended uses of that item are refreshed: if an [[Amberglass Chain]] had been used both times, it would replenish both uses, but if it had only been used once, then it would only replenish one use. This ability does nothing to magic items whose effect is passive, such [[Landskeeper&#039;s Oath]], or where a resource is expended, such as [[Circlet of Falling Snow]].&lt;br /&gt;
&lt;br /&gt;
Cambions who live in Hercynia, or who have spent time there this past season, can gain a benefit once at the upcoming summit. They can regain, or gain a temporary, [[Heroic_skills#Hero|hero point]] if they feel they have achieved a goal in some manner. This can be as simple as managing to make a deal with someone or something as complicated as gathering funds for a ritual or a [[commission]], or even passing a Senate motion. This hero point is always the first to be spent and cannot be regained once lost.&lt;br /&gt;
{{ItemTable|Artisan_Slot_Two}}&lt;br /&gt;
==Resolution==&lt;br /&gt;
The third Navarr army was named the [[Star Forged]] and gained the Resourceful quality.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Everything_is_on_show&amp;diff=144030</id>
		<title>Everything is on show</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Everything_is_on_show&amp;diff=144030"/>
		<updated>2026-08-20T22:15:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Because she&#039;s a dickhead, that&#039;s why!&#039;&#039;&amp;quot; Heloísa refused to get back in line as they ran drills. Adriana had been riling her up all day, and the dam had finally burst. &amp;quot;&#039;&#039;She&#039;s a Mestran! We shouldn&#039;t be fighting together; she&#039;ll just end up stabbing me in back... she can&#039;t even parry without risking her arm!&#039;&#039;&amp;quot; Both Heloísa&#039;s and Adriana&#039;s friends started shouting at that, throwing down their dulled steel and raising fists ready to brawl.&lt;br /&gt;
&lt;br /&gt;
Teodora grimaced and clapped their hands together to try to bring some semblance of order. They knew it was risky; that the other officers were generally keeping the twin cities separate. They had a feeling, though, that this group could be something special if they could start to trust each other. &amp;quot;&#039;&#039;I don&#039;t care if she&#039;s from Cevia! If I tell you to fight alongside each other, you&#039;re going to. If you can&#039;t do that, then you shouldn&#039;t consider yourself a Sparrow. And if you&#039;re not a Sparrow... what the &#039;&#039;&#039;fuck&#039;&#039;&#039; are you doing in my training yard?&#039;&#039;&amp;quot; Teodora spat on the floor and stared as the two groups started getting back into their lines. &amp;quot;&#039;&#039;Right, from the top. I want us to have mastered the Marcus Shield before sundown.&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Sparrows Reckoning Badge.png|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Winter Solstice 386YE, the Imperial Senate passed a [[Raise Third League Army|motion]] to [[Army#Recruitment|raise]] a third [[The League|League]] army in [[Tassato]]. The motion was proposed by &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039;, as the Senator for [[Tassato]], and seconded by &#039;&#039;&#039;Aspar&#039;&#039;&#039;, as the [[Conscience of the Senate]]. The majority of the funding for the army was provided by &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039;, [[Emperor Vesna|Empress of the Hearth]]. &lt;br /&gt;
&lt;br /&gt;
Last season, Tassato was enchanted with [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] by [[Varushka_groups#Cabal_Lyktan|Cabal Lyktan]]. Now, eighteen months after it started raising, the army is almost ready to take the field against the enemies of the Empire, and &#039;&#039;&#039;Cesare&#039;&#039;&#039; has informed the civil service of the army&#039;s name, &amp;quot;&#039;&#039;Sparrows Reckoning&#039;&#039;&amp;quot;, but the army&#039;s essential quality remains an open question. The army has been raised from across the League, with recruits drawn from each of the five cities. The recruits have studied at the [[Tassato#Five_Cities_Military_Academy|Five Cities Military Academy]], and are close to finishing their [[army qualities|training]]. &lt;br /&gt;
&lt;br /&gt;
None of the options available for the army cost any additional resources. Cesare Sanguineo Rezia Di Tassato, as the raising senator, is responsible for choosing the new army&#039;s forte. He should inform one of the Speakers for the Senate of his decision during the summit.&lt;br /&gt;
&lt;br /&gt;
==Always Keeping Score==&lt;br /&gt;
&amp;lt;div {{float}}&amp;quot;&amp;gt;{{CaptionedImage|file=Point of Pride.jpg|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The creation of the Sparrows has swelled Pride in the city of Tassato&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Newly mustered soldiers are eager for opportunities to prove that they are the equals of any League army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two famous armies in the League. The [[Wolves of War]] are one of the most experienced armies anywhere in the Empire. Versatile and universally admired across the League, they have a long and studied history fighting in every major conflict in every war since forever. Their reputation for professionalism makes them a feared enemy and a welcome ally on any battlefield. The army has always drawn recruits from every city in the League, making it something every city &#039;&#039;and no city&#039;&#039; can be Proud of.&lt;br /&gt;
&lt;br /&gt;
The [[Towerjacks]], by comparison, were disbanded in 346YE, so the soldiers of the former army spent the next three decades garrisoning the walls of Holberg, keeping the Druj out. It&#039;s hard to be &#039;&#039;more&#039;&#039; famous than being the army that held a siege for thirty-three years. As famous as they are, they are also undeniably &amp;quot;Holberg&#039;s army&amp;quot;. The League might be proud of the Towerjacks, but if folks in Tassato have to hear that &amp;quot;Holberg is the greatest city in the world&amp;quot; one more time, they just might challenge the Towerjacks to a duel themselves.&lt;br /&gt;
&lt;br /&gt;
In the history of the League, Tassato has never had an army of its own, never had a claim to fame the way Holberg does with the Towerjacks. Until today... As the army comes ready to deploy, there is an enormous swelling of Pride in the city at the achievement. Soon, Tassato will have its own army... soon, Tassato will be a rival for Holberg.&lt;br /&gt;
&lt;br /&gt;
Of course, the Sparrows don&#039;t have a famous reputation like the Wolves of War or the Towerjacks. They don&#039;t have a long and venerated role in the Empire&#039;s history. They didn&#039;t fight against [[Alderei the Fair]], or take part in any famous wars. Right now, they&#039;re the third army of the League - in a nation that notoriously does &#039;&#039;not&#039;&#039; give out prizes for participation. &lt;br /&gt;
&lt;br /&gt;
The Sparrows are like a newborn child - complete with two proud parents in Regario and Maestra. Sure, the army might not be famous - not yet - but already it&#039;s filling up with hot-headed bravos and other ambitious types who are eager to take the fight to the enemy and have a chance to prove themselves every bit the equal of the &#039;Jacks and the Wolves.&lt;br /&gt;
&lt;br /&gt;
==Take It All==&lt;br /&gt;
* &#039;&#039;&#039;Sparrows Reckoning could have the &#039;&#039;Conquering&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Conquering&#039;&#039; army can take the &#039;&#039;Push the Line&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
The [[Gryphon&#039;s Pride]] were raised as [[Army_qualities#Conquering|conquerors]], representative of Dawnish ambitions in [[the Barrens]]. The officers of Sparrows Reckoning could be trained in the same way; encouraged to focus on strategies that capture land from barbarians. The soldiers would concentrate on practising lightning strikes to claim key objectives and break enemy supply lines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:800px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Push the Line&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is increased by three-tenths&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army seeks to dominate key strategic objectives, and focuses on claiming territory from the opposing army. &amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick March==&lt;br /&gt;
* &#039;&#039;&#039;Sparrows Reckoning could have the &#039;&#039;Fast&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Fast&#039;&#039; army can take the &#039;&#039;Forced March&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Fast&#039;&#039; army can take the &#039;&#039;Desperate Reinforcement&#039;&#039; order when defending&#039;&#039;&#039;&lt;br /&gt;
The [[The_Brass_Coast_military_concerns#The_Fire_of_the_South|Fire of the South]] are one of the two fast armies in the Empire, trained in tactics appropriate to flat, open land. Sparrows Reckoning could opt for similar, with a focus on travelling light, with warehouses and caches in the towns and cities across the Empire for them to take on supplies. They would, of course, rely on the [[trods]] but also the vast roads that stretch across the nations. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Forced March&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is decreased by one fifth&#039;&#039;&#039;&lt;br /&gt;
A general who orders a forced march pushes their troops to move swiftly - but also takes pains to preserve their strength so that when they arrive they are in a fit state to fight. Some soldiers may fall behind, but they keep moving until they catch up with the army again. By taking advantage of roads and trods, the general ensures that when the army arrives at its destination it does so with the will to engage the enemy. Yet a forced march is not magical movement - the army will arrive late in the campaign season, meaning their ability to capture territory is reduced.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Desperate Reinforcement&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is decreased by one fifth&#039;&#039;&#039;&lt;br /&gt;
Sometimes a situation is desperate, but additional troops may turn the tide of battle. In such cases, the general pushes their troops to move as quickly as possible, to ensure that a faltering garrison receives last minute assistance, or a failing position is reinforced just before it collapses. When time is of the essence, the general can risk exhausting some of their troops to ensure they arrive in time to support their allies.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Masters of Logistics==&lt;br /&gt;
* &#039;&#039;&#039;Sparrows Reckoning could have the &#039;&#039;Resourceful&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Emergency_Resupply|emergency resupply]] regardless of what territory they are in or whether they are engaged by the enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Natural_Resupply|natural resupply]] regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order&#039;&#039;&#039;&lt;br /&gt;
The excellent logistics of the League are readily apparent to those who know the history of the Towerjacks in [[Holberg]] and the Wolves of War across the Empire. The best and brightest of Tassato could be encouraged to work with the quartermasters. Tasked with ensuring that Sparrows Reckoning always has access to adequate supplies, the army would be able to rely on that logistical support to distribute resources and assign new soldiers, even while under attack.&lt;br /&gt;
&lt;br /&gt;
==Participation: Sparrows==&lt;br /&gt;
* &#039;&#039;&#039;Players starting a new League character based in Tassato are encouraged to consider playing an officer in the Sparrows&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many Sparrows are Ambitious and hungry to prove themselves in the cut-throat world of League politics&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can use a symbol of a sparrow or a sparrow-hawk to show that you are part of the army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players who are creating new League characters based in Tassato are encouraged to consider playing an officer in the Sparrows. The army is filled with ambitious, some would say hot-headed, citizens of Tassato who have joined the army looking to get ahead. Those with their own [[resource|resources]] or some get-up-and-go have already been singled out for the army&#039;s officer class, so it&#039;s a great background for a starting character. You don&#039;t have to have a military unit, nor even be a soldier; every Imperial army includes magicians, artisans, priests and other characters who help with logistics and support.&lt;br /&gt;
&lt;br /&gt;
Being part of the Sparrows is an attitude, not a resource or a skill set. They&#039;re the youngest of three &#039;&#039;very&#039;&#039; competitive siblings. Your older siblings, the Towerjacks and the Wolves of War, have been around the block - twice. They&#039;ve done everything and fought everyone, and they&#039;re famous already. The Sparrows are just setting out, and they have got &#039;&#039;everything&#039;&#039; to prove. If you&#039;re a [[bravo]], you should be in every fight in Anvil. If you&#039;re not, then you should be constantly looking for other ways to prove that you and the other Sparrows aren&#039;t just the League&#039;s youngest army; you&#039;re also the &#039;&#039;best&#039;&#039; army.&lt;br /&gt;
&lt;br /&gt;
As a member of the army, you don&#039;t have to do what your [[general]] tells you to do while you&#039;re in Anvil. Your time at the summit is effectively your own to spend as you choose. However, if you can find ways to support your general and, more importantly, the army itself, then it will make it easier for them to get established. You don&#039;t have a say in what the army orders will be, but of course you are free to encourage your general to ensure that the Sparrows go where the fighting is thickest; otherwise, they&#039;ll never get a chance to prove themselves.&lt;br /&gt;
&lt;br /&gt;
Many members of the army wear a symbol of a sparrow or, in some cases, a sparrow-hawk, when they&#039;re off duty to show their allegiance. Sparrows still fight amongst themselves - Regarians and Maestrans will always have something to squabble about, but most Sparrows are determined to band together when it counts. You won&#039;t become the best army in the League unless you stick together through thick and thin.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing a long-standing character from Tassato, bear in mind that the Sparrows are &#039;&#039;your&#039;&#039; army. Most of the wealthy and powerful inhabitants of Tassato are immensely Proud of their new army and determined to do their bit to see them succeed. After all, the Pride of the city is at stake here. If you are from Tassato and you see a League citizen wearing the symbol of the Sparrows, it is a good idea to give them as much help as you can afford to. The better the soldiers are doing, the sooner people will talk about the Sparrows in the same whispered tones they use to describe the Wolves and the &#039;Jacks.&lt;br /&gt;
&lt;br /&gt;
==Remnants of the Iron Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;The Hammers of Fury ritual performed on Tassato has had unexpected side effects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Chain is seen to be slightly brighter over Tassato than other constellations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Artisans from Tassato gain access to an ability at the coming summit&#039;&#039;&#039;&lt;br /&gt;
As the forges of Tassato begin to grow cold and the last effects of the [[Hammers of Fury]] start to fade, there is a [[Things_go_awry#The_Stars_are_Wrong|subtle shift]] in the air. [[The Chain]], high above, glows eerily in the night sky. Shining brightly and pulsing - almost as if fed by a heavenly bellows - the five stars can be seen across the twin cities. It only happens for one night, but all [[cambion|cambions]] and every [[artisan]] feels an energy in the air - as if some remnant of [[Autumn magic]] remains.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, any artisan with a personal resource in Tassato can use an ability tied to the lingering effects of the ritual. Once during the summit, they can effectively &amp;quot;refresh&amp;quot; a [[Crafting_skills#Journeyman_Item|journeyman magic item]] bonded to them with thirty seconds of appropriate roleplay. All expended uses of that item are refreshed: if an [[Amberglass Chain]] had been used both times, it would replenish both uses, but if it had only been used once, then it would only replenish one use. This ability does nothing to magic items whose effect is passive, such as a [[Landskeeper&#039;s Oath]], or where a resource is expended, such as [[Circlet of Falling Snow]].&lt;br /&gt;
&lt;br /&gt;
Cambions who live in Tassato, or who have spent time there this past season, can gain a benefit once at the upcoming summit. They can regain, or gain, a temporary [[Heroic_skills#Hero|hero point]] if they feel they have bested a worthwhile opponent in some manner. This can be as simple as delivering a witty quip or as complicated as unleashing a curse on a worthy rival. This hero point is always the first to be spent and cannot be regained once lost.&lt;br /&gt;
{{ItemTable|Artisan_Slot_Two}}&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Sparrows Reckoning]] gained the Resourceful quality.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Death_leaves_us_homesick&amp;diff=144029</id>
		<title>Death leaves us homesick</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Death_leaves_us_homesick&amp;diff=144029"/>
		<updated>2026-08-20T22:14:34Z</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]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;The issue, as I think Theodosia would put it, is that Imperial priests deny the Creator&#039;s care for the world, which is worse than their nominal reverence. The Creator does care deeply about the world - that is why the world is full of misery. And good people like Fintan Nighthaven are doomed to die, caught in cruel traps. The Empire&#039;s Synod denies this possibility and so is able to be used by the Creator in subtle and malicious ways such as...&amp;quot;&lt;br /&gt;
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&amp;quot;I didn&#039;t ask what Theodosia thought,&amp;quot; Andronicus interrupted, rudely. &amp;quot;I asked what &#039;&#039;you&#039;&#039; thought.&amp;quot;&lt;br /&gt;
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&amp;quot;I... well,&amp;quot; Demetrius stumbled. He reached for his training, touching the ivory token on his belt, and letting its gentle reminder of the importance of seeing other peoples&#039; points of view bring him clarity. &amp;quot;I agree with Theodosia. Fintan Nighthaven was a good person, and by reaching out to him we were able to show him a new way of seeing the world that helped him to align himself with our interests.&amp;quot;&lt;br /&gt;
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Andronicus continued to pick at the bark on the back of his hand. Despite that calm clarity, Demetrius had to admit that the studied rudeness was getting on his nerves.&lt;br /&gt;
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&amp;quot;And that&#039;s why we&#039;ve come to ask for your support.&amp;quot; Demetrius was on firmer ground here. &amp;quot;The more sects come together in the Grand Convocation the more...&amp;quot;&lt;br /&gt;
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&amp;quot;No.&amp;quot; Andronicus still hadn&#039;t looked up.&lt;br /&gt;
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&amp;quot;What?&amp;quot; Demetrius stumbled over his words, and cursed himself. He was a negotiator and diplomat chosen for this role because of his long experience dealing with foreign nations, even before he had understood the importance of Understanding. &lt;br /&gt;
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&amp;quot;I said no. We won&#039;t be joining your Grand Convocation.&amp;quot;&lt;br /&gt;
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&amp;quot;Can I ask why?&amp;quot; He didn&#039;t like the way the briar tended to speak in absolutes without elaboration, without leaving any opportunity for discussion.&lt;br /&gt;
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&amp;quot;Because you&#039;ve learned nothing from Fintan Nighthaven.&amp;quot; Andronicus looked up at last, and Demetrius was taken aback to see fury in the briar&#039;s eyes. Despite his hallow, he took a step back and swallowed. He tried to say something but found himself stuttering. Andronicus just shouldered on, not giving him chance to reply.&lt;br /&gt;
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&amp;quot;You look at this Imperial priest and see a success because you showed him Understanding and he thanked you? That doesn&#039;t matter! It&#039;s nothing! Theodosia thinks it matters because she tries to see everything from the other point of view. She thinks that if we just &#039;&#039;understand&#039;&#039; the Creator, we can reason with it. And that&#039;s just bullshit. Worse, it&#039;s heresy and it&#039;s blasphemy and it is &#039;&#039;everything&#039;&#039; wrong with your Grand Convocation.&amp;quot;&lt;br /&gt;
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Andronicus clenched his fists. A trickle of blood fell from the raw patch he had picked on himself, but quickly stopped as the bark scabbed over his knuckles.&lt;br /&gt;
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&amp;quot;You lot -&amp;quot; the briar made an expansive gesture. &amp;quot;You make the same mistake as the Empire. You think its the spirits that matter. And it isn&#039;t! The spirits are our weapons against the Creator and they&#039;re not there to help us understand it. They&#039;re there to help us &#039;&#039;kill&#039;&#039; it!&amp;quot;&lt;br /&gt;
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Demetrius was genuinely afraid for his life, for the first time in years. He looked around and saw that the other members of the Fellowship of the Light of Truth had closed ranks behind Andronicus. Some of them had knives, although they hadn&#039;t drawn them yet.&lt;br /&gt;
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&amp;quot;I&#039;m sorry I don&#039;t...&amp;quot; Demetrius tried to defuse the situation but Andronicus was not interested.&lt;br /&gt;
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&amp;quot;Get out,&amp;quot; he gritted through clenched teeth. &amp;quot;And don&#039;t come back. We reject your Convocation, just as we reject the idea that Fintan Nighthaven was anything special. An enemy of the Creator? Why? Because he embraced Understanding? What use will Understanding be when you face the tyrant of the Labyrinth? Theodosia has blinded your eyes to the unwelcome truth. Wisdom? Peace? Vigilance? Just words to justify inaction. Inaction that shames you, and all your Convocation. Just other names for cowardice, other ways for you to succumb to doubt. In the face of the greatest threat to the souls of humanity you look to &#039;&#039;compromise&#039;&#039;. Get out of my sight! Go back and tell your Convocation that the next weasel messenger they send to us will go back to them in an &#039;&#039;urn&#039;&#039;.&amp;quot;&lt;br /&gt;
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Demetrius knew better than to argue. He could see the light of truth in Andronicus&#039; face, mirrored and reflected on those of his followers. he fled back through the doors of the shrine, and did not stop running until he had reached his lodgings again, where he sat on his bed and wept.&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=Thane Thanmir Hrafnar.jpg|caption=As a former Ambassador to the Sarcophan Delves the new Ambassador to Axos, Thane Thanmir Hrafnar, is no stranger to the trials and tribulations of being an Imperial representative.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Each season the [[Civil Service|civil service]] prepares a summary of the Empire&#039;s relationship with foreign nations, based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the [[Senate]] and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response.&lt;br /&gt;
&lt;br /&gt;
Imperial relations with the [[Axos|Citadels of Axos]] have significantly improved over the last year or so, in part due to the [[Synod|Synod&#039;s]] work during the [[It_never_happened#Solokha|reclamation of Solokha]]. Their internal politics are slowly settling down into a new status quo following the [[Victory_and_unity#Times_Change|upheaval]] partly caused by the ambitions of &#039;&#039;Grand Ilarch Kyther&#039;&#039;. A new Grand Council guides the nation, and the new [[A_better_future#Unified_Convocation|Unified Convocation]] works to bring Axos&#039; disparate religious [[Bands#Sects|sects]] together in a similar way. &lt;br /&gt;
&lt;br /&gt;
The ambassador cannot become complacent however; the little country to the south-east of Urizen is still very touchy about its independence and relations could sour again very easily.&lt;br /&gt;
&lt;br /&gt;
For the moment, though, the new Axos Ambassador to the Empire &#039;&#039;Ilarch Kario Skopos of Solokha&#039;&#039; remain cordial or even friendly. Skopos is a scion of an influential family from the [[Axos#Chambers of Ussyk|Chambers of Issyk]], who has renounced his ties to the citadel of his birth at the instruction of the Grand Council for as long as he holds the post. This is intended to signify neutrality in the politics of the citadel, to make him a worthier intermediary through which the Axou can deal with their allies in the Empire.&lt;br /&gt;
{{Nation|nation=[[Axos]]|port=[[Axos_ports#Towers_of_Kantor|Kantor]] and [[Axos_ports#Chambers_of_Issyk|Issyk]]|ambassador=Thanmir Hrafnar of [[Wintermark]]|status=Foreigner}}&lt;br /&gt;
==War==&lt;br /&gt;
* &#039;&#039;&#039;Axos is reassured the Empire has no ill intention toward the libraries at the Halls of Maykop&lt;br /&gt;
* &#039;&#039;&#039;The military treaty that sees the Axou fight in Sarangrave has been well received&lt;br /&gt;
* &#039;&#039;&#039;There is possibly a misunderstanding about the status of the orcs living in Sarangrave however&lt;br /&gt;
The Imperial Senate [[387YE_Autumn_Equinox_Senate_sessions#Affirm_Relations_with_Axos|reassured]] the citadels of Axos that the Empire values its relations with the nation. The [[Shuttered Lantern]] - and by extension the [[Conclave]] - would never risk that relationship for a mere ritual text! A companion letter from &#039;&#039;Tyburn Weaver&#039;&#039; the [[Grandmaster]] of the [[Shuttered Lantern]] apparently put the plote cherry on the diplomatic cake - while the Senate&#039;s words are important to the Grand Council of Citadels, the words of a Conclave grandmaster are even more significant to the scholars and magicians of Maykop.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|caption=The &#039;&#039;Axou Helios&#039;&#039; is an ancient symbol of the Axou people, adopted by the &#039;&#039;Nikitis Axou&#039;&#039; movement.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Ratify_Axos_Treaty_Autumn_387YE|ratification of a military treaty]] sees the [[Axos#Gates_of_Ipotavo|Gates of Ipotavo]] fighting in the [[Sarangrave]] [[Fire_and_the_flood#Shield_of_Our_Ancestors|alongside the Empire]] (well not precisely alongside given there is a massive fortress between them and the Imperial armies but the thought is there). Both diplomatic measures have been very well received, reassuring the Grand Ilarch of the [[Axos#Halls_of_Maykop|Halls of Maykop]] that their concerns were groundless and potentially establishing a slew of new opportunities when the Axou take charge of the [[Sarangrave#Tower_of_the_Skink|Tower of the Skink]].&lt;br /&gt;
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There are some internal matters within Axos regarding the Tower apparently - specifically &#039;&#039;who&#039;&#039; will take charge of it once the Druj are defeated. The Axou have not created a new citadel since their nation was formed, and have no particular method for doing so, but likewise they don&#039;t have any tradition of a Grand Ilarch controlling more than one citadel. That&#039;s for the Axou to worry about, however.&lt;br /&gt;
&lt;br /&gt;
One matter that might cause some worry for the Empire however is the response of Ambassador Skopos to point four of the treaty: &#039;&#039;Axos shall commit to the safety of the Bloodwater Spears, Waterwalkers, and the Free People of Sarangrave following the Empire&#039;s lead as to the diplomatic status of these people, including those residing in Sephals in Thornfen.&#039;&#039; It seems there may be some misunderstanding somewhere along the line,  but the Grand Ilarchs are quite happy with this provision specifically because they intend to have as little to do with the orcs as possible, and are assuming the Empire will assist in relocating the population of Sephals in particular. It&#039;s explicit in the Axou missives that once they have the Tower of the Skink, the first thing they will do is evict any orcs living in Thornfen. What happens to them after they leave the [[territory#regions|region]] is of absolutely no concern to the Axou. The implication is that, just as they took in the [[Tamazi]], the Empire will simply sort it out.&lt;br /&gt;
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This doesn&#039;t seem to be any particularly sharp statecraft at work - the Axou simply assume that &amp;quot;follow the Empire&#039;s lead as to the diplomatic status of these people&amp;quot; just means they&#039;ll have to treat them like foreigners or Imperial citizens after they&#039;ve been removed from Thornfen and if they complain then, as with point five (&#039;&#039;In the event of a dispute between Axos and the Bloodwater Spears, Waterwalkers, or the Free People of Sarangrave, then the Empire shall be called on as mediator&#039;&#039;), the Empire will sort it out.&lt;br /&gt;
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For now though, the Grand Council of Citadels and the Citadel of Ipotavo in particular, are very pleased with the situation. The only thing that would make things even better would be some response about the matter of Axou soldiers visiting the [[Tassato#Five_Cities_Military_Academy|Five Cities Military Academy]] and the [[Tassato#Barossa_School_of_Imperial_Strategy|Barossa School of Imperial Strategy]]. The Ambassador did not mention anything about the situation in their missive, so its unclear to Ilarch Skopos what is going on. While there &#039;&#039;was&#039;&#039; a [[387YE_Autumn_Equinox_Synod_judgements#Judgement_143|statement in the League assembly]] about the matter, the Axou are broadly unaware of it and it lacks legal backing. Further information about this [[opportunity]] can be found in autumn&#039;s &#039;&#039;&#039; [[Troop_of_echoes#Along_the_Ramparts|Troop of echoes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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==Waking the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;The Axou are absolutely disinterested in any plan that involves rousing the vallorn of Visokuma&lt;br /&gt;
Ilarch Kario Skopos extends their thanks to Ambassador Thanmir for their words about the [[vallorn]] and the [[A_thousand_years_of_longing|Empire&#039;s plans regarding it]]. The Grand Council of the Citadels has been briefed, and has delivered a response. They categorically do not welcome any intrusion into Visokuma and want no part of the Imperial plan to wake the vallorn. The ambassador has, according to Kario, said that &amp;quot;&#039;&#039;the Empire&#039;s plans are complex and require cooperation from many foreign powers, including Axos&#039;&#039;.&amp;quot; Axos wants to be absolutely clear from the get go that they do not, and will not, be involved in any such endeavour. The vallorn of Visokuma abides and there is no interest in waking that sleeping behemoth and unleashing it against the citadels. The &#039;&#039;necromantia&#039;&#039; of Axos have spoken with actual eye witnesses who saw what the vallorn did to Cavan, and that alone was enough to see the Halls of Maykop advise that any investigation of the vallorn cease forthwith.&lt;br /&gt;
{{SOP|statement=The Empire must face an unwelcome truth. If we seek to rouse the vallorn, we must accept we will raze Axos in the process. They will not survive. That is a decision we can accept, with the responsibility it entails, or it is a catastrophe we can make plans to avert, but it is not something we can simply ignore.|by=Cardinal Lenarius Ankarien, Assembly of the Nine|vote=Greater Majority 8-0|when=Autumn Equinox 387YE|size=small}}&lt;br /&gt;
Mistress Isephenia of Maykop has [[Troop_of_echoes#Wit_and_Wisdom|already expressed interest]] at visiting the [[Great Library of Hacynian]] to learn more about the vallorn. The Grand Council throws their weight behind her; they formally request that [[Bursar_of_the_House_of_Spirits|Bursar]] &#039;&#039;&#039;Rinnah&#039;&#039;&#039; or [[Singer_of_the_Silence|Singer]] &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039; provide access to the Axou scholar and her students. Mistress Isephenia acknowledges the kind suggestion that she and her students might visit Anvil before the invitation so that Rinnah and Siân can ensure that she has &amp;quot;&#039;&#039;a full context surrounding the situation before their study&#039;&#039;&amp;quot; but she reassures them that she is capable of determining context herself and is no stranger to a big library. The time to discuss matters is surely &#039;&#039;after&#039;&#039; she and her charges have finished their research at the library. She has, apparently, read a copy of [[The Dance of Navarr and Thorn]] - presumably the one that was [[Dissemination|disseminated]] to Axos [[381YE_Winter_Solstice_Conclave_sessions#Conclave_Declarations|in 381YE]] by &#039;&#039;&#039;Raewynn Farkas&#039;&#039;&#039; - and so has &#039;&#039;some&#039;&#039; grounding in the significance of the threat. &lt;br /&gt;
&lt;br /&gt;
Nobody has said it out loud within earshot of the Axou of course but there is no actual requirement that the citadels cooperate with an attempt to destroy the vallorn. The Empire controls [[Sarangrave]]; if the [[trods]] are extended to [[Axos#Axou_Territories|Kabanja]] and Visokuma the vallorn will wake whether they like it or not.&lt;br /&gt;
&lt;br /&gt;
Some members of the [[Civil Service|civil service]] are of the opinion that the virulence and speed of the Axou response (both with regard to the Empire and, as we will see in a moment, at home) speaks of other factors at work. There is guarded speculation that some or all of the Grand Ilarchs may have been briefed separate to the advice delivered by the ambassador. The response of Isephenia of Maykop may point to instructions from the halls, perhaps guided by concerns other than those of the Grand Council.&lt;br /&gt;
&lt;br /&gt;
===The Scions of Cavan===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Who are the Scions of Cavan?&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The heirs are a group of Axou who claim to be cousins of the Navarr. They believe they are descendants of those Terunael who escaped the fall of Cavan, the city that lies in the heart of the [[Axos#Axou_Territories|Visokuma]] vallorn. Initially enslaved in Kaban, they eventually won their freedom but did not enjoy much prestige in Axou society. In early 384YE some of them visited the Empire, initially in small numbers but then in a [[Received_with_a_strange_delight#Dust_and_Bones|much larger contingent]]. They walked the [[trods]] alongside their distant Navarr cousins, and sought to create deeper ties with their long lost relatives.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;During their visits to the Empire they brought with them a relic of their ancestors - apparently a traditional Axou &amp;quot;lekythos&amp;quot; containing a bound ghost. While there they spoke with several [[vate|vates]], as well as &#039;&#039;&#039;Madra Brittlebone&#039;&#039;&#039;, &#039;&#039;&#039;Drefa Brackensong&#039;&#039;&#039;, &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039; - and of course the disgraced former Ambassador &#039;&#039;&#039;Fintan Nighthaven&#039;&#039;&#039;. According to rumour they received support and encouragement from the Navarr they spoke to, and then returned to Axos.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It is believed some degree of communication has persisted over the last few years, but if it has there&#039;s no public awareness of it.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is some concern about an alleged plan to rouse the vallorn of Visokuma undertaken by citizens of Axos&lt;br /&gt;
* &#039;&#039;&#039;The Axou of Kaban have arrested a group called the Scions of Cavan who claim to be distant cousins of the Navarr&lt;br /&gt;
* &#039;&#039;&#039;They have been accused of planning serious crimes against the people of Axos&lt;br /&gt;
On a related note... a month before the Winter Solstice, news reached the offices of the Imperial Ambassador of a series of arrests in the [[Axos#Tunnels of Kaban|Tunnels of Kaban]] in western Axos. A group called the &amp;quot;Scions of Cavan&amp;quot;, targeted as enemies of the citadel and of the Axou people as a whole, have been taken into custody. Warrants have been issued for several people associated with the Scions in other Axou citadels.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances this would have been of minimal interest to the Empire, but the &#039;&#039;nature&#039;&#039; of those imprisoned and the crimes of which they are accused make them relevant. The &#039;&#039;Scions of Cavan&#039;&#039; claim to be cousins of the [[Navarr]], descended from survivors of the [[Terunael_in_Axos#Of_Cavan_and_its_fall|Terunael city Cavan]] that now lies deep within the vast vallorn of [[Terunael_in_Axos#Venturing_into_Visokuma|Visokuma]] at the heart of Axos. They have been accused of conspiring with &amp;quot;foreign influences&amp;quot; to unleash that vallorn on the citadels. Stockpiles of crystal mana and [[Vis#Vital Honey|Vital Honey]] have been uncovered along with a caches of [[potion|potions]] used to [[Balms_of_the_Fountainhead|empower]] workings of [[Spring magic]]. There is no evidence that these things have come from the Empire, and Axos is a nation of magicians after all, but speculation in the citadels runs rampant.&lt;br /&gt;
&lt;br /&gt;
These Scions of Cavan face serious charges. The Grand Council itself has been called on by &#039;&#039;Grand Ilarch Kyther&#039;&#039; to render a judgement in what amounts to a landmark case. There is some suspicion of this in a few quarters - under normal circumstances each citadel would deal with its own criminals without recourse to the others. Here, though, Kyther argues that the Scions threatened &#039;&#039;every&#039;&#039; Axou citadel on a scale heretofore unseen in the nation&#039;s history and only the Grand Ilarchs of the citadels are in a position to make a decision. Grandstanding, surely, but there is little argument from either Kaban or from the Council.&lt;br /&gt;
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The civil service advise that if the evidence is even mildly convincing, the Scions are likely to face the death penalty - the worst possible fate for any Axou. In theory it is possible that their sentence could be commuted to exile - the old punishment of slavery is no longer practicable for obvious reasons - but there&#039;s no suggestion that the Grand Ilarchs are minded to be so lenient.&lt;br /&gt;
&lt;br /&gt;
As mentioned there is apparently no evidence of Imperial involvement in the &amp;quot;crimes&amp;quot; of which the Scions of Cavan are accused. It&#039;s not clear if the Scions of Cavan actually possessed the power to rouse the vallorn - no indication that [[the Dance of Navarr and Thorn]] has been [[dissemination|disseminated]] to them for example. They are not influential enough to have access to a [[college of magic]] to create their own rituals. It&#039;s possible they could have made some kind of accommodation with an [[eternal]] for their aid - likely [[Yaw&#039;nagrah]] - but again there&#039;s no suggestion of that in the accusations against them. As competent magicians, they could have created an [[arcane projection]] to allow them to interfere with the vallorn of Visokuma - and if they have spent time among the Navarr they may well have insight into how best to go about that.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=ChildPrimer2.jpg|width=200|align=right}}{{CaptionedImage|file=ChildPrimer3.jpg|width=200|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Desperate Plea===&lt;br /&gt;
* &#039;&#039;&#039;The Scions of Cavan beg for Imperial intervention&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Several options face the Ambassador and the Senate but all risk inciting some element of Axos society&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador will have more success on their chosen path if backed by the Senate&#039;&#039;&#039;&lt;br /&gt;
Ilarch Skopos is not the only person to have written to the ambassador on the matter of the Scions of Cavan, however. &#039;&#039;Bronnan Cavanya of Kaban&#039;&#039; is one of the leaders of the Scions, and is apparently styling himself as a [[brand]]. His missive was sent from Axos by an unnamed ally with the ability to [[Call Winged Messenger|call a winged messenger]]. In his letter he begs the ambassador to intercede on behalf of his family, and the Scions of Cavan as a whole. He appeals to the ambassador to speak to those among the Navarr who met with his kin, and who spoke to them of their heritage. They will surely vouch for their virtue and commitment to lifting the burden of [[Imperial_history#Terunael|Terunael]]. Yes, they planned to help defeat the vallorn and to extend the trods into Axos, but they did so in the [[Courage|Courageous]] belief it was the right thing to do if they wished to be [[Loyalty|Loyal]] to the dream of Navarr and Thorn, of a world without the vallorn.&lt;br /&gt;
&lt;br /&gt;
The thorny question is whether the Empire wishes to be involved in this matter at all. If they do intervene, it risks confirming the suspicions of any Axou factions looking for an excuse to decry Imperial involvement in their nation. Unless very carefully handled, attempting to interfere on behalf of the Scions of Cavan will be taken as &amp;quot;proof&amp;quot; that they had Imperial backing. &lt;br /&gt;
&lt;br /&gt;
The Ambassador has the power to [[Ambassador#Communication|communicate]] with the Axou on behalf of the Empire, but their words alone might not be sufficient to influence the Grand Ilarchs - their candidness about the vallorn stands them in good stead but they are still relatively untested in their position. A statement from the Senate however, raised as a [[senate motion|motion]], would provide them with significant backing and strengthen their position greatly, regardless of what approach the Empire chooses to take.&lt;br /&gt;
&lt;br /&gt;
Condemning the Scions of Cavan and reassuring the Grand Ilarchs that the Empire is not going to rouse the Visokuma vallorn will reassure the Grand Council. The scions will be executed, and while the citadels will remain alert for, and opposed to, attempts to interfere with Visokuma they will not take the matter any further for the moment. Showing solid support for the rule of law in Axos will help to improve the Empire&#039;s relations with the nation.&lt;br /&gt;
&lt;br /&gt;
If the Empire asks for clemency for the Scions of Cavan, the outcome will depend on how skilful the diplomacy is. It will result in some executions for the &amp;quot;ringleaders&amp;quot; of the families and exile for the rest no matter what. They will cease to be a factor in Imperial-Axou relations and will scatter to the four winds, but how many live and how many die will depend on the ambassador&#039;s ability to eloquently manipulate the Axou&#039;s desires and fears. This approach will inevitably damage relations with Axos, how much they are harmed will depend on how carefully the ambassador chooses their words.&lt;br /&gt;
&lt;br /&gt;
The final option would be to condemn the arrests, insist on the innocence of the Scions, and demand their release. It is clear that Axos intends to execute the Scions, but the very fact that they have made sure the Empire is aware of their plans suggests that they might be anticipating that the Empire will protest. The Empire is much bigger and much stronger than Axos, it would not be difficult for them to threaten the smaller nation - they could use diplomatic muscle to force the Axos to let the Scions go. If that happens, the Scions will be aware that they owe their survival to the Empire, and would likely come en masse to join the Navarr. Doing so cannot fail to sour relations with the Axou, however.&lt;br /&gt;
&lt;br /&gt;
Whatever choice is taken, a significant degree of skill will be needed to manage relations in this case. Relations with the Empire soured over the [[Tsark]] incident. They have been improving slowly since then, careful handling of the relationship is required to maximum the benefits of this opportunity - or to minimise the costs.&lt;br /&gt;
&lt;br /&gt;
The window for any intervention is short; the Scions of Cavan will likely be executed before the Spring Equinox. Obviously the Citadels have not arrested everyone who claims descent from Cavan - only the heads of their families, those close to them, and all their magicians face execution. But if the sentence is carried out that will be the end of the Scions of Cavan as a factor in the politics of Axos, or as a force that might be of use to the Empire or the Navarr.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Incidentally, the letter sent by &amp;quot;brand&amp;quot; Brannon Cavanya would be taken by the Grand Ilarchs as evidence that the Scions of Cavan &#039;&#039;were&#039;&#039; plotting against the citadels. The Ambassador could instruct the civil service to share that missive with Grand Ilarch Kyther and the fate of the Scions of Cavan would be sealed. Doing so would go a long way to quieting concerns that the Empire wishes to destroy Axos with the vallorn, but would do little to alleviate their concerns about the Navarr.&lt;br /&gt;
&lt;br /&gt;
===The Navarr Threat===&lt;br /&gt;
* &#039;&#039;&#039;Suspicion has been directed at the Navarr&lt;br /&gt;
* &#039;&#039;&#039;Navarr fleets visiting Axou ports receive a 2 rank penalty to their production&lt;br /&gt;
Fuelled by the recent arrests, concern about the vallorn grows in Axos. Ambassador Kario has sent a cautious missive to their opposite number. They recommend that, for the time being, Navarr ships might wish to avoid visiting Axou ports, for their own safety. There are some groups who believe that the Imperial nation has somehow been working to undermine their country with the intention of unleashing the vallorn. The fact that the previous Ambassador, &#039;&#039;Fintan Nighthaven&#039;&#039;, was Navarr has led to some virulent conspiracy theories (although not among the [[#Regarding Fintan|priests of the Grand Convocation]] who take an entirely different view of the former Imperial ambassador).&lt;br /&gt;
&lt;br /&gt;
Neither Issyk nor Kantor are prepared at this time to take the extreme measure of denying berths to Navarri vessels - such a thing would complicate relations with the Empire far too much. Yet at the same time any Navarr visiting those two ports will receive a cold shoulder. Following the Winter Solstice, and until this situation is resolved one way or another, Navarr [[fleet|fleets]] visiting Axos suffer a penalty of -2 ranks to their production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|width=200px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The &#039;&#039;Other&#039;&#039; Navarr Threat===&lt;br /&gt;
* &#039;&#039;&#039;Stridings and some steadings who met the Scions of Cavan propose that the Navarr take the matter into their own hands&lt;br /&gt;
* &#039;&#039;&#039;They look to the Navarr National Assembly to stand behind a raid into Axos to rescue as many Scions as possible&lt;br /&gt;
* &#039;&#039;&#039;Doing so would be a crime despite the best efforts of the Navarr to avoid unnecessary bloodshed&lt;br /&gt;
When Brannon Cavanya&#039;s letter to the ambassador becomes publicly known about, it incites a visceral reaction from some of the Navarr who walked the [[trods]] alongside the Scions of Cavan when they visited the Empire. Some of them are absolutely outraged to see their well-meaning cousins treated in this way and appeal to the Navarr Assembly to take a stand. Actions have consequences, they say, and you cannot betray your enemies. If the Axou are prepared to think the worst, and to execute people for their belief in a world without the vallorn, they are no friends of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Rather than rely on diplomatic means, the Navarr should take immediate action. The pragmatic thing to do would be to stage a jail break - something akin to what the Imperial Orcs did to free the [[Tamazi]] from the oppression of the citadels. If the Navarr national assembly passes a [[statement of principle]] with a [[greater majority]] that unequivocally calls on the people of Navarr to come to the aid of their cousins, the Scions of Cavan, then many [[thorn|thorns]] stand ready to act.&lt;br /&gt;
&lt;br /&gt;
If such a statement passes, it will create a new [[Military_unit#Raiding|raiding]] [[venture]] following the Winter Solstice for Navarr [[military unit|captains]]. &#039;&#039;Free our cousins&#039;&#039; will see those Navarr warbands who undertake the action launch a raid over the border from Sarangrave into Kabanja. The Scions of Cavan are being held in the Tunnels of Kaban, and the Axou are likely not expecting such a response from the Empire (because they underestimate the courage of the Navarr). The thorns are not barbarians - or worse, [[Druj]] - and will take every opportunity to avoid bloodshed... but the Axou will have brought any harm or death on their own heads by imprisoning allies of the Navarr. The Scions of Cavan are not wealthy, but any military unit that takes part in the raid will receive three crystal mana at the Spring Equinox, regardless of their number of [[Congregation#upgrades|upgrades]] or degree of [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
If at least 5,000 strength of Navarr military units commit to this action, then in conjunction with those thorns who have travelled with the Scions, they will successfully liberate their cousins from the Tunnels and get them to safety within the Empire. If fewer than five thousand go, the raid will broadly be a failure. While some Scions will be rescued the majority will be left behind to face the &amp;quot;justice&amp;quot; of the Axou, or killed while attempting to escape.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether the raid succeeds or fails, the raid will at least show their nation and the Empire that they are serious about their bonds of loyalty and their commitment both to their allies and to the fight against the vallorn. It will definitely lead to Navarr fleets being barred from Axou ports, and worsen relations between that nation and the Empire. Fortunately the unpredictable violence of the Navarr - a well-known stereotype in Axos - will shield the Empire from some of the fallout which will instead drop squarely on the heads of the nation. If the Ambassador leans into it, and those involved face even a token punishment, the damage to Imperial-Axos relations could be mitigated at least a little.&lt;br /&gt;
&lt;br /&gt;
The magistrates are unlikely to be able to identify and prosecute the warbands responsible for the raid. The Navarr are adept at moving quickly through enemy territory, and at taking precautious against being identified. The priest who raises the statement of principle, however, is likely to face charges of inciting attacks against a foreign nation and may well face serious consequences. Which, as the thorns calling for this action say, are both the cost for taking action. &amp;quot;What would Isaella do?&amp;quot; ask those who favour the raid. What indeed.&lt;br /&gt;
&lt;br /&gt;
==On Liberty==&lt;br /&gt;
* &#039;&#039;&#039;Axos are signatories to the Liberty Pact&lt;br /&gt;
* &#039;&#039;&#039;They are convening a meeting of the Pact in the Caucus Forum of Lashonar&lt;br /&gt;
The ripples of [[A_better_future#School_and_Scandal|scandal]] caused by [[Principalities of Jarm|Jarmish]] involvement with the [[Axos#Halls of Maykop|Halls of Maykop]] have not entirely settled. The Axou role in the [[Liberty Pact]] - a position they know they owe to the Empire&#039;s support - is fragile and their recent announcement of a convocation of the treaty has not gone over well with the [[Commonwealth]] or with the [[Sumaah Republic]]. The unification of Axos&#039; priests is not necessarily going to make their relations any smoother either - both Axou and Imperial priests broadly perceive their opposite numbers as blasphemers and heretics - their beliefs will infuriate the orthodox Sumaah even more. For that matter, it will also cause problems for Axos itself; their participation in the Liberty Pact offends many of the Axou religious sects almost as much as it offends the Sumaah Republic.&lt;br /&gt;
&lt;br /&gt;
Regardless, they have convened the Liberty Pact and a meeting will take place during the Winter Solstice. They have prevailed on the [[eternal]] [[Lashonar]] to host the gathering (which presents challenges of its own due to Lashonar&#039;s recent [[alignment#enmity|enmity]]). An agenda has been prepared, although Ambassador Skopos is a little surprised that the Empire has not apparently submitted any matters of their own they wish to discuss. As the [[Voice of Liberty#1.a|pact lays out]] any member of the Pact with something to discuss &amp;quot;&#039;&#039;will ensure that they have provided information on any issues they plan to raise and provide the wording of any vote they wish the pact to discuss in advance of the meeting&#039;&#039;.&amp;quot; The window to do so has now closed. &lt;br /&gt;
&lt;br /&gt;
Further details of the Liberty Pact meeting can be found in the &#039;&#039;&#039;[[My soul at liberty]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Labyrinth.jpg|align=right|width=250px}}{{CaptionedImage|file=Fintan Enemy of the Creator.jpg|caption=Fintan Nighthaven, former Ambassador to Axos, executed by the Empire but exalted in Axos.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Regarding Fintan==&lt;br /&gt;
* &#039;&#039;&#039;Theodosia of Ipotavo leads the Unified Convocation in condemning the Imperial Synod&lt;br /&gt;
* &#039;&#039;&#039;They have asked that they be allowed to collect the remains of Fintan Nighthaven for interment in the catacombs of Solokha&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of the Way have been asked to offer guides to Axou priests who will come to collect the remains&lt;br /&gt;
During the Autumn Equinox the former Ambassador to Axos, &#039;&#039;Fintan Nighthaven&#039;&#039;, was tried and executed for serious crimes. When news of his death reached the [[Troop_of_echoes#A_Unified_Convocation|Unified Convocation]] of Axou priests, it sparked sorrow and more than a little outrage. Fintan had been declared an [[Troop of echoes#Robes of Sorrow|enemy of the Creator]], apparently a high honour among traditional [[sect|sects]] not dissimilar to being recognised as an exemplar or perhaps more likely the newly created Imperial status of [[Exaltation|exalted]]. In the eyes of the Unified Convocation, Fintan was someone who through spiritual or philosophical means opposed [[Axos_religion#The_Malign_Creator|the Creator&#039;s wicked plans]] and encouraged other mortals to resist the curse of death and the torments of the Labyrinth. And now he is dead, condemned by the Synod and executed by the magistrates. &lt;br /&gt;
&lt;br /&gt;
According to some of the Convocation, this is simply further proof that the [[Synod|Imperial Synod]] truly are tools of the Creator whether they believe it or not. They offered their aid in Solokha, and that cannot be ignored, but fundamentally the Way exalts the Creator and his [[Axos_religion#The_Eternal_Torture_Chamber|spiritual torture chamber]] in a manner that is fundamentally incompatible with the spiritual truths the Axou hold as self evident. The Unified Convocation broadly agrees with her assessment. There is apparently a great deal of discussion going on among those sects who have joined the Convocation about whether it is worth trying to enlighten the people of the Empire as to the folly of the Way, or to simply leave them to dissolution in their Labyrinth.&lt;br /&gt;
&lt;br /&gt;
One matter that they are apparently unified on, however, is a desire to see Fintan Nighthaven suitably honoured. From her time in the Empire she is aware of [[Navarr_culture_and_customs#Funerals|Navarr customs]] and knows that the body will presumably have been placed in a funerary glade. As an &#039;&#039;Enemy of the Creator&#039;&#039; however, she and her supporters would like to put him in pride of place in the newly established catacombs beneath the nascent citadel of reclaimed Solokha. On behalf of the Unified Convocation, &#039;&#039;Theodosia of Ipotavo&#039;&#039; asks that Axou priests be allowed to collect the physical remains of Fintan Nighthaven. &lt;br /&gt;
&lt;br /&gt;
She has reached out to the Synod, and asked that the Assembly of the Way uphold a [[statement of principle]] inviting the priests of the Grand Convocation to retrieve Fintan&#039;s remains. The statement does not need a [[greater majority]] it merely needs to pass. Obviously, this might send something of a mixed message to Imperial pilgrims - given that Fintan died a heretic and blasphemer and the Axou plan to honour him - but any fallout is likely to be minor.&lt;br /&gt;
&lt;br /&gt;
One other thing Theodosia does is share part of a letter she claims was written by Fintan Nighthaven before his execution. Her reasons for doing so are opaque; perhaps she seeks to shame the Synod; perhaps she genuinely hopes Imperial priests may see some value in his final words.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fintan Nighthaven, according to Theodosia of Ipotavo&amp;quot;&amp;gt;I want to thank you for giving me the language to better speak of Virtue. Of Understanding, and through Understanding of Freedom, Judgement, and Purity. Of myself. I have spent so long couching my words in Vigilance it clouds my mind. I claim a wide net of what I protect but think that I truly act with an open heart. Whichever it is, I know it feels right. Perhaps I shall find out in the Labyrinth; or learn that you were right.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I face a difficult decision at the next summit. My Synod lashes out in fear as glimpses beyond the Seven are seen and attempts to reaffirm their stance against ‘false’ Virtues. I could plead the Virtue in my actions but I am unconvinced it will change the outcome. Or I could not - there is controversy within my Synod and I stand able to, perhaps falsely, claim responsibility for some and hope it ends with me. Still more, the external drive may be gone but I wish to spread compassion. With infamy comes interest; my writings of theology, Virtue, and other faiths will be read more earnestly and plant understanding in their minds if I die in controversy. I do not know which path I shall take, but it is this possible final Sacrifice which keeps me from accepting your offer of sanctuary.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The Scions of Cavan were [[Wise_and_measured#Treason_and_the_Vallorn|executed]], Navarr did not back the raid into [[Axos]] to save them. The Assembly of the Way [[387YE_Winter_Solstice_Synod_judgements#Judgement_100|invited]] Axou priests to collect the remains of &#039;&#039;&#039;Fintan Nighthaven&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Axos Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144028</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144028"/>
		<updated>2026-08-20T22:14:08Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[Death leaves us homesick]]&lt;br /&gt;
* [[Everything is on show]]&lt;br /&gt;
* [[The war makers]]&lt;br /&gt;
* [[Arranging grace]]&lt;br /&gt;
* [[Sound_and_vision#A_Course_of_Shadows]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=144027</id>
		<title>Monarchs and outcasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=144027"/>
		<updated>2026-08-20T22:14:01Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=A sacred ibis.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Key of dreams]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[Ripple of echoes]]&#039;&#039;&#039; deals with magic of a mortal or mysterious prevenance and &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; deals specifically with the ongoing chaos relating to the [[Astronomancy|astronomantic]] [[Astronomancy#Constellations|constellations]].&lt;br /&gt;
==Spring==&lt;br /&gt;
===No Hiding Place (Irra Harah)===&lt;br /&gt;
* &#039;&#039;&#039;The Prince with a Thousand Foes is somewhat put out&lt;br /&gt;
Last season, a group of smiths and landskeepers [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|were invited]] by the [[Irra_Harah|&#039;&#039;Warrenwise&#039;&#039;]] to attend a meeting at the &#039;&#039;Hare Stone&#039;&#039; in order to help address a particular issue. With that issue resolved, the group departed with a number of gifts from &#039;&#039;Papa Otec&#039;&#039; in thanks, including an incredibly powerful [[:Category:Paraphernalia|coven stone]] called &#039;&#039;the Protector&#039;s Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Apparently, that same evening that same powerful coven stone was deliberately destroyed by a casting of [[Words of Ending]]. To say &#039;&#039;The Prince with a Thousand Foes&#039;&#039; is insulted and upset would be something of an fairly massive understatement. When a visiting herald informed the civil service of this, words along the lines of &amp;quot;let&#039;s see them cast [[Forge the Wooden Fastness]] in [[Mournwold#Alderly|Alderly]] again, I fucking dare them&amp;quot; were spoken in rather unkind tones to poor Jorgen. For the moment it doesn&#039;t seem that &#039;&#039;Shacklebreaker&#039;&#039; has taken any immediate action, but if the events surrounding the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] and past issues with the [[Frozen Citadel of Cathan Canae]] are anything to go by, it may not be wise to rely &#039;&#039;too&#039;&#039; much on Forge the Wooden Fastness until the &#039;&#039;Ward of the Young&#039;&#039; has been placated.&lt;br /&gt;
===Mycelium for Old Rope (Llofir)===&lt;br /&gt;
* &#039;&#039;&#039;Last season, Llofir offered the Navarr a boon offering help raising their army in return for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This season, Llofir is offering the equivalent of 20 mithril for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs must all be of the same type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs can be handed over to Avery Farkas on the Sunday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity will not be available after the Spring Equinox is over&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Llofir|Rotlord]] approached the Navarr seeking their help - they need a huge bounty of herbs to power the creation of a new Paludarium and were willing to offer weapons and armour made from mycelium to help fund a new Navarr army. They wanted up to a thousand herbs, and offered the equivalent of 15 mithril in exchange. It&#039;s not clear if a large sapient mushroom can be disappointed, but if it could then it would be when no herbs were forthcoming.&lt;br /&gt;
&lt;br /&gt;
After some consideration, the eternal has taken the assumption that the deal did not go ahead because the eternal did not offer enough in return. As a result, it has reiterated its offer but found more mycelium to pay for it. Now it offers the equivalent of &#039;&#039;&#039;20 mithril&#039;&#039;&#039; for &#039;&#039;&#039;1000 herbs&#039;&#039;&#039; - or proportionately less if preferred.&lt;br /&gt;
&lt;br /&gt;
Eventually someone is able to track down one of Llofir&#039;s heralds and explain that one reason no herbs were delivered may be because the eternal didn&#039;t specify how the herbs &#039;&#039;could&#039;&#039; be handed over. After due consideration, the heralds ask Avery Farkas, one of the Navarr egregores, to nominate someone to organise and collect the herbs. Once Avery has found a willing volunteer, they can gather all the herbs they can acquire and then hand them over to Avery on the final day. A herald will collect them after the summit is over and ensure that they get given to Llofir. &lt;br /&gt;
&lt;br /&gt;
There are two catches, the first is that the herbs must all be of the same type. Llofir&#039;s intends to consume all the herbs at the same time. The second is that the army must [[Mushroom,_mushroom,_mushroom#A_New_Army|be dedicated to the destruction of the vallorn]]. The army need not be linked to Llofir, it doesn&#039;t need to embrace the scouring quality - but the Senate motion to raise the army must clearly state that it is dedicated to the destruction of the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===Gilded Bouquet (Eleonaris)===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris reaches out to her allies in the Empire to offer aid with invocations of her &#039;&#039;Knights of Glory&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elodian herself, one of Eleonaris&#039; captains, is expected to arrive at 21:00 on Friday via the Hall of Worlds&lt;br /&gt;
All is well in the Empire, at least as far as the &#039;&#039;Lady of Pennants&#039;&#039; can tell, yet something must be amiss? Only three of her cohorts were summoned last season to join the Empire&#039;s great campaigns, half as many or fewer as were cast each season in the rest of the 387YE. Elodian, favoured herald of the &#039;&#039;Commander of the Golden Armies&#039;&#039; informs her that the Empire has been facing some issues with its regio recently, to which she is deeply distraught. Not back long from [[Where_the_slow_river_flows#Stormbreak|fighting alongside the Green Shields]] in [[Mitwold]], Elodian is quickly sent to travel to Anvil to offer some aid to help with further castings of the [[Knights of Glory]] and is expecting to arrive via the Hall of Worlds at around nine in the evening on Friday during the summit, to distribute these favours to any who might need them.&lt;br /&gt;
&lt;br /&gt;
Elodian comes with a purpose of her own, as well as the one set by the &#039;&#039;Lady of Pennants&#039;&#039;. Apparently, the soldiers of the [[Valiant Pegasus]] were acting awfully strange towards Elodian and her hammersmiths when fighting alongside them and the Green Shields in Mitwold this season. She is concerned that she may have in some way offended the Highborn, and so has asked the [[Archmage of Summer]] or her representative to meet her at the Hall of Worlds that she might be guided to the Chapel in the Highborn camp to speak to either &#039;&#039;&#039;Lucifer&#039;&#039;&#039; or the newly elected General of the Army. If her [[Root_and_branch#From_the_West|old comrade]] &#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, other Highborn or anyone else might be willing to show up to explain why she and her warband might be being [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|treated differently]], she would be very grateful.&lt;br /&gt;
===A Boon For All Seasons (Various)===&lt;br /&gt;
* &#039;&#039;&#039;The regents of the Summer Realm promised boons to Dawn for winning the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant, Meraud, Barien and Rhianos have each offered a boon to one of the Knight Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The eternals of the Summer Realm that currently enjoy the [[Alignment#Amity|amity]] of the [[Conclave]] promised to grant a boon to the nation that won [[Opening ceremonies|the Drottningbjotha]]. The team put together by Enchanter Vesper Lucentia on behalf of Dawn, was ultimately victorious, and so the three regents and their wise counsellor, Adamant, Meraud, Barien and Rhianos, prepare to make good on their promise.&lt;br /&gt;
&lt;br /&gt;
Their original plan was to create one grand boon together, with each regent competing to add something to the magic. Unfortunately, that group quickly fall to squabbling. Rhianos argues for an idea involving beautiful seahorses made from foam and spume, that would lead Dawnish knights on adventures, Barien suggests a plan involving weavers producing inspiring banners, while Adamant is insistent that what the Dawnish really want is for Koboldi to build an enormous tower on top of the highest mountain in Dawn so that they can reach the stars &amp;quot;and fix them&amp;quot;, while Meraud wants to unleash a trio of terrifying giants through the forests of Astolat so that the yeofolk can have tests of mettle trying to kill them. Eventually Barien is forced to accept that there is no possible way that the regents of Summer can cooperate and that very clearly none of them have the slightest idea what Dawn might want.&lt;br /&gt;
&lt;br /&gt;
After a lot more arguing there is a compromise, each lord will adopt a single [[knight-protector]], the closest to their heart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rhianos chooses the Knight-Protector of Spring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud chooses Artreus D&#039;Fauntine, the Knight-Protector of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien chooses the Knight-Protector of Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant chooses Aletheia Wooder, the Knight-Protector of Winter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the chosen knights will receive a favour from their summer patron. They can use their favour to request a boon from the eternal in question, activating the magic will allow the knight to send a short simple message to the summer realm. They should use this to let their patron know what their heart desires. Barien&#039;s herald is clear that this boon is for the Land of the Glorious Morning (by which he means Dawn). Barien expects whatever it is that Dawn most wants to magically manifest itself in the hearts of the Knight-Protectors. Barien is generally considered the wisest of all the Summer eternals, but all too often that is a very low bar.&lt;br /&gt;
&lt;br /&gt;
The Knight-Protector of Spring is due to be re-elected this season, so &#039;&#039;Furole&#039;&#039; has given his boon to the Dawnish egregore. Once the nation has made their choice then the new Knight-Protector will receive &#039;&#039;Lady Gullscry&#039;s&#039;&#039; favour. Likewise Barien intends to wait until the nation appoints a new Knight-Protector of Autumn and make the same arrangements. Neither Meraud nor Adamant are content to wait, so their favoured knights will receive their favours this season. Of course the knight-protector can choose &#039;&#039;when&#039;&#039; to use their boon, but the &#039;&#039;Iron Duke&#039;&#039;s suggests they do not wait &#039;&#039;too&#039;&#039; long. The lords of the Summer Realm can only aid the Empire while they have amity - and who knows how long the fickle affections of the [[Conclave]] will last?&lt;br /&gt;
&lt;br /&gt;
The herald also points out that the powers of the regents of Summer are as far from limitless as the Sun is distant from the Moon. These favours are the kind a knight should expect from their liege for winning an important tourney. Dawn&#039;s knight-protectors may ask for &#039;&#039;anything&#039;&#039;, the regents of the Summer realm will determine what they &#039;&#039;get&#039;&#039;. Perhaps Barien is not such a naïf after-all...&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===How to Succeed in Business (Ephisis)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Dispose of the Quicksilver&#039;s Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type: &#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; The beneficiary of the sale&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Benefit:&#039;&#039;&#039; 80 wains of white granite and 240 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Quicksilver&#039;s Flame will be dismantled and removed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the beginning of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Cannot proceed if a [[declaration]] of [[Alignment#Acceptance|acceptance]] prohibits the sale&lt;br /&gt;
* Cannot proceed if Ephisis is under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could sell the Quicksilver&#039;s Flame to the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sale requires a Senate motion to cede the fortification to the eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could use a declaration of acceptance to veto the sale&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Prince of Scales&#039;&#039; has a buyer with some very specific requirements. They wish to purchase a fortification, and by good fortune, the Quicksilver&#039;s Flame in [[Morrow]] is close enough to their specifications. As a result, the &#039;&#039;Grand Plutocrat&#039;&#039; is ready and willing to facilitate the exchange, assuming the Empire is prepared to sell. The City offers the construction cost of 80 wains of white granite and 240 crowns in return for the right to dismantle the fortification and remove it... lock, key and gatepost. &lt;br /&gt;
&lt;br /&gt;
The proposed sale has some constitutional implications, to put it mildly. The fortification is the property of the Empire; nobody, not even the Conclave, can simply dispose of it without the explicit approval of the Imperial [[Senate]]. Legally, it is very clear that the sale requires the fortification to be [[Powers_of_the_Imperial_Senate#Concedence|ceded to the eternal]] - and that can only happen with a successful [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
However, the [[Conclave]] have the responsibility to &#039;&#039;&amp;quot;ensure the fit and proper use of magic&amp;quot;&#039;&#039;, so this arrangement clearly falls squarely within their purview. After lengthy consideration, the Constitutional Court are not inclined to &#039;&#039;require&#039;&#039; the Conclave to approve the sale using a [[declaration]] - instead they have issued guidance that the concession could not proceed if the Conclave passed a declaration of [[Alignment#Acceptance|acceptance]] to reject the offer. While this is clearly a compromise, the Court hopes that it at least balances the constitutional rights of both houses without putting additional burdens on their capacity and time.&lt;br /&gt;
&lt;br /&gt;
If the Senate were minded to accept the sale, then the motion should state who will receive the sale funds. The offer remains available for one year, until the beginning of the Spring Equinox 389YE.&lt;br /&gt;
===The Final Vault (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;An Ephisis herald plans to auction entry to a final vault of the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Posters naming the owner of the vault will be provided at the Hub and the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 20:00 on Friday in the Hall of Worlds, using crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 11am and 1145am on the Saturday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Autumn regio of the Empire have been mercifully free of flyers recently. A week before the Spring Equinox, that changes. Several powerful autumn regio begin to spew forth flyers like a geyser erupting. The stream of papers forms a vaguely humanoid shape, which announces in a booming voice that &#039;&#039;Keel, respected herald of the Hidden Prince&#039;&#039; is ecstatic to announce their final auction for exclusive visitation to one of the City of Gold and Lead&#039;s vaults whose owner has long since defaulted on payment.&lt;br /&gt;
&lt;br /&gt;
There is an awkward apology with the unseasonable delay - unfortunately this particular vault has run into some trouble. The Lictors got themselves involved, demanding proof of the owner&#039;s untimely demise. Now that this has been provided, they are unable to stop the auction continuing. Hurrah!&lt;br /&gt;
&lt;br /&gt;
Posters will be left in the Hall of Worlds and the Hub detailing the owner of this season&#039;s vault - but Keel promises that this one is &amp;quot;a doozy&amp;quot; and &amp;quot;a fitting finale&amp;quot;. The auction itself will take place at 8pm on the Friday of the Spring Equinox in the Hall of Worlds. The currency will be crystal mana.&lt;br /&gt;
&lt;br /&gt;
Four slots, each lasting 5 minutes, will be auctioned. Each slot allows four people entry into the vault. Whilst inside, visitors may act as they wish. They will be permitted to leave with a small basked of goods (containing no paper) and a single piece of paper each should they wish. Any objects (besides the single piece of paper each) which do not fit in the basket, and any paper place in the basket must be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
As always, Keel warns that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value left for them to take. She hopes that in these circumstances, the lucky visitors would still enjoy a rare visit to the City - even though they will be of course unable to see any of it outside the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to reach the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
This season, the slots to visit the vault will only be available between 11am and 11:45am on the Saturday of the Spring Equinox. Availability should be assured before committing to bidding to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; &#039;&#039;&#039;Access Information&#039;&#039;&#039;&amp;lt;/br&amp;gt; Full access information for the vault encounters are available on request from any crew member with a radio. But in particular we wish to draw attention to the fact that this vault makes extensive use of written material, and sifting through written information to a time limit is a key aspect of the encounter.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One-Hahaha, Two-Hahaha (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead is offering to create proposals for a Counting House in Hercynia, Kallavesa or the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each would require the construction of a large edifice which would need to be ceded to Ephisis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The territories in question would see a boost in taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City must permit all trade bar the &#039;&#039;sale&#039;&#039; of people in the Counting House&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City will proceed to draw up a detailed proposal if requested to do so by the Conclave&#039;&#039;&#039;&lt;br /&gt;
Erlend Gunnulfsson has been pressing the heralds of the [[Ephisis|City of Gold and Lead]] to consider the creation of a fane, a grand structure dedicated to the marketplace, a site where coins can flow like water turning the wheels of commerce and bringing [[Prosperity]] to all. Surprisingly, the City initially rejected the idea of building such a structure in one of the great cities of [[the League]]. The reasoning was simple - the cities of [[the League]] are some of the richest and wealthiest places in the Empire - there is no doubt at all that building a counting house would provide profits there, but [[Holberg]], [[Temeschwar]], [[Sarvos]], [[Spiral#Apulian|Apulian]] and [[Tassato]] are all thriving! Businesses are open, prices are low, the markets are competitive. &lt;br /&gt;
&lt;br /&gt;
The City of Lead and Gold does not go rushing blindly into a busy marketplace. Not when there are other lands which businesses are scarce, prices are high and competition is sorely lacking. The purpose of a Counting House is not to make money - that is the purpose of the occupants of the Counting House. The reason to build a house, the reason to create one, is to encourage trade, to bolster businesses, to encourage the local economy to flourish.&lt;br /&gt;
&lt;br /&gt;
For this reason the factors of the &#039;&#039;Prince of Scales&#039;&#039; believe that the returns for everyone would be better if a Counting House was build somewhere where trade does not currently flourish. Having ruled out current territories where war is currently raging, the City has identified three territories that would all benefit significantly from the presence of a Counting House, namely [[Kallavesa]], [[The Barrens]] and [[Hercynia]]. The three are presented in order of which would benefit the most, but all three are very close, there is not much in it.&lt;br /&gt;
&lt;br /&gt;
Before they put further time into such a proposal, the hands of the &#039;&#039;Merchant Queen&#039;&#039; wish to be certain that a proposal would be welcomed. Arrangements would need to made, the Empire would need to pay for a substantial investment, at least thirty wains, possibly more, and the resulting edifice would need to be ceded to Ephisis once it was complete. They would then choose someone to operate the Counting House and look to make a profit thereby. Goods would then be widely available in the territory, people could come to the Counting House to buy and sell as they please, just as folk trade using [[Ephisis&#039; Scale]] now. That would be bound to increase taxation in the territory - boosting the Imperial and Anvil economy.&lt;br /&gt;
&lt;br /&gt;
Such are the many positive gains to be had from the wonders of trade. But the heralds note two concerns - the first is that trade in anything would need to be legal in the Counting House. Out of deference to the particular wishes of the Empire, the Counting House will not engage in any trade in people, an easy agreement to make since the current seat of the Voivode of Chains is empty and likely to remain so. However, they cannot stop the trade in any other physical goods, as such restrictions are anathema to the agents of the &#039;&#039;High Merchant&#039;&#039;. If a bustling trade in substances like bite, as takes place now via [[Ephisis&#039; Scale]], were going to prove a problem then it may be better not to proceed.&lt;br /&gt;
&lt;br /&gt;
Of course, the inhabitants of the City thinks it would be better if the Empire scrapped these foolish laws placing limits on trade altogether. But, they understand that mortals are often unwilling to do that, despite the many clear benefits that unrestricted access to the marketplace serves to lower prices for everyone. However, since the Counting House would need to be ceded anyway, legally all trades would be taking place under the auspices of the City of Gold and Lead, rather than being covered by [[Imperial law]]. Still, the heralds appreciate that legal technicalities may not solve all problems, and so they politely request that the Conclave use a declaration of acceptance &#039;&#039;if and only if&#039;&#039; they wish the City of Gold and Lead to make a formal proposal for the construction of Counting Houses in the three territories. &lt;br /&gt;
&lt;br /&gt;
Such a request should made with the full understanding that it would need to be ceded to the City, that the City would chose who ran the Counting House and that all trade - bar the sale of people would be fully legal within the premises. If the conclave indicate that those arrangements meet the Empire&#039;s need, then the City will spend the time and money needed to produce a detailed specification to be presented for consideration, as soon as it is available. The factors of the City of Gold and Lead understand if those conditions are not acceptable to the Empire, but on this occasion, the conditions are not negotiable.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of the Maggot (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Callidus is keen to reach out to the maggots of Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Several secretaries are expected to visit the Wintermark camp at 12.30 on Sunday&lt;br /&gt;
The [[Callidus|Prince of the Argent Tontine]] has received reports from his heralds that the wise and practical [[Wintermark_economic_interests#Maggot|maggots]] of Wintermark are an unfairly maligned group, and wishes to exalt and encourage them. To this end, he intends to send a small number of his secretaries to the Wintermark camp at around half past twelve on Sunday afternoon, to help any interested parties who wish to embolden and enhance their skills in maggotry for the coming year.&lt;br /&gt;
&lt;br /&gt;
Those who wish to barter for these boons are advised to be able to provide a token; a piece of jewellery, an amulet or personal talisman, or some similar trinket. In the event of successful negotiation, the heralds plan to invest a little bit of Autumn magic into this token.&lt;br /&gt;
&lt;br /&gt;
===Closing Orders (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039; Multitudo, herald of Callidus, will be showing up at 19:30 on Saturday to discuss the purchase of the sash of Guerra. &lt;br /&gt;
A herald of [[Callidus]], a short figure with curling horns and gold lines running over their skin, has delivered a letter to the civil service at [[Anvil]]. The letter contains an offer of a business deal, an opportunity for [[the Brass Coast]], [[Magpies]] and anyone else interested to purchase the Sash of [[Guerra]].&lt;br /&gt;
&lt;br /&gt;
This will be a direct sale at Anvil, as a member of the trade party will have the Sash on them. The deal will be done with Multitudo and a second party at 19:30 on Saturday of the Anvil Summit. The lackey of the &#039;&#039;Prince of the Argent Tontine&#039;&#039; stresses that this is one-time offer, to demonstrate what can be achieved if the Empire truly desires it. They do not intend to initiate such a services again, the finding of lost items, however the &#039;&#039;Golden Bargainer&#039;&#039; is more than willing to consider it in response to a [[Archmage#Plenipotentiary|plenipotentiary]] in which it was the sole subject.&lt;br /&gt;
&lt;br /&gt;
===The Hunt for Stephen of Sarcombe (Lictors)===&lt;br /&gt;
* &#039;&#039;&#039;The Sun Chamber has requested that the Lictors help track down and arrest Stephen of Sarcombe&lt;br /&gt;
The [[Lictors]] were delighted to receive a request for assistance from the Sun Chamber last season. That the future of the empire cares so deeply about arresting criminals and punishing oath breakers speaks well to its prospects. The Lictors will &#039;&#039;always&#039;&#039; be keen to offer their assistance in hunting down such individuals and providing all aid possible, and given their current level of [[Alignment#Amity|access]] to the Empire they are ideally placed to do so.&lt;br /&gt;
&lt;br /&gt;
There is however the small matter of proof. The accusations that the Sun Chamber have made are &#039;&#039;exceptionally&#039;&#039; serious and not to be levelled lightly. Under normal circumstances, the &#039;&#039;Brass Magistrates&#039;&#039; would ask to see contractual evidence to support, the cities of the Labyrinth always recommend a formal written contract for anything of import, so that these things can be independently verified, but they are aware that that is not always possible. And ultimately, an oath is still an oath, even if no record of it is ever made.&lt;br /&gt;
&lt;br /&gt;
In the case of Stephen of Sarcombe however, the Brass Magistrates have carried out an initial investigation and the situation remains occluded. The individual has sworn oaths of fealty, that much is true, just not to the Empire as far as the &#039;&#039;Reckoners&#039;&#039; can tell. Stephen was born in Mournwold, but the territory was under the rule of the Jotun at the time. The &#039;&#039;Chainbound&#039;&#039; have yet to find evidence that Stephen was ever oathbound to the Marches. &lt;br /&gt;
&lt;br /&gt;
Of course there may be more to discover. The Lictors have been invoked and consequences will follow. The &#039;&#039;City of Bar and Bond&#039;&#039; intends to dispatch one of their &#039;&#039;Reckoners&#039;&#039; to the Sodality Chamber at 8.30pm on the Friday of the Spring Equinox in order to discuss the specific nature of the Sodality&#039;s claims regarding Stephen&#039;s oathbreaking in order to consider what precise aid they may be able to render. The &#039;&#039;Furious Ones&#039;&#039; advise members of the Sun Chamber to gather what evidence they have in readiness, and prepare to make their case.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Question of Jetsam (Khobel Tavah)===&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah have confirmed that Eilian Sweetwater is entirely physically safe and will remain so indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eilian Sweetwater will be swiftly returned as befits &#039;&#039;lost flotsam&#039;&#039; if the Conclave makes a Declaration of Acceptance declaring themselves responsible for the consequences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Fleet Salvagemaster and the commissioner of Eilian&#039;s sabbatical are asked to attend a meeting on the Friday evening of the solstice at 22:10 to discuss the &#039;&#039;jetsam&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater is one of the more beloved prognosticators the Prognosticator&#039;s Office possesses. An experienced researcher with a can-do attitude that befits his long time as an active member of Storm&#039;s Run Striding, he is well-known for combining a passion for the lessons the Empire&#039;s history has to teach us with a willingness to put on his mud boots and wade into the practical constraints of a problem. Unfortunately, he has been missing for half a year - ever since his sabbatical pursuing a survey of the Empire&#039;s historical lighthouses was cut short by the [[Grendel]] invasion of Redoubt in the Autumn of 387YE. At the time, Eilian was investigating the ruins of the Lighthouse at Nikephoros, which had been destroyed in an earlier Grendel attack in the Winter of 386YE - he disappeared after the attack and has not been seen since.&lt;br /&gt;
&lt;br /&gt;
It is believed by some that he fled the Grendel into the caves below the lighthouse, where a powerful Winter regio lies in a cave known as the Cave of the Drowned. These rumours were given some support when, at a recent parley, the Winter eternal known as the Two-Who-Are-One, [[Khobel Tavah]], is said to have confirmed that Eilian was safe and in some sense under their protection. If this is true, however, it is not clear that Eilian is able to leave. Certainly, nothing of him has been heard since: until now. Some weeks before the Spring Equinox, a startling figure emerges from the door to the Hall of Worlds. Their gaunt, corpse-like appearance marks them as inhuman, a creature of the Realms. However, they are dressed in the garb of a Highborn sailor: the bell and the book at their belt suggest nothing more than a Steward of the Dead. Indeed, they identify themselves as the Speaker for the Drowned, herald of the Sunken Rope. They begin to relay a message from the eternal they serve.&lt;br /&gt;
&lt;br /&gt;
The figure recounts the missing part of the story of Eilian&#039;s flight. Separated from their companions on the island in the midst of the Grendel attack, Eilian fled wounded to the cave of the Drowned below the isle of Nikephoros. It seems the herald of [[Kimus]] known as Fotismos perished as they attempted to defend their charge. The drowned figure does not dwell on this point, mentioning only that the affairs of the &#039;&#039;Unblinking Eye&#039;&#039; are not theirs to comment upon but that the [[Archmage of Day|Archmage of the Sea Above]] probably ought to be informed.&lt;br /&gt;
&lt;br /&gt;
Alone and desperately afraid, Eilian believed in that moment that he would surely die. The Speaker says that a fervent and desperate plea from a terrified soul is exactly the kind of call that Fear Death by Water are responsive to. &amp;quot;There, in Her bosom and under His eye&amp;quot;, says the Speaker for the Drowned, &amp;quot;your missing &#039;&#039;lost flotsam&#039;&#039; is safe - [[Kaela|Queen Esk&#039;s]] touch cannot find him in the abyssal darkness of the uttermost salt. He is suspended in terror, and terror preserves.&amp;quot; They say this dispassionately - there is no sense of cruelty as one might expect from a representative of [[The Thrice-cursed Court]]. To the &#039;&#039;Speaker for the Drowned&#039;&#039;, it seems perfectly natural that one might exist in such a state - especially if one wanted to remain protected from harm.&lt;br /&gt;
&lt;br /&gt;
The Speaker explains that it is not the wish of Fear and Her Bride to deprive the Empire of their precious &#039;&#039;lost flotsam&#039;&#039;. Eilian is not theirs to keep - there are old laws of the sea regarding such things. However, the chamber in which he dwells, known as the Uttermost Salt, was not unoccupied. &amp;quot;There is &#039;&#039;jetsam&#039;&#039; there, too - something long sealed away by an old bargain. If the flotsam is to be released into your care - and he will need care - you should know that the &#039;&#039;jetsam&#039;&#039; within the Uttermost will also follow. The gate does not open for one alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned is clear that Eilian will be returned swiftly if the Conclave makes a Declaration of Acceptance - a suggested text is provided - thanking the Sunken Rope for taking care of their lost flotsam, and accepting all responsibility for what will follow and any doom that might subsequently fall. The Consorts of Dark Water are hopeful that his stay with them has given Eilian some ideas as to how the Lighthouse at Nikephoros, constructed as a grand regio in their name in times past, can be restored. If the Conclave decides they do &#039;&#039;not&#039;&#039; want to accept the consequences of his release, that is fine - Terror-Under-Wave will continue his preservation for as long as they wish. He will be physically entirely safe. There is no cause for alarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Speaker for the Drowned&#039;s suggested Declaration of Acceptance&amp;quot;&amp;gt;The Conclave thankfully claims Eilian Sweetwater as &#039;&#039;lost flotsam&#039;&#039; from Sunken Rope, and asks that the depths of the Uttermost Salt be emptied, that he might be immediately returned.&lt;br /&gt;
&lt;br /&gt;
In doing so, they accept full responsibility for the doom that will follow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorgen, the long-suffering [[Civil Service|civil servant]] who often fields visitors from the realms and asks what exactly this &#039;&#039;jetsam&#039;&#039; that will &amp;quot;follow&amp;quot; is, and what this &amp;quot;doom&amp;quot; that might subsequently fall might be. The Steward of the Drowned looks genuinely surprised at the question - it seems to have expected its cryptic utterances to be understood. After a little thought it says that it will arrange for a chamber to be adjoined to the Hall of Worlds at the time of favourable omen, so that the Empire may send its Receiver of Wreck to discuss the affair. &lt;br /&gt;
&lt;br /&gt;
When it is explained that no such position exists, it is finally agreed that the [[Golden Fleet Salvagemaster]], &#039;&#039;&#039;Caleb of the Cenotaph&#039;&#039;&#039;, and the hakima and public artist &#039;&#039;&#039;Allegra i Riqueza&#039;&#039;&#039; (who is responsible for Eilian&#039;s wellbeing) are invited to meet the Steward in the Hall of Worlds at 22:10 on the Friday of the Spring Equinox. They will adjourn to a chamber, where the matter of the &#039;&#039;jetsam&#039;&#039; will be discussed. The [[Conclave]] may want to defer their decision until this meeting has concluded - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
===Moments of Contemplation (Sorin)===&lt;br /&gt;
* &#039;&#039;&#039;The Tomb King invites five pairs of Imperial heroes to attend him in a chamber, beyond the Hall of Worlds, at 22:15 on the Saturday of the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named are Umarth Kannask, Odd Twiceborn, and Towlen Nighthaven. Each of these, and two others, must bring with them one who knows them intimately to enumerate their hypocrisies and weaknesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Should the Hungry Wolf be pleased that the Empire is learning well of his truth, then he consents to grant a ritual from the Book of Ahsaver to Towlen Nighthaven&#039;&#039;&#039;&lt;br /&gt;
Last season, the &#039;&#039;Tomb King&#039;&#039; [[The_thing_with_feathers#Moments_of_Silence_(Sorin)|sent his Sepulchral Pontifex]] to visit the Imperial Orcs with an offer. He is apparently quite pleased with the respect shown by the Unshackled at Anvil, and especially with the actions of &#039;&#039;&#039;Karrak&#039;&#039;&#039; and &#039;&#039;&#039;Stormsteel Skorr&#039;&#039;&#039;. The &#039;&#039;Whelpmaster&#039;&#039; also notes that one of their number, &#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039; has shown the wisdom and strength to take the title of [[Archmage of Winter]] from their predecessor. This too pleases the &#039;&#039;Lord of the Monolith&#039;&#039; as it means it should be even easier to arrange a [[Alignment#Acceptance|declaration of acceptance]] to offer him the contents of the tomb of Alicia-who-knew-the-path in Eoradal in exchange for the great boon that was offered. It would appear to be even more useful given the events in [[Mareave]] this season.&lt;br /&gt;
&lt;br /&gt;
[[Sorin|&#039;&#039;The Bleak Exarch&#039;&#039;]] notes the commitment the Empire has demonstrated toward his cause, that of ridding the self of weakness, but remains eternally unsatisfied, for the work is far from complete. He therefore invites &#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039; and &#039;&#039;&#039;Odd Twiceborn&#039;&#039;&#039; to share what wisdom they have learned now that their blessing of Sand-blasted Ties is fading, as well as &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039;, who has invoked their Pallid Charm to ask a favour of &#039;&#039;the Empty One&#039;&#039;. In addition, two others, of Umarth and Odd Twiceborn&#039;s choosing, are welcome to present themselves to &#039;&#039;the Silent Kingdom&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each of these five will enter the chamber separately, at the invitation of a [[Inhabitants_of_the_realms#Heralds|herald]], there to meet &#039;&#039;the Lord of the Monolith&#039;&#039; himself. However, they will bring with them a partner. This person should know the invitee well, but be little known to &#039;&#039;the Father of Draughir&#039;&#039;. Preferably, they should not be a mage at all, for the cause goes much beyond the practice of magic. They will have a short amount of time to explain to &#039;&#039;the Prince in Rags&#039;&#039; what hypocrisies and weaknesses the invitee still has to overcome. To illustrate, Towlen Nighthaven may bring a friend, and that friend will speak to Sorin of Towlen Nighthaven&#039;s hypocrisies. &lt;br /&gt;
&lt;br /&gt;
The heralds explain that Towlen Nighthaven has requested help reclaiming the Book of Ahsaver. Their lord is not inclined to do so, but will offer a ritual taken from there to him, if the citizens of the Empire can prove they have begun to understand his wisdom in the chamber before him.&lt;br /&gt;
&lt;br /&gt;
===Bound by Obligation (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;Tharim&#039;s herald has presented a boon on behalf of the eternal Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkans that send a bloodied handprint along with any Tribute to the Thrice Cursed Court will receive a boon from Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The boon will grant the user a way to contact the eternal&#039;&#039;&#039;&lt;br /&gt;
Beneath a waning moon, a creature trussed in rusted chains emerges from the Imperial Regio ahead of the summit. It speaks through a jaw bound by iron, its gesture&#039;s constrained by the scrape of iron upon iron. It is clearly a herald of [[Tharim]], but it explains that &#039;&#039;Stoneheart&#039;&#039; is held by black iron law of a sworn oath, and so it is here to carry a message on behalf of the vile wretch [[Agramant]]. &lt;br /&gt;
&lt;br /&gt;
Grinding and chipping its teeth behind the jagged tines encasing its mouth, the herald recites the message. In remembrance of the Howler&#039;s favoured collaborator Milos Durenovich - so cruelly butchered as they sought to secure the survival of their people - &#039;&#039;Ropechewer&#039;&#039; shall offer the people of [[Varushka]] a boon. Throughout the coming summit, any citizen of Varushka who sends a bloodied handprint alongside a [[Tribute to the Thrice Cursed Court]] shall receive, with their allotment of [[vis#Heart&#039;s Blood|heart&#039;s blood]], a bloodied twig - a talisman allowing its user to send a missive to &#039;&#039;Drowner&#039;&#039; in his icy abode.&lt;br /&gt;
&lt;br /&gt;
With a rattling groan and a look of palpable disgust, the herald then proceeds to depart once more into the regio, shedding flakes of corroded metal that dust the dewy grass underfoot with each step.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===The Turning of the Wheel (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon is sending two of its heralds at 10:15 on Saturday, tasked with a public relations mission&#039;&#039;&#039;&lt;br /&gt;
[[Sinokenon]] is an [[eternal]] whose relationship with the Empire has generally been consistently cordial, if never close. It has tended to pay most attention to the Empire at times when the ruling [[the Throne|Throne]] of the era has been able to successfully bend the institutions of the Empire to a single cause; nevertheless, even in less unified times it has rarely shown the Empire animosity. It has helped the Empire in recent years, most notably assisting the Archmage of Day to warn the people of [[Tsark]] of a planned raid by the [[Axos|Axou]] and the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
Recently, it attempted to help the foreigners of the [[Mirror_and_the_flame#The_Silver_Flame_of_Unity|Silver Flame enclave]] with their negotiations with the Empire. However, these efforts seem to have been unsuccessful, and the Conclave chose to [[387YE_Winter_Solstice_Conclave_sessions#Alignment:_Sinokenon,_Neutrality|rebuke]] Sinokenon&#039;s advances. While the Silver Flame have [[Journeys_end_in_lovers_meeting#Flame_on_the_pinnacle|their own response]] to the failure of those efforts, Sinokenon&#039;s heralds have reached out to the [[Civil Service|civil service]] expressing what appears to be genuine confusion and concern. They profess to be alarmed by the very idea that Sinokenon would ever seek to subvert or countermand the [[Imperial Constitution]].&lt;br /&gt;
&lt;br /&gt;
The ministers of the &#039;&#039;Silver Ministry&#039;&#039; appear to believe that this must be some kind of misunderstanding. They have assured the civil service that Sinokenon has never been more certain that the Empire is going in the right direction. Their ministers have made clear that, in particular, they regard Emperor Vesna as a particularly gifted occupant of the Throne. They point to [[Push_for_victory|the recent Imperial address]] as proof of her statecraft. Apparently, &#039;&#039;That Which Lives In Its Name&#039;&#039; had been minded to petition the Archmage of Day for the Conclave&#039;s amity - but has now put these plans on hold. Instead, two of its ministers - the Senior and Junior Minister for Casinean Public Relations - have been instructed to visit Anvil at the Spring Equinox on the Saturday morning, so as to best gauge Sinokenon&#039;s reputation at the present time and to take steps to alleviate any dismay or misapprehension. &lt;br /&gt;
&lt;br /&gt;
Arriving around 10:15 and staying until a little after 13:00, they would be delighted to meet with the Archmage of Day as part of this visit; however, Sinokenon&#039;s heralds are clear that the real focus will be talking to the foundation-stones of the Imperial hierarchy - the ordinary people who make it work - and distributing gifts and pamphlets that demonstrate Sinokenon&#039;s beneficial intentions. They appear confident that by raising their reputation with the foundation of Imperial society in this manner, they will comprehensively dissolve any negative reputation for the &#039;&#039;Turning Mirror&#039;&#039; that might exist. It remains to be seen whether or not they are remotely correct in their assumptions.&lt;br /&gt;
&lt;br /&gt;
===Out in the Open (Roshanwe)===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe has asked for a meeting with the Archmage of Day &lt;br /&gt;
* &#039;&#039;&#039;A herald of the Navigator aims to arrive in the Hall of Worlds at 22:00 on Saturday&lt;br /&gt;
In a prompt and timely manner, but not too much in advance of the Spring Equinox, a message from the &#039;&#039;Finder of the Path&#039;&#039; is delivered in very neat handwriting to the civil servants working at the [[Astolat#Castle of Thorns|Castle of Thorns]]. This is all considered normal and usual, until the contents are read.&lt;br /&gt;
&lt;br /&gt;
A trusted herald of the &#039;&#039;Navigator&#039;&#039; intends to arrive in the Hall of Worlds on Saturday at 22:00 and hopes to speak with the [[Archmage of Day]] or their designated representative, regarding a particular matter. This is not a secret matter, as such, but simply something better discussed in person. Ideally without any eavesdroppers. The Archmage of Day is welcome to discuss their conversation with anyone they choose after the herald has left, but a degree of discretion is requested until that time.&lt;br /&gt;
&lt;br /&gt;
One last important note, this herald will &#039;&#039;not&#039;&#039; be talking about lighthouses, despite them being of great interest to the &#039;&#039;Beacon&#039;&#039;. If they choose to take the alleged expertise of [[Khobel Tavah]] on building them, over hers, as they did with [[Kimus]] when building the lighthouse at Apulian, that&#039;s absolutely fine. Of course, if Eilian Sweetwater had come to the &#039;&#039;Mariner&#039;&#039; when producing the [[For_those_in_peril_on_the_sea|appraisal]] on the matter, even to ask her opinion, he might not be in such dire straits as he is now, but what&#039;s done is done. If the Empire ever &#039;&#039;did&#039;&#039; want to talk to &#039;&#039;The Finder of the Path&#039;&#039; on the topic however, a [[Archmage#Plenipotentiary|plenipotentiary]] on the topic would be very pleasing.&lt;br /&gt;
&lt;br /&gt;
===Staring at the Sun (Kimus)===&lt;br /&gt;
* &#039;&#039;&#039;Kimus brings word of a collaborative effort between itself and a coven of seers from Redoubt to better understand the threat of Cold Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizeni, particularly the current seat of the Brilliant Star, Volidus, should expect the eternal&#039;s heralds at 18:15 on Friday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Unfolding from [[Regio#The_Imperial_Regio|the Imperial regio]] as the sun is at its zenith but days before the Spring Equinox, a Vizier of [[Kimus|&#039;&#039;She Who Watches&#039;&#039;]] goes initially unnoticed amidst the sweltering heat of high spring. The herald is content to remain motionless as they observe the comings and goings of Anvil through its many staring eyes.&lt;br /&gt;
&lt;br /&gt;
When it is finally approached and asked why it is here, they seem to consider the question with the same unblinking intensity before finally responding. They explain that in distant [[Redoubt]], within the dead caldera of a long-dead volcano lies &#039;&#039;Terminus Sol&#039;&#039; a potent regio corrupted by the invasion of [[Cold Sun]]. At this very moment, the Vizier continues, a [[coven]] of [[seer|seers]] from [[Redoubt#Delving|Delving]] known as &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; is preparing to divine knowledge and understanding from the blinding fire of Cold Sun.&lt;br /&gt;
&lt;br /&gt;
This process, formulated with assistance from &#039;&#039;The Celestial Eye&#039;&#039;, depends on a final element - one that must be carried through the [[Sentinel Gate]]. The herald requests that representatives of [[Urizen]], in particular Volidus, the overseer of the Brilliant Star, should watch the [[Hall of Worlds]] for the arrival of further emissaries of &#039;&#039;The Glass of the Heavens&#039;&#039; at six hours and fifteen minutes past midday upon the first day of the coming equinox.&lt;br /&gt;
===Whalefail (Leviathan)===&lt;br /&gt;
* &#039;&#039;&#039;Leviathan has failed to secure any of Damakhan&#039;s blades&lt;br /&gt;
&#039;&#039;[[Leviathan|She Who Counts the Ripples]]&#039;&#039; has [[To_fight_aloud#The_Forge|expressed an interest]] in the artefact known colloquially as the Sword of Damakhan. Wishing to secure the item for its historical value, the &#039;&#039;Fish of Why&#039;&#039; made an approach to &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039; who wields the blade as [[general]] of the [[Argent Sword]]. Through a special performance of [[Swim Leviathan&#039;s Depth]], discussion was had of what payment might be required to claim the blade. It seems that the [[Urizen|Urizeni]] were keen to replace their single sword with three other famous blades of Damakhan, tied to the three pillars of their nation. The &#039;&#039;Watcher Beneath the Waters&#039;&#039; agreed to consider the matter, believing that some or all of these swords were part of the collection of [[Zakalwe|Weapon Wise]]. By all accounts the &#039;&#039;Deep One&#039;&#039; was certain he could persuade Zakalwe to part with one of the blades. Clytemnestra was clear however that it would take all three swords to secure the final lesson of Damakhan.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, a morose herald of the &#039;&#039;Hierarch of the Deepest Depth&#039;&#039; delivered a message to the Castle of Thorns. &#039;&#039;The Unspeakable One Who Lies Beneath The Eternal Ocean&#039;&#039; has failed utterly to make Zakalwe see reason and hand over &#039;&#039;any&#039;&#039; of the swords Clytemnestra wants let alone all three of them. As a consequence, he wishes to assure the Urizen that he has withdrawn his statement of interest in acquiring the blade and will instead watch with interest as it continues to carve its path through history.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Tyrannical Discipline (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Emerald Scholar in Sable Ribbons desires poetry from Steinr poets&lt;br /&gt;
* &#039;&#039;&#039;Performances of Whispering Shadow Courtiers can be enhanced to claim a bounty of crystal fire if they involve both an appropriate poem and poet&lt;br /&gt;
[[Whisper_Gallery#Members of the Court|The Emerald Scholar in Sable Ribbons]] is a known lover of poetry and is looking for some new reading material to &amp;quot;pass the time&amp;quot;. In particular, it has apparently acquired a taste for the poetry of the [[Steinr]] of [[Wintermark]]. During the Spring Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both poem and Steinr poet into the performance will receive three [[Vis#Crystal Fire|crystal fire]] in thanks. Each poet may only make one submission, but magicians of any people or nation may help as many Steinr wordsmiths as please them. It&#039;s not entirely clear how anyone knows this is the case; anyone speaking of it is invariably reporting something they heard from a friend of a friend or read somewhere they cannot put their finger on. There may be a nefarious plan here, or it might just be that the Scholar is simply interested in art. With the Whisper Gallery, it is sometimes hard to separate the two.&lt;br /&gt;
&lt;br /&gt;
Obviously there are several problems with this. The Whisper Gallery are under [[alignment#enmity|enmity]] of the [[Conclave]]. Whispering Shadow Courtiers is interdicted by that enmity. Accepting boons from an eternal under enmity is a crime. Of course, none of this is of the last concern to Emerald Scholar in Sable Ribbons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the Steinr poet is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Torch of Shadows (Janon)===&lt;br /&gt;
* &#039;&#039;&#039;Janon welcomes Vellenka Vanyanova as the new Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds will attend Anvil at 19:00 on Friday to dispense Janon&#039;s blessings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have also been seen throughout the Empire making similar offers to the people&#039;&#039;&#039;&lt;br /&gt;
Last season the conclave elected a new [[Shadowed Torchbearer]], &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, and [[Janon]] is quick to send her congratulations. The &#039;&#039;Muse of Fire&#039;&#039; loves to meet new people, and expresses hope that their new friend&#039;s tenure will burn fast and bright, leaving behind only beautiful ashes to inspire those who come after. In order to properly greet his new agent in the Empire, &#039;&#039;Freedom&#039;s Flame&#039;&#039; will send heralds to Anvil via the Hall of Worlds at 19:00 on Friday in order to dispense blessings, respond to requests and hand over a list of demands. The &#039;&#039;Night Sword&#039;&#039; is not a being noted for restraint. What sie wants remains to be seen.&lt;br /&gt;
&lt;br /&gt;
In the meantime, reports of heralds of the &#039;&#039;Scribe of Burning Names&#039;&#039; are becoming more and more common across the Empire. This is not entirely surprising; the &#039;&#039;Voice of Zorech&#039;&#039; is under [[Alignment#Amity|amity]] and the doors are wide open to xir servants. What is causing some raised eyebrows is the fact that more and more often these heralds are offering to &#039;bless&#039; those they meet, just as their counterparts in Anvil have been doing. The number of people willing to take them up on their offer varies from place to place; there is far more interest among curious Freeborn than there is among the cautious and restrained chapter houses of Highguard.&lt;br /&gt;
&lt;br /&gt;
Where people do accept the gift, the outcome is always the same. The &#039;blessing&#039; turns out to be nothing more than [[Unfettered Anarchy]], a curse well-known to the Empire. There are some minor consequences - arguments, brawls, and acts of civil disobedience from the afflicted. Magistrates reiterate once again that being cursed is no defence in the eyes of the law, and remind all citizens that responsibility for their actions is ultimately their own. Nonetheless, conservative onlookers observe this trend with a sceptical eye. Today the &#039;&#039;Firebrand&#039;&#039; offers blessings. What will it do tomorrow?&lt;br /&gt;
===Messups for Sadogua (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua has been having difficulty replying to his mail&lt;br /&gt;
* &#039;&#039;&#039;He intends to deal with it following the Arcane Colloquium on Saturday evening in the Hall of Worlds&lt;br /&gt;
* &#039;&#039;&#039;He wants to be clear he is definitely not Dumon&lt;br /&gt;
Over the last six months, claims the little black and yellow herald in the peculiar hat, the [[Sadogua|Brother of Wizards]] has received quite a lot of [[Missive for Sadogua|messages]] from his friends in the Empire. Unfortunately, since the Autumn Equinox, he has been having a... the herald is clearly paraphrasing here... a dickens of a time responding. Something, he says, is messing with his ability to dispatch his return messages. The herald says that the &#039;&#039;Globbersnotch&#039;&#039; believes that there are only two possible causes - that it is something to do with the current &amp;quot;star crisis&amp;quot; going on in the Empire (this would likely be the matter discussed in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune), or more likely that it is part of a sinister plot by his wicked old foes the &#039;&#039;Circle of Zulgan Tash&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To resolve the matter, he intends to send someone with authority to deliver his letters to the Hall of Worlds on Saturday evening after the [[arcane Colloquium]]. He promises that this won&#039;t disrupt the [[Sevenfold Path]] or [[Silver Chalice]] meetings, and he&#039;ll - that is his representative - will be out of there before [[Conclave]] starts. Anyone who sent a &#039;&#039;Missive to Sadogua&#039;&#039; at the Autumn Equinox or the Winter Solstice should come along and pick up a response. One way or another there will be a response. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuming&#039;&#039; of course that the &#039;&#039;Father of Bats&#039;&#039; still has [[Alignment#Amity|amity]] of course. Apparently some of his friends have mentioned that the [[Synod]] has been [[387YE_Winter_Solstice_Synod_judgements#Judgement_24|discussing]] the &amp;quot;fact&amp;quot; that he is the entity the [[Iron Confederacy|Suranni]] know as  &amp;quot;[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]]&amp;quot;. He would very much like to go on record, again, to make it clear that he is &#039;&#039;definitely not&#039;&#039; Dumon the Liar as he has explained to assorted Imperial magicians at various points. The Hand of Dumon and their ilk occasionally insist he &#039;&#039;is&#039;&#039; Dumon the Liar but that&#039;s coming &#039;&#039;entirely&#039;&#039; from them. Assuming good faith, this may be a complete misunderstanding fostered by the hard work he did helping the Empire [[Shake_it_off#A_Lot_Of_Mana|rescue large numbers of Suranni wizards]]. Alternatively, this might be another bad faith attempt to blacken his name by a Varushkan given he understands the judgement was raised by someone called &#039;&#039;Vaclav&#039;&#039;.&lt;br /&gt;
===Closed Caucus (Lashonar)===&lt;br /&gt;
* &#039;&#039;&#039;Lashonar is very unhappy and has barred Imperial citizens from its Caucus Forum&lt;br /&gt;
* &#039;&#039;&#039;It has asked the magistrates to investigate the theft of its (now) illegal ritual text&lt;br /&gt;
The eternal [[Lashonar]] has been placed under [[Alignment#Enmity|enmity]] by the Imperial conclave, allegedly for [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Lashonar,_Enmity|spilling Imperial secrets to the Empire&#039;s foes]]. Last season there was a meeting under its auspices arranged by the people of [[Axos]] - a [[My_soul_at_liberty#The_Magpie_in_the_Room|gathering of the Liberty Pact]]. After that meeting, the [[inhabitants of the realms#Heralds|herald]] responsible for ferrying Imperial delegates back and forth unexpectedly took the opportunity to deliver an announcement from their patron. The Empire, it says, is spreading lies about it and its intentions. As a consequence, for the foreseeable future, the [Lashonar#Caucus_Forum|Caucus Forum]] is now closed to Imperial citizens. Previously, before the enmity, Lashonar had simply removed the ability of the [[Archmage of Night]] to request the Forum, no questions asked. Now, though, it will not consent to arrange &#039;&#039;any&#039;&#039; meetings for magicians of any nation that will include Imperial citizens. Instead, he will calmly explain why that is not possible - because the Empire have unfairly defamed the &#039;&#039;Keeper of the Gates of Wisdom&#039;&#039; when all they wanted was to help people talk to one another.&lt;br /&gt;
&lt;br /&gt;
Further details have since emerged, primarily in the form of messages delivered by tired wizards from [[Faraden]] of all places. If the Conclave ever wants to rectify this, they can use a [[declaration]] of [[Alignment#Acceptance|Acceptance]] to retract any claims that Lashonar is intentionally &amp;quot;spilling secrets&amp;quot; and to apologise for how they have treated her. Or they can just put up with being barred from the single most effective way for folk in all parts of the Known World to talk to one another. The &#039;&#039;Eater-of-Silence&#039;&#039; does not care either way.&lt;br /&gt;
&lt;br /&gt;
In addition, Lashonar would like to complain that he is the victim of a crime. He asked repeatedly for Imperial magicians to return the ritual text for the &#039;&#039;Summoning of the Loquacious Birds&#039;&#039; to him and they have refused. He would very much like the Imperial magistrates to investigate this theft, and reminds them that as a ritual that draws directly on the power of an eternal under enmity, it is almost certainly illegal to have it and ought to be destroyed. Or returned to its maker. Lashonar suggests they might like to start with the &#039;&#039;Guild of Ash and Embers&#039;&#039; in [[the League]] who were the last people to perform the ritual.&lt;br /&gt;
&lt;br /&gt;
Lashonar, it appears, is taking this all very personally, despite protestations to the contrary.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
Navarr provided 750 [[marrowort]] to Llofir, in return he provided the equivalent of 15 [[mithril]] towards the [[Raise_Fourth_Navarr_Army|fourth Navarr army]]. The Quicksilver&#039;s Flame was not sold to [[Ephisis]]. The [[#One-Hahaha, Two-Hahaha (Ephisis)|offer]] to create proposals for Counting Houses was [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Counting_Houses|accepted]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144026</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144026"/>
		<updated>2026-08-20T22:13:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[Monarchs and outcasts]]&lt;br /&gt;
* [[Death leaves us homesick]]&lt;br /&gt;
* [[Everything is on show]]&lt;br /&gt;
* [[The war makers]]&lt;br /&gt;
* [[Arranging grace]]&lt;br /&gt;
* [[Sound_and_vision#A_Course_of_Shadows]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mushroom,_mushroom,_mushroom&amp;diff=144025</id>
		<title>Mushroom, mushroom, mushroom</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mushroom,_mushroom,_mushroom&amp;diff=144025"/>
		<updated>2026-08-20T22:13:03Z</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]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Can I help you?&amp;quot; Renard kept his voice neutral, hoping that diplomacy was still an option. He was intimately aware of the distance between himself and the two treewardens that had brought this potentially threatening visitor to his attention.&lt;br /&gt;
&lt;br /&gt;
The entity stopped poking at the petrified tree and slowly turned around to focus its attention on the Navarr priest. It barely came up to his shoulder, but it was three times as broad as he was. It had long, spindly, sinewy arms that reached almost to the ground, and squat legs that seemed to be little more than stumps. It was clearly not anything mortal - the wide spreading red cap that seemed to be part of its head marked it out as some kind of ambulatory toadstool. Renard noted that it didn&#039;t seem to have a face as such, but directed his wary smile at where he imagined one might be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The question. Is. Rather.&amp;quot; The creature spoke in stops and starts, its voice surprisingly soft and breathy for a clumpy mass of fungus with no obvious way of speaking. Or breathing. It tailed off. Renard wondered if it was broken. Then it spoke again, that same stilted pattern to its speech. &amp;quot;Rather. It is whether. I can help. You.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When it was obvious that there was no more coming, Renard asked what it meant. The thing gestured to the petrified tree, and the priest swallowed nervously as its sheer length, and the club-like hand at its end, became more apparent. It didn&#039;t seem to have any joints as such, and Renard was pretty confident that if the thing decided to hit him with it, then it would end badly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This. Is a thing. That should not. Be.&amp;quot; It said, and Renard fancied he could hear just the tinge of anger in its voice. &amp;quot;It should. Not. Be like. This.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was the Cold Sun,&amp;quot; Renard explained quickly. He didn&#039;t want the thing thinking &#039;&#039;he&#039;&#039; was to blame. &amp;quot;When the Empty Hands came they did this. There&#039;s trees like it all over Miaren. We&#039;re working on a way to deal with them but... it takes time. Sorry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He wasn&#039;t sure why he was apologising. The mushroom being rested its misshapen hand against the calcified &amp;quot;bark&amp;quot; of the tree. It was one of those that passing artists had decorated, turning the bone-white aberration into something if not beautiful then at least symbolic of the defiance of the Navarr people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Trees die.&amp;quot; Said the visitor, as if it had not really listened to what Renard had said. &amp;quot;They die. They rot. New trees grow. This is. An abomination. I will. Take care. Of it. For you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renard felt the air shift then, and took an involuntary step back. The treewardens, sensitive to his worry, readied their spears. The mushroom creature began to sing, then, softly. A wordless, shifting, throbbing song that the priest felt in his skin and bones rather than heard with his ears. Colours pulsed across the pale surface of the fungusman - soft pink, deep red, startling violet - and then with a loud &#039;&#039;snap&#039;&#039; the petrified trunk of the tree split straight up the middle. Cracks ran maze-like across the surface, and pieces began to fall away. Still the visitor sang its weird song and Renard saw pale tendrils spread from where its stumpy legs touched the ground into the ashen soil that surrounded the accursed tree. In less than a minute the destruction was complete. The corrupted tree lay in pieces, and the blasted ground around it... swelled with life. Mushrooms, toadstools, puffballs, and less identifiable things began to cover the remains, as dark green ferns uncoiled and opened their feathered leaves all around it.&lt;br /&gt;
&lt;br /&gt;
The mushroom fellow observed the transformation calmly then turned its attention back to Renard who was staring speechless at the little blue and purple flowers beginning to open across several of the ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take. Time. For new trees. To grow.&amp;quot; Said the visitor. &amp;quot;But. They will. Grow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It shook itself - a wave going from the top of its wide cap to the ground and then back again. Renard noted that the tendrils which had emerged from its feet had broken off, and now lay drained and lifeless amid the burgeoning growth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I misspoke. Before. You can. Help me. Maybe.&amp;quot; It said. &amp;quot;I have been sent. To speak. With your people. About gardens. And Life. Is that. Something. You can. Assist me. With?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renard took a breath, and ratchetted his smile up a notch, as he tried to think of a suitable response.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 275px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Mushroom Sage.jpg|caption=The heralds of Llofir have been abroad in the Empire, especially in Navarr.|align=left|width=275}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In 384YE, Llofir [[Alignment|demanded amity]] in response to a request for [[Archmage#Plenipotentiary|plenipotentiary]]. At that time it [[I_knew_you_were_trouble#Llofir|explicitly stated that it would use that amity]] to take revenge for the [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destruction of its garden]] at [[Reikos#Tamarbode|Tamarbode]]. The request was denied and there was little further contact, but the most recent summit saw another attempt to call the eternal for a plenipotentiary. This time Llofir responded by [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|demanding the Empire first perform the dangerous ritual]] [[Hallow of the Green World]] as a show of trust.&lt;br /&gt;
&lt;br /&gt;
Unwilling to take such a risky step, the [[Conclave]] appear to have offered a compromise - [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Llofir,_Neutrality|declaring neutrality]] with [[Llofir]]. The removal of enmity represents a more cautious approach. Llofir&#039;s heralds can now move freely about the Empire, which is a potential matter for concern, but it can&#039;t wield its power freely, as it could if it were granted amity.&lt;br /&gt;
&lt;br /&gt;
To the surprise of some, it seems to be a compromise the eternal is prepared to accept - to a degree. Earlier that year heralds of Llofir had [[The_first_shot#Miaren|suggested that the eternal would be willing to aid a war against the vallorn]]. The eternal is clear that it has not yet forgiven the Empire for the destruction of the garden, but it seems it is keen to fight against an enemy so inimical to everything the &#039;&#039;Rotlord&#039;&#039; stands for.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibiss8557.jpg||caption=&#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, Archmage of Spring|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Cautious Detente==&lt;br /&gt;
* &#039;&#039;&#039;The Conclave has declared neutrality with Llofir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has accepted the compromise this decision represents but the eternal continues to nurse a grudge for Highguard, the League and Urizen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ibiss Briarheart is the current Archmage of Spring&#039;&#039;&#039;&lt;br /&gt;
Llofir&#039;s message is clear - it is not interested in plenipotentiary. It offered a way that the Conclave could restore trust and they chose a halfway house and that is absolutely fine. But it does not erase the crimes of the past, and if something new is going to grow out of destruction it will be on Llofir&#039;s terms.&lt;br /&gt;
&lt;br /&gt;
Specifically Llofir focuses its disgruntlement on the nations it holds responsible for the destruction of its garden - [[the League]], [[Highguard]], and the people of [[Urizen]]. They&#039;ll receive no favours, no assistance, no wisdom, and Llofir makes no secret of its willingness to support anyone prepared to bring these nations to account. Perhaps, say the heralds, it is time to test them; to see if they are still healthy or if it is time for them to fade from history. It could all just be talk; the heralds of Llofir are not visiting these nations and there&#039;s no sign of immediate retribution taking place.&lt;br /&gt;
&lt;br /&gt;
==Conversations With Navarr==&lt;br /&gt;
* &#039;&#039;&#039;Llofir is prepared to help the Navarr construct an army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Advisor on the Vallorn has been asked to gather Navarr together - and only Navarr - to speak with heralds of Llofir at 15:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Seren Embercast&#039;&#039; is the current Advisor on the Vallorn&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Seren Embercast.jpg|caption=&#039;&#039;&#039;Seren Embercast&#039;&#039;&#039;, Advisor on the Vallorn|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Following the olive branch extended by the Conclave, the &#039;&#039;Lady of Spores&#039;&#039; is prepared to aid the Navarr in their fight against the [[vallorn]]. Shortly after the Autumn Equinox, several heralds of the Spring eternal appear in [[Brocéliande]], [[Hercynia]] and [[Miaren]], keen to talk to the magicians and vates of the nation about this matter. They&#039;re adamant however that the &#039;&#039;Great Fungus&#039;&#039; is interested in aiding &#039;&#039;the Navarr&#039;&#039; and not &#039;&#039;the Empire&#039;&#039; in this matter.&lt;br /&gt;
&lt;br /&gt;
The heralds are enthusiastic about the [[A thousand years of longing|grand plan]] to unite the vallorn hearts and render the entity mortal. They are aware that only two vallorn hearts remain unconnected to the great network of [[trods]] - the one in [[Sarangrave]] (a territory now claimed by the Empire) and the one in [[Axos]]. The heralds are interested to hear how the Navarr plan to complete the &amp;quot;mycelial network&amp;quot; that will begin the war with the vallorn in earnest.&lt;br /&gt;
&lt;br /&gt;
As such some heralds are planning to visit Anvil to talk to the Navarr. They will visit them in their camp, and they are interested in speaking to Spring magicians (and not just the vates) of the nation. They have asked &#039;&#039;&#039;Seren Embercast&#039;&#039;&#039;, the [[Advisor on the Vallorn]] to gather them together to talk about the vallorn and the progress of the great plan. They are not interested in talking to anyone other than Navarri however - and ask that the Navarr ensure that there are not members of other nations present.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Orange_Pore_Fungus.jpg|caption=The &#039;&#039;Lady of Spores&#039;&#039; has expressed support for the war against the Vallorn.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A New Army===&lt;br /&gt;
* &#039;&#039;&#039;Llofir offers help to the army raised in Miaren if it is dedicated to the destruction of the vallorn&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Rotlord&#039;&#039; is prepared to offer its support for the new Navarr army to help it fight the vallorn, &#039;&#039;provided the meeting with the Navarr mages goes well&#039;&#039;. To ensure that there is no misunderstanding, the heralds are happy to make the offer clear. If the negotiations are successful, then scores of Llofir&#039;s heralds will join the army, providing spores that spread rot and putrefaction, scouring the landscape, but leaving it ready for new life to emerge. If that happened, the army would gain the scouring quality allowing the general to issue the following orders.&lt;br /&gt;
====Scouring====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Scour the Land&#039;&#039; order while attacking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Turn the Circle&#039;&#039; order while defending&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Navarr can convince Llofir&#039;s heralds to join the new army in Miaren it would gain the &amp;quot;scouring&amp;quot; quality granting it access to two unique orders. Scouring the land would help the army drive the vallorn back and inflict heavy casulaties on it, while Turn the Circle helps to bleed the enemy while it is attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Scour the Land&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;All casualties inflicted by this army on forces of the vallorn are increased by two fifths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to contest territory against the vallorn is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
With the aid of Llofir&#039;s heralds, the army spreads spores unleashing a wave of rot and decay against the the forces of the vallorn. Lifeless husks, twisted ettercaps, and mutated insects alike are exposed to infection from the spores. This infection is deep enough to overcome even the supernatural vitality of the vallorn so that the slightest wounds turning deadly.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Turn the Circle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;All casualties inflicted by this army on forces of the vallorn are increased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All casualties suffered by this army are increased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All ruins in the targeted regions are destroyed&#039;&#039;&#039;&lt;br /&gt;
The seeds and spores that Llofir spreads can do more than just destroy the forces of the vallorn - they can also tear down abandoned buildings allowing them to quickly consume ruins. The heralds will target any ruins in the territory, tearing them down as they scour the land clear. One or more regions in the territory will lose the ruined quality, sites of antiquity will be consumed as the slate is wiped clean. As things rot and decay, they leave the soil in the area as rich and fertile as it has ever been. Taking this order won&#039;t turn a desert into a garden, but ruins and the like will be replaced by verdant landscapes. The order is completely indiscriminate, attacking anything that is old and decaying in the territory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A New Garden===&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;Llofir&#039;s Paludarium&#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; Fane&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; Greenfalls, Miaren&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 weirwood, 10 rings of ilium and 30 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;Special:&#039;&#039;&#039; Must be ceded to Llofir by the Senate&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows Llofir to claim the entire region of Greenfalls turning it into a vast garden.&lt;br /&gt;
* Allows the [[Imperial Apothecaries Guild|Apothecaries Guild]] to appoint the Tender of Llofir&#039;s Garden&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 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Tender of Llofir&#039;s Garden&#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&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; Apothecaries Guild&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives mushrooms each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To oversee the garden and lead the defence against any attacks on the garden&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;There has been talk of the Navarr granting Llofir a new garden to replace the one in Tamarbode that was destroyed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir&#039;s Paludarium is a commission that requires 10 wains of weirwood, 10 rings of ilium, and 30 crowns in labour costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate would need to cede the commission to Llofir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The entire region where the garden is built will be claimed by Llofir over the coming year&#039;&#039;&#039;&lt;br /&gt;
There has been suggestions that the Navarr might allow Llofir to create a new garden to replace the one that was destroyed in Tamarbode. It seems that Llofir is prepared to accept an offer of a new garden in Navarr lands. It has accepted that the Tamarbode garden is gone but there is new life, provided the location is suitable. When Llofir created the first garden, it did so as part of unleashing a great wave of magic that scoured the territory of [[Reikos]]. Plants bloomed, tearing down ruined structures, devouring graves and crypts. The scars of the Druj occupation were erased, but with them went much of the Highborn history in the territory. &lt;br /&gt;
{{CaptionedImage|file=Panellus Stipticus.jpg|caption=The &#039;&#039;Quiet One&#039;&#039; wishes to establish a new mushroom garden in Miaren.|align=right|width=300}}&lt;br /&gt;
Having scoured lands claimed by the Navarr, the heralds say that the location Llofir would choose is [[Miaren#Greenfalls|Greenfalls]] in [[Miaren]]. This location is safe and secure, far from the vallorn and similar destructive threats like Highguard and Urizen. Sadly it is dangerously close to Temeschwar and Tassato, but Llofir is confident that this time, its forces would be strong enough to defeat this enemy should it be attacked again. Greenfalls contains many important Navarr ruins which would inevitably be altered as a minimum, if not destroyed by Llofir&#039;s embrace, but for the servants of the Rotlord such renewal is one of the reasons why the region interests the eternal.&lt;br /&gt;
&lt;br /&gt;
If the Navarr were minded to provide Llofir&#039;s with a new garden, they would need to [[commission]] Llofir&#039;s Paludarium in Greenfalls. This structure is similar to a [[fane]], though without the [[Fane#Benefits|usual benefits]] associated, and would need to be ceded to the eternal to function. Once the structure is complete and has been ceded to the Rotlord, then it will slowly spread to consume the entire region in which it is built. The entire region of Greenfalls will be converted into a rich verdant garden by the Lady of Spores, teeming with mushrooms, fungus and molds. If that happens, then the Llofir would allow the Apothecaries Guild to appoint a Navarr citizen to tend the garden and protect its borders. In return they would be invited to gather a handful of mushrooms with magical abilities each season.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds are unable to provide information on what properties these mushrooms might have, saying that it would depend how the garden is grown. However that appears to be something the Navarr could affect.&lt;br /&gt;
&lt;br /&gt;
====Old Rope====&lt;br /&gt;
* &#039;&#039;&#039;Llofir seeks 1000 herbs to power the transformation of Greenfalls into a verdant garden&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return it offers material support worth 15 wains of mithril for the new army being raised in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The type of herb provided will affect the nature of the garden Llofir creates&#039;&#039;&#039;&lt;br /&gt;
Even with the Paludarium, the transformation of Greenfalls will require a huge undertaking of magic by Llofir. Creating a vast garden is a hugely &#039;&#039;expensive&#039;&#039; endeavour, and while the Rotlord has the power to accomplish the deed, it would apparently leave them quiescent for many moons. That is a fate it would rather avoid, so rather than drive the transformation themselves, Llofir would prefer to utilise herbs to power the change.&lt;br /&gt;
&lt;br /&gt;
Huge numbers of herbs would be required to perform the magic. Llofir&#039;s heralds believe the eternal could use up to a thousand herbs to complete the transformation of the region. The &#039;&#039;Quiet One&#039;&#039; does not ask for this aid as a gift however - instead it offers a simple trade. If the Navarr and their allies were willing to provide the necessary herbs, then in return the eternal will provide the Navarr with weapons and armour fashioned from mycelium that has grown so old and hard that it is as light and strong as [[mithril]]. Based on the samples shown, the civil service calculate that this would reduce the amount of mithril required to raise the army in Miaren by 15 wains. If less herbs were provided, then the exchange could still be made, but the eternal would provide proportionally less aid to the new army.&lt;br /&gt;
&lt;br /&gt;
The Rotlord is content to allow the Navarr to choose which herb might be exchanged in this way - but it would need to be all the &#039;&#039;same&#039;&#039; type of herb. Mixing different herbs would be a catastrophe as the innate properties of the herbs would clash with each other. The heralds claim that whichever herb the Navarr chose would determine the properties of the garden Llofir created, affecting the mushrooms available to the Tender of Llofir&#039;s Garden and any future benefits the garden might offer.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds will discuss the offer with the Navarr when they meet at the coming summit and provide arrangements if they wish to proceed. &lt;br /&gt;
{{CaptionedImage|file=Amanita_muscaria.jpg|caption=Llofir is... interested... in the fall of the Druj empire.|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==End of Empire==&lt;br /&gt;
* &#039;&#039;&#039;Llofir sees the Druj nation in decline and offers to help hasten that end&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is risky because it might instead revitalise the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It proposes that Hallow of the Green World be performed in Therunin while it remains under Druj control&#039;&#039;&#039;&lt;br /&gt;
There&#039;s one other matter that is of interest to Llofir. That of the Druj. The eternal seems to believe that the &amp;quot;Empire of the Druj&amp;quot; is in decline, that Imperial aggression has weakened it so much that it may be on the brink of collapse. It proposes to test if this is the case. &lt;br /&gt;
&lt;br /&gt;
If the Empire are prepared to evoke [[Hallow of the Green World]] in [[Therunin]], then that [[enchantment]] will settle over the Druj Empire (such as it is) rather than the Imperial Empire - due to the [[Laws_of_magic#The_Law_of_Boundaries|magical Law of Boundaries]]. The effects will be concentrated in Therunin itself, in the [[Forest of Ulnak]], and in the [[Salt Flats of Sanath]]. The ritual will provide some succour to the Druj of course - it helps to promote the growth of [[herb|healing herbs]] in [[herb garden|herb gardens]] - but that may be of little comfort to the orcs of the Mallum. It will also allow Llofir to focus his power freely on the Druj, to fulfil its identity as the &amp;quot;Ender of Empires.&amp;quot; With the tools at its disposal it will act to hasten the collapse of the Druj, bringing sickness and ruin. The eternal cannot predict exactly what form this will take, but it will be impactful.&lt;br /&gt;
&lt;br /&gt;
The ritual will &#039;&#039;also&#039;&#039; free the other Spring eternals to act directly in the Druj Empire. [[Yaw&#039;nagrah]] and [[Arhallogen]] already have a fair amount of freedom to operate there, and are broadly inclined to support the Druj. On the other hand it seems the [[Irra Harah|Prince with a Thousand Foes]] is chomping at the bit to be able to act freely in the Mallum against the Druj. And while [[Siakha]] shows no favour where the Druj are concerned, she revels in &#039;&#039;any&#039;&#039; chance to destroy. For that matter, there are other Spring eternals with no interest in the Empire who might be goaded to intervene in the Druj empire if the doors were opened for them to do so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Cassandra11972.jpg|caption=&#039;&#039;&#039;Cassandra i Periera i Erigo&#039;&#039;&#039;, Imperial Censor (Summer 385-Autumn 386)|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, invoking this ritual is no simple matter - but the magnitude required to affect the Druj right now is &#039;&#039;significantly&#039;&#039; lower than that required to affect the entire Empire. It could be cast at magnitude 100 at the coming Winter Solstice, if it were targeted against the Druj territories. It would still be tricky - and risky - because it would require a strong Spring regio in a Druj held territory, so it would be impossible to cast from Anvil. Anyone prepared to make the attempt would need to find an opportunity to use the [[Sentinel Gate]] to a suitable location in the Druj empire containing a Spring regio.&lt;br /&gt;
&lt;br /&gt;
One fly in the ointment is that it is currently illegal to perform an empire-wide enchantment such as [[Hallow of the Green World]]. The magistrate&#039;s ruling on the [[interdiction]] that was [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_:_Empire_Wide_Enchantments|raised two years ago]] by [[Imperial Censor]] &#039;&#039;&#039;Cassandra i Periera i Erigo&#039;&#039;&#039; was that it covers all uses of such a ritual, not just those targeting the Empire. Whilst the interdiction holds, it is illegal to perform the ritual - but the heralds of the Rotlord clearly either don&#039;t care about legality or can&#039;t conceive of why such a thing would stop people.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds try to be plain that the eternal has no particular enmity against the Druj - it is simply that it believes they are on the cusp of falling into ruin. If they are too sickly to survive, Llofir would see them perish, and new life rise from their remains. &amp;quot;They will either fall, or rise,&amp;quot; says one philosophical little herald. &amp;quot;We will either hasten their inevitable end, or they will be rejuvenated. Either outcome is acceptable.&amp;quot;&lt;br /&gt;
===Waves of Ruin (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;There is a pair of conjoined conjunctions to Eastring in Therunin at Greensward Lea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are attempting to use Spring magic to rile up the vallorn even further&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they can be stopped and driven off from the ritual site, then ritualists could travel to the area to perform Hallow of the Green World on the remaining Mallum territories&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Speaker of the Vallornguard&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for clearing out the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Spear of the Seven&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for taking advantage of the conjunction&#039;&#039;&#039;&lt;br /&gt;
There is a pair of strange conjoined conjunctions to Eastring in Therunin late on Saturday at the next summit. The first is a large conjunction for 60 people, the second conjunction is to the same location but smaller, and occurs just ten minutes after the first one. Conjoined conjunctions are rare, but not completely unknown - and this one would be ideal for Llofir&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
Even if the Empire is not minded to take up Llofir&#039;s offer, the conjunction is still crucial. The Druj have moved a group of &#039;&#039;[[Druj_lore#Ghulai|ghulai]]&#039;&#039; to the area, looking to repeat the ritual they used a year ago to rile the vallorn. If they are not stopped, then the current risks in Therunin will grow significantly worse. The expansionist threat of the vallorn will continue, and will last for another year, potentially seeing the whole of Therunin swallowed up. The Druj are clearly desperate to do something that might draw the Empire&#039;s attention away from their homelands.&lt;br /&gt;
&lt;br /&gt;
The area is, inevitably, within the [[Vallorn#Vallorn_Miasma|vallorn miasma]] which presents its own difficulties. At least the miasma does not play favourites; the Druj will be as affected by it as Imperial forces. It might be prudent, however, to make preparations for dealing with the effects even if only arranging a way to remove [[Calls#VENOM|venom]] from those who return from the conjunctions.&lt;br /&gt;
&lt;br /&gt;
Stopping the ritual is a victory in itself, but if the Druj are stopped and the area is secured, then a ritual team of up to twenty-five people could use the second conjunction to join the heroes in Therunin. They could use the regio to perform Hallow the Green World - they may even be able to take advantage of any resources or items the Druj are carrying to help them perform their own magic. With their ritual team defeated, the Druj would be in no position to counter any such ritual.&lt;br /&gt;
&lt;br /&gt;
If the enchantment is cast, it will wash out of Therunin and take hold across the Mallum. [[Inhabitants of the realms#Heralds|Heralds]] of the [[Realms#Spring|Spring realm]], and the eternals themselves, will be freed to exert influence over the [[Salt Flats of Sanath]] and the [[Forest of Ulnak]]. It is impossible to say what the impact that might have - beyond saying there will definitely &#039;&#039;be&#039;&#039; one.  &lt;br /&gt;
&lt;br /&gt;
It is easier to assess the effect on Therunin itself. Llofir&#039;s heralds will spread the power of ruin across the territory, weakening and sapping strength from the [[vallorn]]. Its ability to claim another region will be significantly reduced - falling by 5,000 from its current total. Imperial armies fighting in the territory will find it easier to hold the vallorn back during the season, but will still suffer the effects of fighting an active vallorn. Assuming the Druj ritual is stopped, by the start of the Spring Equinox, the vallorn will settle back into relative quiescence - active but not expanding. It will keep any land it has already expanded into, of course, but the threat of any further expansion will be gone for the time being. &lt;br /&gt;
&lt;br /&gt;
At the same time, Llofir will &amp;quot;rejuvenate&amp;quot; the marshy territory. Given what happened in [[Reikos]] when the eternal did the same, it will mean that any ruins in the regions the Navarr once occupied will be swept away. New life will rise from the destruction with supernatural speed - seeing [[Therunin#Peakedge Song|Peakedge Song]] and [[Therunin#Upper Tarn Valley|Upper Tarn Valley]] gain the &#039;&#039;forested&#039;&#039; quality. The Lower Tarn Valley will lose the &#039;&#039;poisoned&#039;&#039; quality, but in the process gain the &#039;&#039;Mycelial&#039;&#039; quality as all kinds of fungus and mushrooms - most natural but some infused with Spring magic - sprout across it. The scars of war with the Druj will be erased, but in the process any damaged or ruined structures or settlements will be consumed by Llofir&#039;s power.&lt;br /&gt;
&lt;br /&gt;
{{KaelaGift}}&lt;br /&gt;
&lt;br /&gt;
{{Vallornmiasma}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Whisperspore&#039;&#039;&#039;&amp;lt;br&amp;gt;If you plan to take the boon Llofir is offering, you will need a suitable phys-rep for the resultant &#039;&#039;whisperspore&#039;&#039;. A pouch containing an amount of pale powder, such as sherbet or flour, makes an adequate phys-rep for whisperspore. The whisperspore itself is provided in the form of a typical rip-on-use card. The only way to find out exactly what it does is to use it (by inhaling it).&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rot and the Magic==&lt;br /&gt;
* &#039;&#039;&#039;Whisperspore is still available to Imperial magicians who seek it through Madyn&#039;s Gift&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The strange material can be used to involve the eternal in the casting of certain rituals during the Winter Solstice&#039;&#039;&#039;&lt;br /&gt;
Despite, or perhaps because of, the change in status, the Rotlord has [[Has_reared_himself_a_throne#Trust|continued to offer Whisperspore]] to any Imperial magicians prepared to pay its price. During the Winter Solstice, any Imperial magician can perform the Spring ritual [[Madyn&#039;s Gift]] but include up to five measures of [[beggar&#039;s lye]] alongside the [[realmsroot]]. For each pair of realmsroot and beggar&#039;s lye, the casters will receive a dose of &#039;&#039;whisperspore&#039;&#039;. Any leftover realmsroot or beggar&#039;s lye will be returned untouched.&lt;br /&gt;
&lt;br /&gt;
This substance is valuable in its own right, but during the Solstice the substance can also be used to capture the attention of Llofir. Obviously, both the creation of whisperspore and its use to gain boons from Llofir is only legal while the eternal has neutrality; if the Conclave restores enmity than accepting any of these boons would be a crime.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LlofirArt.jpg|caption=The &#039;&#039;Wisdom of Fallen Wood&#039;&#039; offers magical boons to some of the Empire&#039;s masters of Spring magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Skin of the Mushroom===&lt;br /&gt;
* &#039;&#039;&#039;Skin of Bark, Blood of Amber will provide additional endurance if cast with a dose of whisperspore&lt;br /&gt;
* &#039;&#039;&#039;The target becomes subject to VENOM, and their body will swiftly fall apart if they die&lt;br /&gt;
* &#039;&#039;&#039;This will prevent them from rising as a husk or vallornspawn husk&lt;br /&gt;
[[Skin of Bark, Blood of Amber]] is a potent enchantment of Spring magic that brings vitality. Yet Llofir and its servants often speak of the way new life rises from death. If at least one dose of whisperspore is used in the performance of the ritual during the Winter Solstice,  the ritual will provide an additional rank of Endurance to the target, but they will also become subject to VENOM. If the VENOM is removed, the enchantment immediately ends. If the subject dies while the enchantment is in place, their body will swiftly break down in the same way as if someone had cast [[Turns the Circle]] on it. This means that subjects will not rise as [[vallornspawn husks]] or otherwise leave bodies to be possessed or claimed.&lt;br /&gt;
&lt;br /&gt;
The ritual can be cast on multiple targets as normal, but in this case, it requires a dose of whisperspore for each target. Otherwise, everyone involved will simply gain the usual effects of &#039;&#039;Skin of Bark, Blood of Amber&#039;&#039;. If the enchantment is placed on a single target, it can be made [[Ilium#Using_ilium_in_rituals|permanent with ilium]] in the usual way. If this happens, the heightened effects - for good or ill - are permanently infused into the target.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Magical Mushrooms&#039;&#039;&#039;&amp;lt;br&amp;gt;Like [[Yaw&#039;nagrah]], Llofir&#039;s demesne in the [[Realms#Spring|Spring realm]] overflows with the magical substances known as &#039;&#039;donahorti&#039;&#039;. They take the form of fungus, spores, rots and rusts of all kinds. Common effects include boons for magicians casting Spring rituals (especially those associated with the resonance of [[Spring magic#Ruin|ruin]]); endurance or healing at a price (often represented by [[Calls#VENOM|venom]] or [[Calls#WEAKNESS|weakness]]; or gifts of strange insight, exhilaration, or awareness similar to those experienced by consuming some mundane fungi (albeit much more pronounced and powerful).&lt;br /&gt;
&lt;br /&gt;
Ideal phys-reps for such substances might be actual pieces of mushroom or toadstool, or small bags of powder representing spores.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blessing of Old Winter===&lt;br /&gt;
* &#039;&#039;&#039;Blessing of New Spring has additional effects if cast with whisperspore&lt;br /&gt;
* &#039;&#039;&#039;A farm will provide 6 fewer crowns for one year but four doses of magical mushrooms of various kinds&lt;br /&gt;
* &#039;&#039;&#039;The effect lasts for a full year&lt;br /&gt;
* &#039;&#039;&#039;A farm enchanted with Llofir&#039;s power cannot be targeted with Strong Ox, Golden Sun or Gathering the Harvest&lt;br /&gt;
[[Blessing of New Spring]] is a very old ritual widely used across the Empire to enchant farms to make them fertile and productive. It is especially powerful when used in conjunction with [[Strong Ox, Golden Sun]] and [[Gathering the Harvest]], rituals that build on the effects of this magic to increase a farm&#039;s yield even further.&lt;br /&gt;
&lt;br /&gt;
Llofir offers an alternative for those who are eager to embrace the gifts that the &#039;&#039;Great Fungus&#039;&#039; offers. If a dose of whisperspore is used while performing the ritual - then a new enchantment will settle over the farm - something his heralds call &amp;quot;The Blessing of the Rotlord.&amp;quot; This new enchantment will last for one year, unless the ritual is replaced in that time. During that time, the farm will produce a small crop of magical mushrooms, in place of the normal crops that would grow. While that happens, the farm will produce six crowns less but gain four magical mushrooms in their place.&lt;br /&gt;
&lt;br /&gt;
A ritual group could invoke the Blessing of the Rotlord on multiple farms at once, but it would require one dose of whisperspore for each farm that is targeted by the ritual, otherwise the normal Blessing of New Spring will settle over all the farms instead. A farm enchanted with &#039;&#039;Blessing of the Rotlord&#039;&#039; cannot benefit from [[Strong Ox, Golden Sun]] or [[Gathering the Harvest]].&lt;br /&gt;
&lt;br /&gt;
===Regrow the Land&#039;s Heart===&lt;br /&gt;
* &#039;&#039;&#039;Regrow the Land&#039;s Heart can be infused with Llofir&#039;s power if at least one whisperspore and one vital honey are used, and no crystal mana is included&lt;br /&gt;
* &#039;&#039;&#039;The territory will experience a burst of renewal focused around transforming places of ruin and rot into fertile land&lt;br /&gt;
* &#039;&#039;&#039;Farms and herb gardens in the territory will produce less money or fewer herbs, but provide additional magical mushrooms&lt;br /&gt;
The &#039;&#039;Great Fungus&#039;&#039; perceives death and decay as a route to new life. Sometimes its blessings are terrible, bringing disease and infection. Sometimes, however, its blessing promotes the blooming of new life from mulch and putrefaction. The final boon it offers Imperial magicians is an offer to weave this growth into any casting of [[Regrow the Land&#039;s Heart]] that targets an Imperial territory. To claim this boon, the ritual must be cast with both &#039;&#039;whisperspore&#039;&#039; and [[Vis#Vital Honey|vital honey]], and no crystal mana must be used (although mana from other sources such as [[Balms of the Fountainhead#Suffusion of Blood|Suffusion of Blood]] is fine), and the performance must include an evocation of Llofir by at least three of its names.&lt;br /&gt;
&lt;br /&gt;
If this is done Llofir will pour its own power into the enchantment. It will still have its normal effect - indeed it will be even more effective. Areas scarred by war or natural disaster, will quickly become overgrown with new plants and mushrooms. Regions with the [[Region_qualities#Ruined|ruined]] quality will not lose it, but the areas of ruin will swiftly be transformed into gardens or even woodlands. Every [[farm]] in the territory will provide 3 crowns fewer in income in the period leading up to the Spring Equinox, and every [[herb garden]] will produce six fewer true vervain. Instead, they will provide three doses of magical mushrooms from the demesne of Llofir.&lt;br /&gt;
&lt;br /&gt;
The exception is a territory that is part of the League, Highguard, or Urizen. The heralds of Llofir will not prevent the boon being used to cast &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039; on those nations, but they warn that doing so will invite the eternal to take a measure of vengeance against the enchanted territory. No boons will be provided; what exactly will happen is unpredictable but the [[Unfettered Mind]] and [[Celestial Arch]] theorise that the eternal&#039;s influence will cause the ritual to deploy its effects in the most unhelpful fashion. Yet there is also a possibility here to drain away some of the enmity Llofir feels towards those nations - targeting a territory from one of those nations, especially if the ritual is performed by magicians of that nation, will satisfy the eternal&#039;s anger and repair the relationship with the &#039;&#039;Rot Lord&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
[[#A New Garden|Llofir&#039;s Paludarium]] was not commissioned. [[Hallow of the Green World]] was not cast on the Druj. [[Regrow the Land&#039;s Heart]] was cast on [[Hahnmark]] and [[Ossium]] causing farms and herb gardens to produce [[##Regrow_the_Land&#039;s_Heart|magical mushrooms]] in the territories for the follow season.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Llofir]]&lt;br /&gt;
* [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Has reared himself a throne]] - Autumn 387YE plenipotentiary wind of fortune&lt;br /&gt;
* [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying angels]] - Summer 383YE wind of war&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144024</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144024"/>
		<updated>2026-08-20T22:12:39Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[Mushroom, mushroom, mushroom]]&lt;br /&gt;
* [[Monarchs and outcasts]]&lt;br /&gt;
* [[Death leaves us homesick]]&lt;br /&gt;
* [[Everything is on show]]&lt;br /&gt;
* [[The war makers]]&lt;br /&gt;
* [[Arranging grace]]&lt;br /&gt;
* [[Sound_and_vision#A_Course_of_Shadows]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_war_of_thorns_and_flowers&amp;diff=144023</id>
		<title>The war of thorns and flowers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_war_of_thorns_and_flowers&amp;diff=144023"/>
		<updated>2026-08-20T22:12:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;I thought you lot claimed Lorenzo should be an exemplar! This&#039;ll shit on his reputation. You&#039;re trashing his legacy!&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Else Van Temeschwar slid her half-moon spectacles to the end of her nose and peered over them at her outraged neighbour. She was glad she was on the top step of her premises - even so she was virtually eye to eye with him. Usten&#039;s business was... well nobody was quite sure what Usten&#039;s business was. More than a few people had expressed surprise when his premises was not raided by the magistrates when the Vyig were run out of Temeschwar. The unkind ones expressed their surprise with a healthy degree of disappointment. What Else had often noted was that Usten&#039;s business involved keeping some quite extraordinary shop hours. Not many premises are open only between the hours of two and five in the morning. Perhaps he sold candles to desperate citizens she&#039;d suggested to a friend. Sadly she was going to have to say something and a wry comment about his unconventional business associates was not the best way to defuse this.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;La Volpe was an inspiration to a great many of us Usten. I&#039;m absolutely &#039;&#039;delighted&#039;&#039; to discover that you are a convert to our small church. But I can assure you, having actually &#039;&#039;met&#039;&#039; the esteemed butcher, we are very confident that this is exactly what he would have wanted. He loved Temeschwar and the League, but he loved the Empire more. Why else would he have spent his vast fortune leaving so many legacies to inspire us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;You&#039;re destroying the roads! This&#039;ll ruin us all. He can&#039;t have wanted this!&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Usten&#039;s face was getting redder as he got angrier. Else despised his type - the kind of citizen who thought that an argument becomes more articulate the louder you shouted it. She&#039;d enjoyed taking them apart with a little rapier back in her university days but the steps of her accounts office was no debating society and she hadn&#039;t carried a blade since those days. Just as she was thinking she could really use a little backup in case things got physical, the Butcher of Temeschwar answered her prayers. Emiliana appeared at the door of her shop, tools in hand. Maybe it was her prayers, maybe she&#039;d heard the shouting. Either way she caught her eye and nodded at her to let her know she had her back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear you are confusing what you want with what the Master of the Bloody Bank might have wanted. But... as he was crudely poisoned by some nefarious criminal ne&#039;er-do-well...&amp;quot; she paused for a moment to ensure that Usten got the point, but the insult was completely wasted. She might as well be stabbing a wall with a stiletto she thought. &amp;quot;...then none of us will ever know for sure what he thought.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;I won&#039;t let you get away with this! That&#039;s our money by right!&#039;&#039;&#039;&amp;quot; he bellowed.&lt;br /&gt;
&lt;br /&gt;
Else&#039;s hand shot to her mouth to cover her mirth. &amp;quot;Get away with it? I&#039;m afraid it&#039;s much too late for that. The civil service have received my recommendations and confirmed they will be publishing my findings. It&#039;s all in the hands of the Senate now. But perhaps you could make your most cogent arguments to Senator Giuseppe? I&#039;m certain he will find your company almost as pleasant as I do.&amp;quot; No - that didn&#039;t work either. Nothing worked. It was like stabbing a rock.&lt;br /&gt;
&lt;br /&gt;
Usten reared up, as if he was about to grab the hems of her robe, but he was interrupted by a loud cough from behind him. He whirled round to find Else&#039;s neighbour stood right behind him, cleaver in one hand. The butcher raised it up, just slightly... but she didn&#039;t need to. Usten might not know a riposte from a feint, but he understood a threat when he saw one. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Out of the way pig&#039;s breath. I&#039;ve got &#039;&#039;honest&#039;&#039; business... with my accountant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Usten glared at the merrow, as if trying to stare her down. His hand dropped slowly to his belt. Paragons, he couldn&#039;t even disguise the movement, he wouldn&#039;t last two seconds in a duel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Draw that knife, and you&#039;ll lose the hand&amp;quot; Emiliana threatened, in a voice that might have been the Sorrowful One herself. Usten hesitated for a second, then thought better of it before spitting into the dirt and storming off. Else mentally lobbed a few more verbal thrusts at his departing rear but it was no more fun stabbing him in the back than it had been stabbing him in the face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You had business Emiliana?&amp;quot; she smiled at her friend.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh I just said that.&amp;quot; Emiliana grinned at her. &amp;quot;I was just about to go on my lunch,&amp;quot; she explained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect,&amp;quot; she said, descending the steps. She placed a hand lightly on her arm and smiled at the merrow. &amp;quot;Why don&#039;t you leave your pig-chopper on your counter and then let me take you to dinner.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns and Flowers.jpg||caption=After a thousand years or more, war with the vallorn is coming.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{PDFLink|align=right|link=File:The war of thorns and flowers.pdf|caption=Click for pdf version}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The nations of the Empire have begun to rise to the challenge of the coming [[A thousand years of longing|war with the vallorn]], determined to be ready for this apocalyptic war. The [[Highguard|Highborn]] have called the [[Grey pilgrim|grey pilgrims]] home, allowing them to raise another [[army]]. [[The League]] have asked their most ambitious and innovative people to study the problem, while the [[Varushka|Varushkans]] have sought to draw on dark powers to battle civilisation&#039;s most implacable enemy.&lt;br /&gt;
&lt;br /&gt;
For now, the [[Dawn|Dawnish]], often first to battle, are not yet ready to commit to the fight. Some are [[Dawn_hearth_magic#Girding|girding]] themselves for this War of Thorns and Flowers, as one [[386YE_Autumn_Equinox_Synod_judgements#Judgement_59|creative troubadour calls it]], but their assembly, like that of the [[Urizen]], did not back it with a greater majority. Perhaps that will change in the future as the day comes closer. The [[Wintermark]] Assembly have [[386YE_Autumn_Equinox_Synod_judgements#Judgement_74|taken the opposite position]], stating firmly that they cannot support the Navarr at this time.&lt;br /&gt;
==Highguard==&lt;br /&gt;
After five long years walking the [[trods]], the [[Grey pilgrim|grey pilgrims]] are finally coming home. Five years might be a drop in the ocean for the Navarr, but they are a peripatetic people who long ago gave up the idea of settling in one place to build a new life travelling the trods. The grey pilgrims were not born to that life, but instead chose to take a journey away from home, away from their loved ones, away from their kin in the [[chapter]] houses. They gave up everything to commit to the fight against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
Now they are returning to Highguard. But their pilgrimage is not abandoned. The Highborn Assembly have called them home. It&#039;s time to stop rambling, there&#039;s work to be done. Now at last, it is the time to fight.&lt;br /&gt;
===The Fourth Army===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Highborn.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The flood of pilgrims coming home allow Highguard to raise a fourth army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The grey pilgrims will form the core of any new army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The new army cannot be called the Thundering Tide&#039;&#039;&#039;&lt;br /&gt;
The tide of grey pilgrims returning home is a trickle at first, but it soon turns into a flood. Loved ones are reunited, families re-joined, friendships restored. There are celebrations across Highguard as people embrace the returning heroes. But the celebratory mood soon turns sombre. This is the feast &#039;&#039;before&#039;&#039; the battle, not after it. The grey pilgrims have come home because the horns of war have been winded.&lt;br /&gt;
&lt;br /&gt;
Highguard gave up the potential to raise a fourth army five years ago, when they committed themselves to the pilgrimage against the vallorn. Now the pilgrims have come home, eager to fight, that potential is reclaimed. The [[Army#Maximum_numbers_of_Imperial_Forces|maximum number of armies]] that Highguard can support has now increased to four.&lt;br /&gt;
&lt;br /&gt;
At any point where the [[Senate]] approves the [[Army#Senate_Commissions|creation]] of a new Highborn army, the grey pilgrims will flock to the banner, eager to begin the final battle. They will form the core of the new army, giving it a beating heart that drives it forwards. The determination of the grey pilgrims to defeat the vallorn will define the [[Army#Special_Quality|army&#039;s special purpose]], preparing it for the final battle.&lt;br /&gt;
{{SOP|by=Icarus of the Sepulchre of the Red Suns, Highborn Assembly|statement=There is no sacrifice so great that we cannot meet it to defeat this terror. We send Hazelelponi with 200 liao to urge every Highborn to prepare for the coming battle. No price is too high to realise our dreams.|vote=510-110 (Greater Majority)|when=Autumn Equinox, 386YE}}&lt;br /&gt;
The grey pilgrims have one demand - they will not join an army that is named for the [[Highguard_military_concerns#The_Thundering_Tide_(Defunct)|Thundering Tide]]. The Highborn Assembly passed a judgement calling for that to happen, but it did not get a greater majority. Had it received overwhelming support from the Assembly, then the pilgrims could have swallowed their [[Pride]], but it didn&#039;t. There are long-standing rumours that the Tide was infiltrated by a sect devoted to the [[Malign spiritual presences|malign spiritual force]] of [[Malign spiritual presences#Hatred|Hatred]]. The grey pilgrims have always been staunchly dedicated to [[Grey_pilgrim#Oppose_Heresy_and_Idolatry|opposing such malign influences]], and the majority of them will not join an army that marches under that name.&lt;br /&gt;
{{SOP|by=Kish of the Flame Beneath the Earth, Highborn Assembly|statement=With the grey pilgrims returning home, Highguard calls for the Thundering Tide to be reborn upon their banner. Highguard looks to the legacy of its past to forge its future!|vote= 446-60|when=Autumn Equinox 386YE}}&lt;br /&gt;
===You Get a Banner===&lt;br /&gt;
* &#039;&#039;&#039;The Empire can reduce the cost to raise a new Highborn army by consecrating banners for the Highborn armies with true liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each newly hallowed banner will reduce the cost to raise the grey pilgrim army by 30 wains of mithril&#039;&#039;&#039;&lt;br /&gt;
There is a widespread desire across Highguard to capitalise on the return of the grey pilgrims, to take advantage of this opportunity now, before the moment fades and people&#039;s attentions move on. But there is a grim awareness that two hundred [[mithril]] is a huge burden for the Empire to find, especially when other nations also need to raise armies to fight the vallorn. When the news comes of the [[Under eastern skies|loss]] of [[Isaella&#039;s Dance]] and the [[Iron Helms]] in [[Therunin]], people grow concerned that the mines of the Empire simply cannot produce enough mithril to meet the need.&lt;br /&gt;
&lt;br /&gt;
The answer, in Highguard at least, is to embrace [[the Way]], the one true religion that can inspire humans and [[orc|orcs]] alike to achieve impossible things. A proposal is put forward to create up to four [[hallow|hallowed]] banners, one for each [[general]] of a Highborn army. If the banners are hallowed with [[Liao#True Liao|true liao]], they will inspire the soldiers who march beneath them, and rally Highguard to the cause. Each newly created banner that is hallowed with true liao and made part of the [[New_Imperial_titles#Regalia|regalia]] of a different Highborn general will reduce the cost to raise the new army by 30 wains of mithril.&lt;br /&gt;
&lt;br /&gt;
Such a mammoth project would call on the resources of the whole nation, allowing them to contribute to this national goal. The [[benefactor|benefactors]] would need to acquire the true liao needed, but they might also want to find [[Crafting skills#Artisan|artisans]] who can create [[:Category:Magic Standards|magical standards]] to carry the hallow. Highguard could hallow a mundane banner - true liao is just as effective when used on a mundane banner as it is on an [[Magic_items#Artefacts|artefact]] - but that strikes many as something of a wasted opportunity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=200px}}&lt;br /&gt;
{{CaptionedImage|file=SeventhWave_Colour.png|align=right|width=200px}}&lt;br /&gt;
{{CaptionedImage|file=ValiantPegasus_Colour.png|align=right|width=200px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The benefactors will need to commission artists to design and make the banners. The three existing Highborn armies have iconography associated with them that would be likely to form the centrepiece of any banner. But the best banners are works of art, granting an artist the freedom to build an inspirational design that incorporates existing symbols and images to express a core theme. Someone would have to produce those designs and then someone will have to manufacture the final banner so that it can be enchanted if that has been arranged.&lt;br /&gt;
&lt;br /&gt;
Once all that is done, a dose of true liao will need to be found to hallow the banner, before it is confirmed as part of the regalia of office of the general. It is a high price to pay, but the benefits would be very real. Each banner, magical or not, that was hallowed with true liao and formally presented to an existing general in a grand ceremony in front of the nation would reduce the amount of mithril required to raise a new army by 30 wains.&lt;br /&gt;
&lt;br /&gt;
Of course, there is no general of the fourth army yet, but if a banner was created and hallowed in readiness, it could be included as part of the regalia of office for the general when the Senate motion raising the army was passed. If that happened then the same benefits would apply.&lt;br /&gt;
&lt;br /&gt;
The banners would need to be inspirational symbols that epitomised the fighting spirit of the army in question. There is an existing war banner for the Thundering Tide, but that army is dead and gone, and its history does not inspire. It won&#039;t provide any benefit to Highguard to ask the [[Granite Pillar]] or the new army of grey pilgrims to march under the banner of another, long-dead, army.&lt;br /&gt;
&lt;br /&gt;
The costs are huge, nobody is denying that. A beautiful banner is an expensive proposition by itself, and true liao is the single most valuable commodity in the Empire. But even if Highguard is only able to create a single inspirational banner it will help the Empire&#039;s war effort - it won&#039;t just help make it easier for Highguard to raise a new army, by reducing the demand on the Empire&#039;s mithril, it helps the whole Empire raise more armies to meet the coming challenge.&lt;br /&gt;
&lt;br /&gt;
===Salvation of Souls===&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;Virtue&#039;s Rest&#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; Bastion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 120 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;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Completely removes the level of investment and returns provided by Virtue&#039;s Rest&lt;br /&gt;
* Allows eligible Imperial armies to take a resupply action in Bastion, boosting resupply&lt;br /&gt;
* Creates the title Exarch of Virtue&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Exarch of Virtue&#039;s Rest&#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; Highborn 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; Receive 12 doses of liao each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To support the supply and provision of Highborn armies and help ready the territory of Bastion for the war against the vallorn&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;An Imperial commission could be used to remodel the hostels of Virtue&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would remove the level of investment provided by the great work but provide additional resupply to eligible armies resupplying in Bastion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would create a new title, the Exarch of Virtue&#039;s Rest, charged with directing the hostels to resupply armies in Bastion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly could veto this relinquishment of an important national asset&#039;&#039;&#039;&lt;br /&gt;
Raising a new army is just one part of the challenge facing Highguard and the Empire. Nobody imagines that the final battle against the vallorn will be easy, or quick. Uniting the vallorn hearts will unleash a tide of madness on the Empire - virtue will bring victory - but thousands of lives will be lost to the Labyrinth in a war that will take years to win. Armies will need to rest and resupply so that they may return to the fray reinvigorated.&lt;br /&gt;
&lt;br /&gt;
Inspired by the work done by &#039;&#039;Graciana i Lòpez i Guerra&#039;&#039; in her [[Send_for_me#Plants_and_Seeds|recent appraisal]], some of the Highborn who run the hostels of [[Bastion#Virtue&#039;s Rest|Virtue&#039;s Rest]] have suggested that their work might more usefully be directed to helping an Imperial army recouperate and rebuild their strength when resupplying. Imperial soldiers would be welcomed into the hostels and offered [[anointing|anointings]] and hallowings as their wounds were treated, speeding up their return from convalescence.&lt;br /&gt;
&lt;br /&gt;
The proposal would require a Senate motion to [[Commission#Altering_an_Existing_Commission|alter the existing great work]] to better suit the new role. That would involve a significant sacrifice by the [[congregation|congregations]] of Bastion that currently benefit from Virtue&#039;s Rest. The great work would effectively be changed to an [[edifice]] and no longer boost the level of investment of congregations in the territory, meaning no additional [[liao]] would be provided. That liao would instead be used to anoint soldiers who were recovering in the hostels. That would allow any &#039;&#039;eligible&#039;&#039; army to issue a defensive order to resupply in Virtue&#039;s Rest.&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Resupply in Virtue&#039;s Rest&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are decreased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is decreased by two fifths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This order can only be taken while an army is in Bastion. 250 points of resupply are distributed between all eligible armies taking this order&#039;&#039;&#039;&lt;br /&gt;
A general that wants their army to benefit from the hostels and sanitoriums of Virtue&#039;s Rest in Bastion can order their army to resupply there. The army will give ground if the territory is attacked, but if they are able to benefit from natural resupply then they will resupply faster. 250 points of additional resupply are divided between all eligible armies taking this order each season. Emergency resupply is unaffected.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The motion would also need an [[Imperial title]] to be created to oversee the healing work of the hostels. The proposed title, &#039;&#039;Exarch of Virtue&#039;s Rest&#039;&#039; would receive a small [[sinecure]] payment of 12 doses of liao each season, to help them in their work.&lt;br /&gt;
&lt;br /&gt;
Armies from any Imperial nation that have committed to the war against the vallorn would be welcome in the hostels of Virtue&#039;s Rest. At present, that would include the nations of Navarr, Highguard, Varushka and the League, but if other nations gather their Courage for the fight to come, they would also be able to issue the order to resupply at Virtue&#039;s Rest.&lt;br /&gt;
&lt;br /&gt;
Converting Virtue&#039;s Rest would require a senate motion, but it could not be done against the wishes of the Highborn Assembly. The Constitutional Court have stated that it would be treated as a special case of [[Powers_of_the_Imperial_Senate#Relinquishment|relinquishment]], which means it could be [[veto|vetoed]] by vote of the affected National Assembly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_League.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The League==&lt;br /&gt;
{{SOP|by=Ortenzia di Sarvos, League Assembly|statement=The greatest assets of the League are our ambition and ingenuity. We send Ortenzia di Sarvos with 50 liao to urge every citizen to commit everything to finding new ways to fight the vallorn. Even the most impenetrable forest may fall one tree at a time.|when= Autumn Equinox 386YE|vote = 272-16}}&lt;br /&gt;
* &#039;&#039;&#039;The League has committed themselves to the fight against the vallorn and asked citizens to be ambitious and ingenious in their approach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No statement of principle raised by the League Assembly that calls on citizens to support a different cause will have an effect for the next year at least&#039;&#039;&#039;&lt;br /&gt;
[[The League]] has also thrown their weight behind the call to face the vallorn, asking people to use their ingenuity and ambition to find ways to help win the fight. This dedication has an immediate cost - the League citizens expect their leaders to do whatever is needed to start the war, and more importantly to finish it. They will expect their Assembly to stick to the course and not get distracted by other struggles. For the next year, at least, no [[statement of principle]] raised by the League Assembly that calls on citizens to support another cause, be that civil or military, will produce an effect beyond Anvil. Minds are focused on the conflict with the vallorn.&lt;br /&gt;
===For Whom The Road Tolls===&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;Toll the Imperial Road Networks&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None - Motion Only&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; The Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Completely removes the level of investment and returns provided by all affected road great works&lt;br /&gt;
* Boosts Imperial taxation by 140 thrones a season if the Blood Red Roads, the Sunset Roads, the White Roads, the Iron Roads and the Crow Roads are affected&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;The Imperial Senate could use a motion to put tolls on all the major roads in the Empire to raise money to pay for the war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The benefits to personal resources from Blood Red Roads, the Sunset Roads, the White Roads, the Iron Roads, the Crow Roads would be lost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effective level of investment in that territory would decrease&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial taxation would rise by 140 thrones a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;National assemblies could veto this relinquishment of an important national asset&#039;&#039;&#039;&lt;br /&gt;
Few nations in the world really grasp the power of money like the League. They are rich of course, but so are many nations in the Empire. The [[the Brass Coast|Freeborn]] pride themselves on putting a cost on all things, but the League have a rich appreciation for the way in which money can change the world. The merchant princes of the League understand that it&#039;s all well and good for people to &#039;&#039;commit&#039;&#039; themselves to defeat the vallorn, but that won&#039;t do the slightest bit of good whatsoever if there isn&#039;t the money to pay for the armies to do the actual fighting.&lt;br /&gt;
&lt;br /&gt;
The notable accountant, &#039;&#039;Else Van Temeschwar&#039;&#039;, claims afterwards that she never said &amp;quot;Heroes don&#039;t win wars, accountants do&amp;quot;. She insists what she &#039;&#039;actually&#039;&#039; said was that &amp;quot;accounts win wars&amp;quot;, but once the phrase is out there it sticks anyway, because some people nod sagely and everyone else enjoys ridiculing them for it. Her real point is that what the Empire really needs to fight the vallorn is money... and lots of it. But of course that will require a sacrifice, and a big one... but the League knew that when they committed to this road.&lt;br /&gt;
&lt;br /&gt;
Else has a radical proposal that is elegant, simple, and constitutional. She has put considerable effort into researching that last point. The Senate has many powers, but the [[Imperial Constitution]] forbids it from raising taxation and &#039;&#039;Magistrate Abraham&#039;&#039; is known to be notoriously dubious on the constitutional prospects of &#039;&#039;anything&#039;&#039; that might be considered taxation. But after an exchange of more than a dozen letters the curmudgeonly magistrate is unhappily forced to concede that &#039;&#039;tolls are not taxes&#039;&#039;. There are already [[Brock&#039;s_Toll|tolls to cross over some bridges]] in the Empire and tolls to use most Imperial ports. So why not put tolls on the roads?&lt;br /&gt;
&lt;br /&gt;
The impact would be significant - Else proposes putting a small toll on &#039;&#039;every&#039;&#039; major road network in the Empire, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]], the [[Madruga#Sunset_Roads|Sunset Roads]], the [[Construct White Roads|White Roads]], the [[Varushkan_Road#The_Iron_Roads|Iron Roads]], the [[Karsk#The_Crow_Roads|Crow Roads]] - all of them bar the [[Kahraman#Kamkrags of Kahraman|Kamkrags of Kahraman]] (Abraham has identified a loophole that makes it unconstitutional to include the Kamkrags). That could be done with a single [[senate motion]] if it was targeting all the Empire&#039;s major roads. The civil service could be instructed to use effective prognostication to set the tolls at the optimum level, the level that would produce the best return for the Senate.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Dubious Magistrate.jpg|caption=Magistrate Abraham is known to be notoriously dubious of anything that might be considered additional taxation.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If that happened, any [[great work]] benefit to the inhabitants of the territory through which the road passed would be permanently lost (or at least for as long as the tolls lasted, but nobody imagines the Senate would ever be likely to remove them). It wouldn&#039;t affect the benefits to Varushkan armies provided by their roads, but their roads would no longer boost the profits of [[mine|mines]] and [[forest|forests]] in the nation. Instead, every [[territory]] in the Empire would see increased tax revenue - boosting the total taxation by 140 thrones a season!&lt;br /&gt;
&lt;br /&gt;
While Else is very pleased with her analysis, some of her fellow citizens are less enamoured of the idea. There would be a significant loss of personal income for individuals in the League and in many other territories in the Empire. Varushkans would be hit hard and some argue passionately that the Iron Roads and Crow Roads should be excluded from these tolls because of the powerful [[Varushka Hearth Magic|hearth magic]] associated with [[Varushkan Road|roads]] which is essential to keep people safe as they travel through the haunted forests and dark hills of the north. If the Senate is minded to agree with them it could instead pass &#039;&#039;three&#039;&#039; senate motions, one for the Blood Red Roads, one for the Sunset Roads, and one for the White Roads. That would still produce 110 thrones of additional taxation - more than enough to pay for the support of two entire Imperial armies.&lt;br /&gt;
&lt;br /&gt;
If the Senate puts tolls on Imperial roads, then the level of investment in the territory in question will drop - the benefits to personal resources would be exactly as if the great works had never been built (although this would not prevent new [[great work|great works]] being built in the territory). The Senate would get increased taxation, but people would still be using the roads - just paying tolls. If any substantial new roads were built there - roads without tolls on them - then the additional taxation from the tolls for that territory would be lost.&lt;br /&gt;
&lt;br /&gt;
Converting the roads would require one or more senate motions, but it could not be done over the wishes of those who were affected. The [[Scrutiny#Constitutional Court|Constitutional Court]] have stated that it would be treated as a special case of [[Powers_of_the_Imperial_Senate#Relinquishment|relinquishment]] which means it could be vetoed by vote of the appropriate National Assembly. The Blood Red Roads cover the entire Empire, so a motion that relinquished their benefits could be vetoed by the General Assembly. A motion that relinquished the Sunset Roads could be vetoed by the Freeborn Assembly, the White Roads by the Highborn Assembly, and the Crow and Iron Roads by the Varushkan Assembly. Such a veto, regardless of assembly, requires a greater majority.&lt;br /&gt;
&lt;br /&gt;
After the opportunity was published by the civil service, they received a request from one of the Empire&#039;s leading economists, Laurencio di Sarvos and the Pillars of Mariika Sodality, requesting additional information to assist the Senate and other bodies in their deliberations. Crucially Laurencio asked the civil service to produce estimates of the number of citizens attending Anvil who would be affected by the changes. Given that much of the Senate budget comes from citizens bidding on Bourse resources, the Pillars have published research suggesting that this is crucial to understanding how much money the Senate has to pay its bills.&lt;br /&gt;
&lt;br /&gt;
To ensure that all citizens have equal access to such information, the civil service have arranged to publish these figures. After careful prognostication, they have identified that &#039;&#039;last season&#039;&#039; the road networks of the Empire contributed 117 thrones, 1 crown and 16 rings. In addition to that sum, they provided 304 additional ingots or measures. Of course these figures vary over time - but those were the figures last season.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Varushkan.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Varushka==&lt;br /&gt;
{{SOP|by=Vaclav Mladenovich Kosti, Varushkan Assembly|statement=The greatest assets of Varushka are our Wisdom and resolve. We send Vaclav Mladenovich Kosti with 50 liao to urge every Varushkan to use our knowledge of the dark powers to choose the lesser of two evils. The virtuous apply what they have learned.|when= Autumn Equinox 386YE|vote = Greater Majority 280-12}}&lt;br /&gt;
* &#039;&#039;&#039;Varushka has committed themselves to the fight against the vallorn and urged citizens to use knowledge of the dark powers to fight the vallorn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No statement of principle raised by the Varushkan Assembly that calls on citizens to support a different cause will have an effect for the next year at least&#039;&#039;&#039;&lt;br /&gt;
Much like the League, [[Varushka]] has also committed to the war to destroy the vallorn, asking people to use their knowledge of the dark powers to battle the enemy. This dedication has an immediate cost - the Varushkan citizens expect their leaders to do whatever is needed to start the war - and to finish it. They will expect their Assembly to stick to the course and not get distracted by other struggles. For the next year, at least, no [[statement of principle]] raised by the assembly that calls on citizens to support another cause, be that civil or military, will produce an effect beyond Anvil. The people of Varushka understand that when you start a thing, you damn well better finish it.&lt;br /&gt;
===The Heart of Darkness===&lt;br /&gt;
* &#039;&#039;&#039;The Varushkans can support four armies; at present they have two armies remaining&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Varushkans could ask one or more sovereigns to help them build an army&#039;&#039;&#039;&lt;br /&gt;
Varushka is a wealthy and powerful nation with a great deal of territory under its control. Their lands are harsh and cruel, with many dangers, but they also contain great wealth in the forests that cover the hills and in the mines that lie beneath the mountains. At present, Varushka can [[Army#Maximum_numbers_of_Imperial_Forces|support four armies]], but with the destruction of the [[Iron Helms]] they currently have only two. That means they could, in theory, raise two new armies.&lt;br /&gt;
&lt;br /&gt;
Of course, doing so will be difficult - every [[boyar]] is currently thinking the same thing. Navarr want to raise several armies to fight the vallorn, the Highborn want to forge the grey pilgrims into a new army. Where is all the mithril going to come from to raise these forces? There isn&#039;t enough mithril to be had unless people wait for years for it to be produced. The Varushkans are an industrious people; sitting on your hands is nobody&#039;s idea of getting something done. The Highborn have a plan involving true liao and banners which is nice for them - the Varushkan approach is much more brutally pragmatic.&lt;br /&gt;
&lt;br /&gt;
There are powers in Varushka, [[Varushkan_Monster#Sovereigns|dark powers]], that stand ready to offer aid to those prepared to pay their price. The Iron Helms were backed and supported by the [[Charnel Lord]] and his unwholesome followers. They are gone now, but what was bought once could be for sale again, if the Varushkans can afford the price. It&#039;s hard to imagine [[Dho&#039;uala]] negotiating with Varushkans, but the [[Night Below]] has already demonstrated just how powerful that strange being&#039;s aid can be. The &#039;&#039;Howling Queen&#039;&#039; has many fearsome minions; would some of them march beneath an Imperial banner? The &#039;&#039;Dubik&#039;&#039; is one of the strangest of all the sovereigns, but it too could be negotiated with.&lt;br /&gt;
&lt;br /&gt;
Gaining the aid of a sovereign is no easy task and not something to be undertaken lightly. The costs are high, and the road is hard and often paved with regrets. The Varushkans would need to find a way to reach out to a sovereign - some way to make contact with them - to open negotiations. There are no clear options that are known yet, but the mandate has spread across Varushka now, which means that those sovereigns that care about such things are undoubtedly aware of it. Perhaps some of their number will send agents to enquire what price the nation might be willing to pay for their aid?&lt;br /&gt;
{{SOP|by=Amris Johan Merikovich , Varushkan Assembly|statement=Know your heart and what commands its devotion above all else. We send Amris Johann Merikovich with 50 liao to urge the Iron Helm to abandon cruelty and focus on the dark magics and curses of Varushka. Embrace your past; never be ashamed of it.|when= Autumn Equinox 386YE|vote = Greater Majority 342-0}}&lt;br /&gt;
Those who are experienced with such things do make one thing clear. An army could only have one dark patron. The sovereigns ignore each other at best, but they are jealous and possessive creatures at worst. It would be unspeakably foolish to try and obtain two patrons for a single army. It would be possible to have two armies with two different patrons, but it would be wise to ensure they were always a long way apart when drawing on the dark power provided by their patron.&lt;br /&gt;
&lt;br /&gt;
It&#039;s impossible to know what the benefits might be - that would depend on what was negotiated, what was offered and what was requested. The Iron Helms were the Empire&#039;s only [[Army qualities#Cruel|cruel]] army in recent times. The Varushkan Assembly have [[386YE_Autumn_Equinox_Synod_judgements#Judgement_80|firmly renounced the cruel approaches]] employed by the Iron Helms in recent years, but perhaps other offers might be more palatable? What is clear is that such aid could be substantial - sovereigns are powerful beings, almost as powerful as [[eternal|eternals]] in their own way. Even beyond the price they might ask for their aid, however, there is the question of what a sovereign may gain by serving as patron. Stories have flown for years that the Charnel Lord was somehow able to &amp;quot;see&amp;quot; and perhaps even influence events in the vicinity of the Iron Helms no matter how far beyond the borders of Varushka they travelled. What might other nations, less familiar with the dark powers of the north, make of this patronage?&lt;br /&gt;
&lt;br /&gt;
===The Threat From Sküld===&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;Irontooth Keep&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Fortification&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Suvretz, Volodmartz&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; 130 wains of white granite, 20 wains of weirwood, 450 crowns, 6 seasons to complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 20 Thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Builds a rank 2 fortification in Suvretz&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 vallornheart in Sküld is the one nearest to Varushka&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there is nothing to stop the vallorn pouring out of Sküld and into the forests of Suvretz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Varushkans could build a fortification in Suvretz that would also defend against any attack from the Thule in the near future&#039;&#039;&#039;&lt;br /&gt;
For years now there have been calls to [[Sowing_on_the_mountains#Irontooth_Keep|fortify Suvretz to defend the region against the Thule]]. Peace with the [[Thule]] has perhaps seduced the soft-hearted, making them imagine that this state of affairs will last forever. Nothing lasts forever. In the end, even the mountains will fall. One day, the Thule armies will come, and when they do, they will likely come for [[Volodmartz#Suvretz|Suvretz]] first.&lt;br /&gt;
&lt;br /&gt;
In the meantime, the threat from the vallorn is even more pressing. The forests of Suvretz stretch all the way over the border and into [[Otkodov#Sküld|Sküld]], right to the heart of a vallorn. If the vallornhearts are linked, the first thing the people of Volodmartz may know about it is when an army of ravenous insects is stripping the flesh from their dying bodies. The best way to stop that would be to build a massive fortification in the region.&lt;br /&gt;
&lt;br /&gt;
The old plans for &#039;&#039;Irontooth Keep&#039;&#039; have been pulled out and dusted off. There&#039;s no reason that the ruins couldn&#039;t be built into a massive new bastion, forcing anyone planning to attack Suvretz to think twice about their ambitions. The original costs for the project are out-of-date as time has moved on, but this plan for an upgraded fortification wouldn&#039;t cost any more than normal. The big advantage is that it could be done &#039;&#039;quickly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The great &#039;&#039;Irontooth Keep&#039;&#039; would require 130 white granite and 20 weirwood to construct, with labour costs of 450 crowns. Under normal circumstances, it would take two years to finish, but the existence of the strong foundations and the assistance of the &#039;&#039;koboldi&#039;&#039; would each reduce that construction time by one season. If the same magics as were employed to speed the completion of [[Karsk#Aleksandra&#039;s_Watch|Alexandra&#039;s Watch]] could be employed, [[Volodmartz]] could conceivably have a major fortification to rival the [[Casinea#The_Silent_Sentinel|Silent Sentinel]] in [[Casinea]] or [[Reikos#Remember_Exile|Remember Exile]] in [[Reikos]] in less than a year!&lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice 383YE, the newly appointed [[Master of the Koboldi]] spoke with the civil service about the feasibility of undertaking the work to build a fortification here. There is no barrier to them doing so - they are explicitly allowed to [[Master_of_the_Koboldi#Commission_stone_construction|announce that they will work]] on a [[fortification]], and that would allow them to create a new bastion. Indeed, the &#039;&#039;koboldi&#039;&#039; still remain enthusiastic about the opportunity to work on this massive fortress.&lt;br /&gt;
&lt;br /&gt;
===The Dark Nights of Winter===&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;Icy Crag of the Eternal Sun&#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; College of Magic&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; Srodkoja, Miekarova&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; 270 crowns, 3 seasons to complete&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; Changes the power of the Icy Crag&#039;s Mastery of the Lore of Summer to Mastery of the Lore of Winter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Could be achieved with a declaration of Concord at a cost of 180 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Winter realm offers the greatest potential for those prepared to call on the dark powers of the realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Icy Crag of the Eternal Sun could be turned into a college of winter magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Cabalists of Void would be prepared to pay half of the 540 crown costs for the commission&#039;&#039;&#039;&lt;br /&gt;
There is another way that Varushka and the Empire could embrace dark powers in preparation for their war with the vallorn. The [[Miekarova#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]] is a [[college of magic]] that was built years ago in [[Miekarova#Srodkoja|Srodkoja]] in [[Miekarova]]. The [[Master of Ice and Darkness]] has served the Dean of the College ever since. The Crag is specialised in [[Summer magic]], allowing the Master to codify new Summer rituals more quickly than the rituals of other realms.&lt;br /&gt;
&lt;br /&gt;
The [[Cabalists]] of [[Miekarova#Void|Void]] argue that the most important benefits of this dedication to Summer magic are now part of the Empire&#039;s history. Just as the Highborn are turning a new page of history, so should the Crag. Mastery of [[Winter magic]] is what the Empire needs now, the better to fight the vallorn and its spawn. Winter lore resonates with potent [[Ward of the Black Waste|wards]], and with the [[Withering Touch of Frost|cold touch]] that ravages plants no matter how supernaturally vital they may be. There can be no doubt that the [[curse|curses]] of winter are effective at [[Wither the Seed|weakening the vallorn]], and that its power can [[The_Grave%27s_Treacherous_Edge|annihilate]] large numbers of [[Vallornspawn husk|abominations]] in a scything strike. It is to Winter that wise magicians should look for victory over the vallorn. &lt;br /&gt;
&lt;br /&gt;
The civil service has confirmed that the Senate could use a [[commission]] to [[Commission#Altering_an_Existing_Commission|remodel]] the Crag to change it from being dedicated to Summer magic to being dedicated to Winter magic. That would mean that instead of benefitting a Summer ritual being codified, the Master of the Icy Crag could spend money to increase the speed of codification of a Winter ritual. The patronage of the [[Jaheris]] might be lost, but the Silver Prince has shown signs in the past of being happy to offer support to the codification of curses no matter what realm they come from. Regardless, the Conclave could approach any of the Winter eternals to ask them to patronize a remodelled college - some have already shown interest in serving as patron even while the Crag is focused on Summer magic.&lt;br /&gt;
&lt;br /&gt;
It would not be cheap to change the college. If the Senate ordered the work, it would need a commission for a [[college of magic]] and cost 540 crowns, but the Cabalists are prepared to pay half that sum, reducing the effective cost to 270 crowns. &lt;br /&gt;
&lt;br /&gt;
There is an alternative, given that the College is under the remit of the [[Conclave]]. The Conclave could use a declaration of [[Concord]] to have the regios in the Crag realigned. That would achieve the same effect but would cost 360 mana crystals; passing the declaration would see the mana removed from the font and used to realign the college. Again, the Cabalists would be prepared to fund this work, which they see as very important, reducing the effective cost to the font to 180 mana crystals.&lt;br /&gt;
&lt;br /&gt;
There is some concern that the Summer eternals might be angered by the change - they have always fought jealously over the college and who offers their patronage to it. After some circumspect enquiry, the civil service are able to confirm that the Summer eternals would barely notice if the college ceased to be a college of Summer magic and they certainly wouldn&#039;t care. Their jealousy is provoked by the patronage of a rival eternal - the moment it stopped being a Summer eternal who was patron of the college, they would lose all interest in it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=IronHelms_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
* &#039;&#039;&#039;With the Iron Helms gone, and the Varushkan assembly choosing to move away from cruelty, the legacy of past actions is fading&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkan armies no longer take penalties for fighting alongside Freeborn or Wintermark armies&#039;&#039;&#039;&lt;br /&gt;
Before they fell, the Varushkan Assembly had chosen to step away from the cruel practices of the Iron Helms. They had called on their people to find a way to change the path of the army, to leave behind their merciless ways and find a way to embody the Varushkan understanding of dark powers. What should have been the start of a new future for the Iron Helms was dramatically cut short by their bloody destruction at the hands of the Black Wind in Therunin. The manner of their passing has blunted some of the controversy that once attended them, even the critics of the Helms cannot deny that the army fell valiantly, protecting their Imperial allies. They faced darkness, and made the ultimate sacrifice.&lt;br /&gt;
&lt;br /&gt;
For many soldiers, any question of the Iron Helms now seems moot. As a consequence, Varushkan armies no longer take a penalty to the victory points they generate when fighting in a campaign alongside [[the Brass Coast|Freeborn]] or [[Wintermark]] armies. However, if they wish, the Freeborn or Wintermark assembly could reiterate their concerns about Varushka, about their attitudes to war. A statement of principle that received a greater majority in one of these assemblies and called for their soldiers to remain careful of Varushkan ambitions would mean that the penalty would resume.&lt;br /&gt;
&amp;lt;picturecolumn float=right maxwidth=200px&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Dawn.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Urizen.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Wintermark.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/picturecolumn&amp;gt;&lt;br /&gt;
Alternatively, any assembly could raise a statement of principle denouncing the merciless strategy of the Iron Helms. If such a statement received a greater majority, it would create a mandate that would ensure that any cruel Imperial army raised in future would automatically receive the penalty to victory points generated if they fought in a campaign with an army that eschewed cruelty. If this statement and resulting mandate passed the General Assembly, the Empire would no longer be able to raise armies with the cruel quality.&lt;br /&gt;
&lt;br /&gt;
==Dawn, Wintermark and Urizen==&lt;br /&gt;
* &#039;&#039;&#039;Dawn and Urizen upheld statements of principle but they did not achieve greater majorities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wintermark upheld a statement with a greater majority, but with no clear call to action&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any nation not already committed might raise statements about the vallorn, but they are no more likely to generate opportunities than any other statement&#039;&#039;&#039;&lt;br /&gt;
Three national assemblies passed statements of principle on the matter at the Autumn Equinox. All of them passed but two of them did not get a greater majority. The one raised by &#039;&#039;&#039;Eurydice Starchaser&#039;&#039;&#039; that [[386YE_Autumn_Equinox_Synod_judgements#Judgement 134|urged]] for the people of Urizen to support the Navarr in [[Loyalty]], with [[Courage]] and [[Pride]], and to support the [[The_first_shot#Miaren|magical army]] to be raised in [[Miaren]]. The other, by &#039;&#039;&#039;Larkin Shrike of House Du Beste&#039;&#039;&#039; [[386YE_Autumn_Equinox_Synod_judgements#Judgement 134|called]] on the people of [[Dawn]] to seek [[glory]] and great deeds by carving into the bark of the vallorn, lest they be found wanting. While there is clearly some support for the war of thorns and flowers as the Dawnish are calling it, it is not strong enough to focus the nation on the dangers, despite the fact both Urizen and Dawn are directly threatened by the vallorns of [[Therunin]] and [[Brocéliande]] especially.&lt;br /&gt;
&lt;br /&gt;
Wintermark, by contrast, did uphold a judgement with a greater majority, but the people of the Mark remain unsure what action to take. The statement explicitly stated that the Empire is mighty, but finite, strongly implying that the nation must make a choice. The suggestion is that the Empire is taking on too many problems at once: the war with Asavea, war with three orc nations, and now this suggestion of war with the vallorn. It seems to be building to a conclusion that Wintermark should decisively reject helping the Navarr and turn their back on this madness, but the statement stops short of that and instead exhorts people to make ready for all the threats they face. With the judgement presenting no clear focus, and with the assembly having rejected a [[386YE_Autumn_Equinox_Synod_judgements#Judgement_45|judgement]] calling on the nation to support Navarr, the Winterfolk will continue as they always have; scions of the storm preparing for a hard winter.&lt;br /&gt;
&lt;br /&gt;
The moment for the Synod to act is now passing, so any new [[statement of principle]] is no more likely to create a mandate dealing in [[opportunity|opportunities]] than any other. This means it is not impossible for any assembly to act but clear, strong wording either in support or in opposition to the war of thorns and flowers - and the backing of the greater majority of the assembly - would be essential.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=Virtue demands more than fine words and good intentions. The Empire is mighty but it is finite. The Synod provokes war with Asavea and the vallorn at a time when our armies are already stretched too thin. The Empire&#039;s people will suffer the consequences. The people of Wintermark must prepare for the storm to come. We cannot support the Navarr at the exclusion of every other threat we face. Make ready for them all. Cleave to your loyalties, provision your halls and prepare for more hard winters. We will not be broken.|by=Ingrid Talon-of-the-Mark, Wintermark Assembly|vote=Greater Majority 266-35|when=Autumn Equinox 386YE}}&lt;br /&gt;
{{SOPInner|statement=The Navarr show Courage in their Ambition to remove the threat of the vallorn for good. In Loyalty and Courage, we are being called to support this by taking Pride in our magical prowess to support the creation of their army in Miaren that focuses on a mage based front.|by=Eurydice Starchaser, Urizen Assembly|vote=150-0|when=Autumn Equinox 386YE}}&lt;br /&gt;
{{SOPInner|statement=Once again we are called to action and to glory by our neighbours. The Navarr have committed to eradicating the vallorn once and for all. The League and Varushkans have offered their aid. Dawn will not be found wanting. Great deeds are eternal; let us carve them into the bark of any vallorn who dares oppose us. The people of Dawn shall march with our siblings in the Way to destroy the vallorn now. Let us commit to a War of Thorns and Flowers.|by=Larkin Shrike of House Du Beste, Dawn Assembly|vote=282-64|when=Autumn Equinox 386YE}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{KaelaGift}}&lt;br /&gt;
&lt;br /&gt;
{{Vallornmiasma}}&lt;br /&gt;
===Into the Woods (Brocéliande)===&lt;br /&gt;
* &#039;&#039;&#039;A knight-errant has discovered several caches of herbs left by the Druj in Brocéliande&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Knight of the Greenwood&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for recovering the chests&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Dawn&#039;s ongoing [[Venture#Quest_Against_the_Vallorn|quest against the vallorn]] continues. Countless knights-errant, questing knights, and others seeking glory venture into the depths of vallorn-infested [[Brocéliande]]. One such group, the Order of the Emerald Dogs, has come out of [[Brocéliande#Dark_Ranging|Dark Ranging]] with tales of scattered Druj and abandoned stockpiles of herbs. &#039;&#039;Knight-Commander Tancred&#039;&#039;, inspired by the [[Knight of the Greenwood]], tracked a group of Druj and uncovered the location of several chests of supplies. The Druj were pushed out of the area by the sheer number of vallornspawn, but the chests remain. &lt;br /&gt;
&lt;br /&gt;
Tancred of the Emerald Dogs asks that the Knight of the Greenwood, &#039;&#039;&#039;	Percival Summerstrong&#039;&#039;&#039;, go to Brocéliande and claim the chests - both preventing the Druj from making use of their contents and gaining a trove of herbs and other potentially useful items. If the chests aren&#039;t recovered, then there is a chance the Druj will be able to reclaim them, which will help the few orcs of the Mallum who remain in the territory. &#039;&#039;Tancred&#039;&#039; warns that in addition to husks there are likely to be all manner of other creatures twisted by the [[Vallorn#Vallorn_Miasma|vallorn miasma]].&lt;br /&gt;
&lt;br /&gt;
===Insects (Hercynia)===&lt;br /&gt;
* &#039;&#039;&#039;A horde of vallornspawn is moving towards the border between Deer&#039;s Folly and Northspires&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Spear of the Seven&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for stopping the horde&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Vallornspawn are on the move in Hercynia. Incursions from the horrors that dwell in the ruins of [[Hercynia#The_Vallorn_of_Hercynia|Hacynian]] are rare, but they are especially vicious when they do rouse. Thorns of the &#039;&#039;Watchthorn&#039;&#039; steading have managed to track the largest of the groups and report that it is moving west towards the isolated steadings on the border with [[Hahnmark#Northspires|Northspires]]. The horde is made up of [[Vallornspawn husk|vallornspawn husks]] and countless other creatures - chief among them a huge monster covered in brown chitin.&lt;br /&gt;
&lt;br /&gt;
The horde of vallornspawn are a threat to the western steadings of Deer&#039;s Folly, who have asked that the [[Spear of the Seven]], &#039;&#039;&#039;Corwyn Heartsbane&#039;&#039;&#039;, stop them. If the largest creatures are not stopped, then not only will the steadings need to be abandoned, but the horde will cross the border and seek out the most substantial construction in Northspires, the [[Keeper_of_the_Runegrott#Runegrott|Runegrott]]. Given that this horde also represents a threat to the artisans of the [[runeforge]], it is likely that the [[Keeper of the Runegrott]], &#039;&#039;&#039;Derowen&#039;&#039;&#039;, will have an interest in this conjunction.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The Highborn [[Raise_Fourth_Highborn_Army|commissioned]] the [[Pilgrim&#039;s Defiance]] and consecrated four banners with true liao, reducing the costs by 120 wains. Virtue&#039;s Rest was [[Remodel_Virtue%27s_Rest|remodelled]] and the title of [[Exarch of Virtue&#039;s Rest]] was created. Tolls were put on the [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|Blood Red Roads]] and [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_White_Roads|White Roads]], this has increased the seasonal income of the Senate by 100 thrones. A motion to place tolls on [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Major_Roads|all of the roads]] failed. The [[#The Threat From Sküld|Irontooth Keep]] and [[#The Dark Nights of Winter|Icy Crag of the Eternal Sun]] opportunities were not taken.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Vallorn]]&lt;br /&gt;
* [[The Synod speaks]] - 386YE Autumn wind of fortune detailing League and Varushkan opportunities to support the Navarr against the vallorn&lt;br /&gt;
* [[The first shot]] - 386YE Autumn wind of fortune detailing the change to the stridings and the new armies&lt;br /&gt;
* [[The final countdown]] - 386YE Summer wind of fortune detailing the choice whether to begin the final war against the vallorn&lt;br /&gt;
&lt;br /&gt;
==Edit==&lt;br /&gt;
The page has been updated to remove the section that introduced citadels following a recent [[Rules update 2026#Fortifications|rules update]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=143970</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=143970"/>
		<updated>2026-08-20T12:28:25Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[The war of thorns and flowers]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_final_countdown&amp;diff=143969</id>
		<title>The final countdown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_final_countdown&amp;diff=143969"/>
		<updated>2026-08-20T12:25:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Resolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;When Isaella slew the Mad Emperor, do you imagine she had no doubts? To take up arms against her friend? The man she had sworn a sacred oath to protect against all threats. Do you imagine that killing him was easy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We don&#039;t praise Isaella for her skill with arms. We praise her because in the face of all her doubts she had the Courage to act! That is what it means to be a hero! Isaella understood what her actions would mean. She &#039;&#039;knew&#039;&#039; that slaying the Emperor would unleash chaos. She &#039;&#039;knew&#039;&#039; that it would mean her death. And &#039;&#039;still&#039;&#039;, she did not hesitate. Faced with a thousand reasons to hesitate, to wait, to delay... she chose to ignore them all. She knew that inaction brings only shame and never victory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is easy for us. Here. Now. After the fact. Now when the Mad Emperor is gone and long buried. When his legacy is dust, his supporters vanquished. Now it seems like there was never any other choice. We understand now - as &#039;&#039;only&#039;&#039; Isaella understood then - that all those doubts, those fears, they were just spectres sent to harry her soul. They were never real!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And so it will seem to our children. To our descendants. We, who will surely die if we take this path, will seem to them as if we made the only possible choice. They will not know our doubts. They will not understand our fears. History will see right through them. All that will remain after we are gone are the legends we leave.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is what it &#039;&#039;means&#039;&#039; to be a hero. To see not with the eyes of now - but to see as Isaella saw - to see with the eyes of history. Only then can you see what needs to be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You! You at the back. Will you be Isaella?&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=In the woods.jpg|caption=The Navarr face a decision that will shape the future of their nation.|align=leftt|width=550}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=SoYPILf9WLk}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Winter Solstice, &#039;&#039;&#039;Aniera of Exiles End&#039;&#039;&#039; used the [[Navarr]] [[Assembly#The_National_Assemblies|Assembly]] to ask the Navarr people for their opinion following [[A_thousand_years_of_longing|the work published on the vallorn]] and how to destroy it. Further statements followed next season from both the Navarr and [[Highguard]] with an eloquent call to action. &#039;&#039;&amp;quot;The grey pilgrims of Highguard and questing knights of Dawn did not join our cause simply to walk the trods for another thousand years.&amp;quot;&#039;&#039; said &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039;, &#039;&#039;&amp;quot;It is time to act with wisdom and forethought but act nonetheless.&amp;quot;&#039;&#039; The Highborn &#039;&#039;&#039;Doctor Lysimachus&#039;&#039;&#039; appeared to concur with that view and reminded Highguard that the vallorn was the greatest spiritual threat to the Empire, a pointed call back to the decision by the Empire to found the [[Grey pilgrim|grey pilgrims]] for the express purpose of combating the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
There is widespread support for these views across the people of Navarr and Highguard, but the matter is not yet settled. There is a growing hope that after centuries, this could be the hour. Yet, there are voices in both lands that urge caution - it is very clear that the Empire &#039;&#039;can&#039;&#039; do this - that is not the same as saying they &#039;&#039;should&#039;&#039; do this.&lt;br /&gt;
&lt;br /&gt;
There is always a choice. &lt;br /&gt;
&lt;br /&gt;
Now Highguard and most especially the Navarr must make that choice. It is not an exaggeration to say that everything hinges on this. If the Empire chooses to begin the final war with the vallorn then nothing will ever be the same again. There can be no ducking this decision, it is too important, too momentous, too pressing. One way or another the Navarr and the Empire must decide. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap; 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=After 1000 years of work we have the answer to destroying the vallorn. The Navarr assembly now seeks the opinion of the Navarr people. Speak to your guides. We are listening. We shall publish our response next season.|vote=Greater Majority (404-18)|by=Aniera Exiles End, Navarr Assembly|when=385YE Winter Solstice}}&lt;br /&gt;
{{SOPInner|statement=It is time to stop seeing the vallorn as a dormant threat to be dealt with later. It is a danger that lies within our Empire&#039;s borders that holds countless bodies and souls. Most notably it keeps two exemplars, the founders of our nation, in torturous stasis. The grey pilgrims of Highguard and questing Knights of Dawn did not join our cause simply to walk the trods for another thousand years. They join us in the war to eradicate the ancient abomination and fulfil our Nations ambition to see the end of the vallorn for good. It is time to act with wisdom and forethought but act nonetheless.|vote=214-0|by=Siân Eternal, Navarr Assembly|when=385YE Spring Equinox|size=small}}&lt;br /&gt;
{{SOPInner|statement=While we Highborn are righteously committed to ensuring the Cold Sun is extinguished, we must not forget the other threats we still face and fight. While we focus on the Cold Sun on our doors and must prepare for Grendel on our shores, the vallorn remains the greatest spiritual threat to the Empire and is no dormant threat. We formed the grey pilgrims to aid Navarr to end this threat, not just keep it at bay for another 1,000 years for others to deal with. In accordance with Sian Eternals statement to Navarr, once the Cold Sun have been snuffed out, even as we keep an eye upon the Grendel, we return to ensuring the vallorn are eventually given a right permanent kicking in! When the time comes for just to act, whether sooner or later, we will act with certainty.|vote=332-0|by=Doctor Lysimachus, Highborn Assembly|when=385YE Spring Equinox|size=small}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Choices have consequences.jpg|caption=To walk, or to cease walking and begin to fight?|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Time To Shine==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr Assembly could use a mandate to commit the entire nation to the war against the vallorn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
There is predictable cynicism from some quarters that the politics of [[Anvil]] will not favour the Navarr. When the [[Jotun]] threatened the Navarr holdings in [[Liathaven]], it was not the time. The [[territory]] fell to the barbarians, the [[steading|steadings]] destroyed, the people slaughtered. When the vallorn in [[Brocéliande]] was vulnerable for the first time in a generation, it was not the time and a vital chance to weaken the vallorn was lost. The situation at the moment is difficult, nobody denies it - the Jotun are attacking in the West, the [[Druj]] have just invaded [[Therunin]] and the [[Grendel]] are not yet defeated in the South. There is a widespread belief that the powers that be will look to the [[Military Council]] and they will say... it is not the time. The Navarr will be told that it must make this sacrifice for the good of the Empire, as if they have not been sacrificing everything for the good of the Empire for the best part of four centuries.&lt;br /&gt;
&lt;br /&gt;
It is not enough to give in to cynicism says &#039;&#039;Maddoc of the Fleeting Star Striding&#039;&#039;, who claims that the Military Council could be persuaded to support attempts to join the hearts. If the vallorn in Liathaven exploded forth from its dark heart, it would pose an enormous problem for the Jotun who would be forced to divert armies to try and oppose any Westward expansion. Likewise, if the heart in the [[Sarangrave]] were triggered, it would spell disaster for the Druj - they would have to pull back some or all of their armies to contain it. Triggering the vallorn is guaranteed to radically alter the Empire&#039;s military position - but it&#039;s not guaranteed to make it &#039;&#039;worse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unable to settle these arguments, people look with optimism to their leaders at Anvil to settle this matter once and for all. Can it be done? The will among the Navarr is there - people are ready to sacrifice everything for this. To give up everything, to commit everything. But is now the right time? The people trust their leaders to make that decision.&lt;br /&gt;
&lt;br /&gt;
Once made that decision will be difficult to turn back. Beginning the final war against the vallorn would be transformative for the Navarr. Their stridings would no longer need to walk the [[trods]]... There would be no more need to weaken the vallorn one step at a time anymore. That would mean all those Navarr warriors would become available to take up the fight. It&#039;s impossible to predict the changes that will follow such a decision but nothing will be the same.&lt;br /&gt;
&lt;br /&gt;
The people of Navarr are looking to their leaders at Anvil for an answer; the priests of Navarr could use a [[mandate]] in the Assembly to seize this moment:&lt;br /&gt;
{{Mandate|mandate=We march to war! We send {named priest} with 200 liao to urge every Navarr to remember the oaths they swore. Let us eradicate the ancient abomination and fulfil our nation&#039;s ambition to see the end of the vallorn for good.|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is enacted, then most of the stridings will stop walking the trods and return home in preparation for the final battle to begin. There will be a huge swell of enthusiasm as people from across the nation embrace the coming fight. As a result, the number of [[Army|armies]] that the Navarr can [[Army#Maximum_numbers_of_Imperial_Forces|maintain]] will increase from three to six.&lt;br /&gt;
&lt;br /&gt;
Almost every Navarr will commit themselves fully to the coming war. The Navarr have always had a somewhat singular focus; this mandate will strengthen that resolve. In the seasons that follow, there will be far fewer opportunities like the recent proposal to build new [[The way home|wayhouses]]; instead every effort will be made to find [[opportunity|new opportunities]] to gain the upper hand in the struggle against the vallorn.&lt;br /&gt;
&lt;br /&gt;
At the first stage, the Navarr scouts will seek to identify opportunities to place the trods in [[Sarangrave#Béantal Dol|Béantal Dol]] in Sarangrave, and in Kabanja and Visokuma in [[Axos]]. Once [[The Dance of Navarr and Thorn]] is cast in these three territories, then the final war against the vallorn will begin. When that happens, there will be no going back. The castings will need to be timed right - to ensure the Druj and Axou can&#039;t simply take them down before the network of trods is complete - but nobody said this would be &#039;&#039;easy&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By enacting this mandate, the Assembly is confirming that it is the settled will of the leaders of the Navarr that the nation begin the war against the vallorn at the soonest available opportunity. It may not happen immediately, but the final countdown will have begun. Once that decision is made, the Navarr will expect their leaders to see it through, to be entirely committed to the imminent war against the vallorn. In return they will offer their own absolute commitment, seeking out ways to help the long dream of the Navarr to become a reality.&lt;br /&gt;
&lt;br /&gt;
==A Time To Stay==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr Assembly could use a mandate to tell the nation to stay their hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Not every Navarr is persuaded that now is the time to act. It is easy to urge people to have the [[Courage]] of their convictions, easy to be swept up by the siren call of history, easy to decry those who urge caution. &#039;&#039;&amp;quot;I always pause for thought before I act,&amp;quot;&#039;&#039; says &#039;&#039;Dai Summers&#039;&#039; rhetorically, &#039;&#039;&amp;quot;what do you do?&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What if now is &#039;&#039;not&#039;&#039; the right time? What if starting the final war with the vallorn now results in the destruction of the Empire? What if everyone dies and the Navarr have to begin the whole thing all over again. It has taken centuries to get to this point - why not wait a few more decades? Right now it seems like everything would hang in the balance - why not wait until things are in the Navarr&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
It will be hard for people to accept that now is not the time, but they trust the [[Wisdom]] of the Navarr at Anvil. Every thorn wants to be [[Isaella]] - everyone wants to be a hero. But sensible people must know that the most important thing is to &#039;&#039;win&#039;&#039;. The Navarr are looking to their leaders at Anvil for an answer. The priests of Navarr could use a mandate in the Assembly to seize this moment:&lt;br /&gt;
{{Mandate|mandate=Actions have consequences. We send {named priest} with 100 doses of liao to remind Navarr that first we must prepare for malice. We will not start this war until the outcome is certain.|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is enacted, then people will be disappointed but they will accept it. The knowledge of how to defeat the vallorn is not going away. The final battle might not happen for a generation - but people can use that time to prepare, to make ready, to ensure that when the moment comes their descendants can strike with the certainty that the path to victory has been prepared.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn has lasted a thousand years; there is no sign that it cannot endure for another thousand.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The mandate will &#039;&#039;still&#039;&#039; produce significant changes. Stridings will continue to walk the trods as they have done since the Navarr began, but where before the Navarr would risk much to seize any chance for an advantage over the vallorn, now they will go out of their way to avoid it. There is no point in risking lives on foolish ventures when it is settled that now is not the time. Better to husband their strength and prepare.&lt;br /&gt;
&lt;br /&gt;
In the seasons that follow, there will be far more opportunities like the recent proposal to build new [[The way home|wayhouses]] but at the cost of [[opportunity|new opportunities]] to deal with the vallorn. The ancient enemy will be left to slumber in its dark hearts - the Navarr will turn their focus to strengthening their nation and the Empire. In many ways it will be like a dry run for the future - a decade without ever having to worry about the vallorn will be a kind of preparation for when the day dawns that there is no vallorn.&lt;br /&gt;
&lt;br /&gt;
This means, the Navarr will stop actively attacking the vallorn and focus their efforts on finding ways to strengthen the nation in preparation for the future. The issue of going to war against the vallorn will be settled for a decade in the minds of the Navarr npcs in favour of preparation. There won&#039;t be any new [[opportunity|opportunities]] to push the line against the vallorn in the coming years, there will be opportunities to make Navarr  stronger instead. That won&#039;t change for a decade unless  players make a way to join all the vallorn hearts to the trod network,&lt;br /&gt;
&lt;br /&gt;
==Your Darkened Land==&lt;br /&gt;
* &#039;&#039;&#039;There will be a catastrophic loss of confidence in the leadership of the Navarr if neither mandate is passed before the end of the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Navarr are looking to their leaders to make the most momentous decision any Navarr has made since the fall of Terunael, since Navarr and Thorn swore the first oaths. They understand how difficult it will be to make this decision. None-the-less there is no-one else who can make this judgement. Only the leaders at Anvil know what the Senate could be persuaded of. Only they know what the Military Council can be persuaded of. Only they can know what [[the Throne]] really thinks. People are relying on their leaders to step up at this moment and make the decision one way or the other.&lt;br /&gt;
&lt;br /&gt;
The Navarr people will give their leaders time, but only a little. If the Navarr cannot make the decision in the next two seasons, if the National Assembly does not enact either mandate before the end of the Autumn Equinox. If they can&#039;t make up their mind whether to fight the vallorn or to wait a generation and use that time to prepare before winter comes, then there will be a catastrophic loss of confidence in the Navarr leadership. Every personal resource in the nation will suffer a two rank penalty to their production for the next year as a result.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Highborn council.jpg|caption=What does it mean that the vallorn is the greatest spiritual threat to the Empire?|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Time To Sing==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly could use a mandate to commit those dedicated to destroying the vallorn to the fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Highborn have been unequivocal on the matter of the vallorn - their assembly has repeatedly called it the greatest spiritual threat the Empire has ever faced. The grey pilgrims were founded to support the Navarr by taking up the burden of walking the trods. They gave up their comfortable lives in Highguard to commit themselves to a task that at the time seemed interminable. Now it seems that the timing was simply apposite - fated even.&lt;br /&gt;
&lt;br /&gt;
Like the Navarr, the Highborn Assembly could embrace the chance to begin the war against the vallorn. Like the Navarr this choice will have a profound impact on the nation. It is not just that there will be no more need to walk the trods; the start of the war with the vallorn will invite the Highborn to consider other changes too. Is now the time to be building the [[Blood will thicken|Grand Inspiration of the Way]] in [[Bastion]] when the survival of the very Empire may be at stake? It&#039;s difficult to predict what quandaries such a decision will raise, if the Highborn pass this mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=There is no sacrifice so great that we cannot meet it to defeat this terror. We send {named priest} with 200 liao to urge every Highborn to prepare for the coming battle. No price is too high to realise our dreams.|assembly=Highborn Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the grey pilgrims will stop walking the trods and return home in preparation for the final battle to begin. As a result, the number of armies that the Highborn can support will increase from three to four.&lt;br /&gt;
&lt;br /&gt;
The Highborn nation are committed to defeating the vallorn but they don&#039;t have the singular focus of the Navarr. Their nation was not literally founded to achieve this outcome. Even so, this mandate will strengthen the resolve that led to the creation of the grey pilgrims. In the seasons that follow, there will be fewer opportunities like the recent proposal to [[Drumbeat_of_war#The_Way_is_Clear|convert the Asaveans]]; instead every effort will be made to find [[opportunity|new opportunities]] to gain the upper hand in the struggle against the vallorn.&lt;br /&gt;
&lt;br /&gt;
By enacting this mandate, the Assembly is confirming that the virtuous thing to do is to be begin the war against the vallorn at the first opportunity to do so. Once that decision is made, it will be difficult to persuade Highguard to turn aside no matter what any other nation in the Empire says. The Way of Virtue makes few allowances for those who would cower from the path they have chosen when the storms blow. If the Highborn Assembly commits the nation to the war with the vallorn, if they declare that now is the moment to strike, then every Virtuous citizen in the nation will expect them to stick to the course. The decision will create many opportunities to bring the grand plan [[A_thousand_years_of_longing|outlined in the vallorn research]] to fruition.  Once that decision is made, the Highborn will expect their leaders to see it through, to be entirely committed to the imminent war against the vallorn. In return they will offer their own absolute commitment, seeking out ways to bring the greatest spiritual threat to the Empire to an end.&lt;br /&gt;
&lt;br /&gt;
The will of the virtuous cannot be denied.&lt;br /&gt;
&lt;br /&gt;
==A Time To Live==&lt;br /&gt;
* &#039;&#039;&#039;The assemblies of other nations could use a statement of principle to make their nation&#039;s position clear&#039;&#039;&#039;&lt;br /&gt;
Most Navarr agree that if this is to happen, it will not be done by the Navarr alone. Was it not for this reason that the Navarr gave their hearts and bodies and souls to the project of the Empire in the first place? Was it not for this that Myfanwy and those that followed her joined with the [[First Empress]] to spread the word of what would become the Imperial dream? The issue is pressing for the Highborn Assembly and demands an answer from the Navarr Assembly, but the other nations have yet to speak clearly. Perhaps there is time yet for Navarr guides and others to persuade their allies to rally to their cause.&lt;br /&gt;
&lt;br /&gt;
There are no mandates for the other assemblies, but any of the nation assemblies could use a [[statement of principle]] to respond to this dramatic moment. Statements that get a greater majority that urge clear, concrete action on the vallorn - one way or the other - are more than likely to lead to a mandate to commit the nation to a course of action.&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The mandates detailed here can be raised at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Unlike traditional mandates, those available to the Navarr and Highborn Assemblies listed here can be enacted at either the Summer Solstice or the Autumn Equinox. After that, the opportunities will be lost.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Navarr]] national assembly chose to [[386YE_Summer_Solstice_Synod_judgements#Judgement_6|commit the entire nation]] to the destruction of the [[vallorn]] in Summer 386YE. Most of the stridings have now stopped walking the trods and returned home in preparation for the final battle to begin, increasing the number of [[Army|armies]] that the Navarr can [[Army#Maximum_numbers_of_Imperial_Forces|maintain]] from three to six.&lt;br /&gt;
&lt;br /&gt;
The [[Highborn]] national assembly chose to [[386YE_Autumn_Equinox_Synod_judgements#Judgement_60|stop walking the trods]] and prepare to fight in Autumn 386YE.  The grey pilgrims have returned home in preparation and as a result, the number of armies that the Highborn can support increased from three to four. &lt;br /&gt;
&lt;br /&gt;
{{Vallorn links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_final_countdown&amp;diff=143968</id>
		<title>The final countdown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_final_countdown&amp;diff=143968"/>
		<updated>2026-08-20T12:25:13Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Resolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;When Isaella slew the Mad Emperor, do you imagine she had no doubts? To take up arms against her friend? The man she had sworn a sacred oath to protect against all threats. Do you imagine that killing him was easy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We don&#039;t praise Isaella for her skill with arms. We praise her because in the face of all her doubts she had the Courage to act! That is what it means to be a hero! Isaella understood what her actions would mean. She &#039;&#039;knew&#039;&#039; that slaying the Emperor would unleash chaos. She &#039;&#039;knew&#039;&#039; that it would mean her death. And &#039;&#039;still&#039;&#039;, she did not hesitate. Faced with a thousand reasons to hesitate, to wait, to delay... she chose to ignore them all. She knew that inaction brings only shame and never victory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is easy for us. Here. Now. After the fact. Now when the Mad Emperor is gone and long buried. When his legacy is dust, his supporters vanquished. Now it seems like there was never any other choice. We understand now - as &#039;&#039;only&#039;&#039; Isaella understood then - that all those doubts, those fears, they were just spectres sent to harry her soul. They were never real!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And so it will seem to our children. To our descendants. We, who will surely die if we take this path, will seem to them as if we made the only possible choice. They will not know our doubts. They will not understand our fears. History will see right through them. All that will remain after we are gone are the legends we leave.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is what it &#039;&#039;means&#039;&#039; to be a hero. To see not with the eyes of now - but to see as Isaella saw - to see with the eyes of history. Only then can you see what needs to be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You! You at the back. Will you be Isaella?&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=In the woods.jpg|caption=The Navarr face a decision that will shape the future of their nation.|align=leftt|width=550}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=SoYPILf9WLk}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Winter Solstice, &#039;&#039;&#039;Aniera of Exiles End&#039;&#039;&#039; used the [[Navarr]] [[Assembly#The_National_Assemblies|Assembly]] to ask the Navarr people for their opinion following [[A_thousand_years_of_longing|the work published on the vallorn]] and how to destroy it. Further statements followed next season from both the Navarr and [[Highguard]] with an eloquent call to action. &#039;&#039;&amp;quot;The grey pilgrims of Highguard and questing knights of Dawn did not join our cause simply to walk the trods for another thousand years.&amp;quot;&#039;&#039; said &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039;, &#039;&#039;&amp;quot;It is time to act with wisdom and forethought but act nonetheless.&amp;quot;&#039;&#039; The Highborn &#039;&#039;&#039;Doctor Lysimachus&#039;&#039;&#039; appeared to concur with that view and reminded Highguard that the vallorn was the greatest spiritual threat to the Empire, a pointed call back to the decision by the Empire to found the [[Grey pilgrim|grey pilgrims]] for the express purpose of combating the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
There is widespread support for these views across the people of Navarr and Highguard, but the matter is not yet settled. There is a growing hope that after centuries, this could be the hour. Yet, there are voices in both lands that urge caution - it is very clear that the Empire &#039;&#039;can&#039;&#039; do this - that is not the same as saying they &#039;&#039;should&#039;&#039; do this.&lt;br /&gt;
&lt;br /&gt;
There is always a choice. &lt;br /&gt;
&lt;br /&gt;
Now Highguard and most especially the Navarr must make that choice. It is not an exaggeration to say that everything hinges on this. If the Empire chooses to begin the final war with the vallorn then nothing will ever be the same again. There can be no ducking this decision, it is too important, too momentous, too pressing. One way or another the Navarr and the Empire must decide. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap; 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=After 1000 years of work we have the answer to destroying the vallorn. The Navarr assembly now seeks the opinion of the Navarr people. Speak to your guides. We are listening. We shall publish our response next season.|vote=Greater Majority (404-18)|by=Aniera Exiles End, Navarr Assembly|when=385YE Winter Solstice}}&lt;br /&gt;
{{SOPInner|statement=It is time to stop seeing the vallorn as a dormant threat to be dealt with later. It is a danger that lies within our Empire&#039;s borders that holds countless bodies and souls. Most notably it keeps two exemplars, the founders of our nation, in torturous stasis. The grey pilgrims of Highguard and questing Knights of Dawn did not join our cause simply to walk the trods for another thousand years. They join us in the war to eradicate the ancient abomination and fulfil our Nations ambition to see the end of the vallorn for good. It is time to act with wisdom and forethought but act nonetheless.|vote=214-0|by=Siân Eternal, Navarr Assembly|when=385YE Spring Equinox|size=small}}&lt;br /&gt;
{{SOPInner|statement=While we Highborn are righteously committed to ensuring the Cold Sun is extinguished, we must not forget the other threats we still face and fight. While we focus on the Cold Sun on our doors and must prepare for Grendel on our shores, the vallorn remains the greatest spiritual threat to the Empire and is no dormant threat. We formed the grey pilgrims to aid Navarr to end this threat, not just keep it at bay for another 1,000 years for others to deal with. In accordance with Sian Eternals statement to Navarr, once the Cold Sun have been snuffed out, even as we keep an eye upon the Grendel, we return to ensuring the vallorn are eventually given a right permanent kicking in! When the time comes for just to act, whether sooner or later, we will act with certainty.|vote=332-0|by=Doctor Lysimachus, Highborn Assembly|when=385YE Spring Equinox|size=small}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Choices have consequences.jpg|caption=To walk, or to cease walking and begin to fight?|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Time To Shine==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr Assembly could use a mandate to commit the entire nation to the war against the vallorn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
There is predictable cynicism from some quarters that the politics of [[Anvil]] will not favour the Navarr. When the [[Jotun]] threatened the Navarr holdings in [[Liathaven]], it was not the time. The [[territory]] fell to the barbarians, the [[steading|steadings]] destroyed, the people slaughtered. When the vallorn in [[Brocéliande]] was vulnerable for the first time in a generation, it was not the time and a vital chance to weaken the vallorn was lost. The situation at the moment is difficult, nobody denies it - the Jotun are attacking in the West, the [[Druj]] have just invaded [[Therunin]] and the [[Grendel]] are not yet defeated in the South. There is a widespread belief that the powers that be will look to the [[Military Council]] and they will say... it is not the time. The Navarr will be told that it must make this sacrifice for the good of the Empire, as if they have not been sacrificing everything for the good of the Empire for the best part of four centuries.&lt;br /&gt;
&lt;br /&gt;
It is not enough to give in to cynicism says &#039;&#039;Maddoc of the Fleeting Star Striding&#039;&#039;, who claims that the Military Council could be persuaded to support attempts to join the hearts. If the vallorn in Liathaven exploded forth from its dark heart, it would pose an enormous problem for the Jotun who would be forced to divert armies to try and oppose any Westward expansion. Likewise, if the heart in the [[Sarangrave]] were triggered, it would spell disaster for the Druj - they would have to pull back some or all of their armies to contain it. Triggering the vallorn is guaranteed to radically alter the Empire&#039;s military position - but it&#039;s not guaranteed to make it &#039;&#039;worse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unable to settle these arguments, people look with optimism to their leaders at Anvil to settle this matter once and for all. Can it be done? The will among the Navarr is there - people are ready to sacrifice everything for this. To give up everything, to commit everything. But is now the right time? The people trust their leaders to make that decision.&lt;br /&gt;
&lt;br /&gt;
Once made that decision will be difficult to turn back. Beginning the final war against the vallorn would be transformative for the Navarr. Their stridings would no longer need to walk the [[trods]]... There would be no more need to weaken the vallorn one step at a time anymore. That would mean all those Navarr warriors would become available to take up the fight. It&#039;s impossible to predict the changes that will follow such a decision but nothing will be the same.&lt;br /&gt;
&lt;br /&gt;
The people of Navarr are looking to their leaders at Anvil for an answer; the priests of Navarr could use a [[mandate]] in the Assembly to seize this moment:&lt;br /&gt;
{{Mandate|mandate=We march to war! We send {named priest} with 200 liao to urge every Navarr to remember the oaths they swore. Let us eradicate the ancient abomination and fulfil our nation&#039;s ambition to see the end of the vallorn for good.|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is enacted, then most of the stridings will stop walking the trods and return home in preparation for the final battle to begin. There will be a huge swell of enthusiasm as people from across the nation embrace the coming fight. As a result, the number of [[Army|armies]] that the Navarr can [[Army#Maximum_numbers_of_Imperial_Forces|maintain]] will increase from three to six.&lt;br /&gt;
&lt;br /&gt;
Almost every Navarr will commit themselves fully to the coming war. The Navarr have always had a somewhat singular focus; this mandate will strengthen that resolve. In the seasons that follow, there will be far fewer opportunities like the recent proposal to build new [[The way home|wayhouses]]; instead every effort will be made to find [[opportunity|new opportunities]] to gain the upper hand in the struggle against the vallorn.&lt;br /&gt;
&lt;br /&gt;
At the first stage, the Navarr scouts will seek to identify opportunities to place the trods in [[Sarangrave#Béantal Dol|Béantal Dol]] in Sarangrave, and in Kabanja and Visokuma in [[Axos]]. Once [[The Dance of Navarr and Thorn]] is cast in these three territories, then the final war against the vallorn will begin. When that happens, there will be no going back. The castings will need to be timed right - to ensure the Druj and Axou can&#039;t simply take them down before the network of trods is complete - but nobody said this would be &#039;&#039;easy&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By enacting this mandate, the Assembly is confirming that it is the settled will of the leaders of the Navarr that the nation begin the war against the vallorn at the soonest available opportunity. It may not happen immediately, but the final countdown will have begun. Once that decision is made, the Navarr will expect their leaders to see it through, to be entirely committed to the imminent war against the vallorn. In return they will offer their own absolute commitment, seeking out ways to help the long dream of the Navarr to become a reality.&lt;br /&gt;
&lt;br /&gt;
==A Time To Stay==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr Assembly could use a mandate to tell the nation to stay their hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Not every Navarr is persuaded that now is the time to act. It is easy to urge people to have the [[Courage]] of their convictions, easy to be swept up by the siren call of history, easy to decry those who urge caution. &#039;&#039;&amp;quot;I always pause for thought before I act,&amp;quot;&#039;&#039; says &#039;&#039;Dai Summers&#039;&#039; rhetorically, &#039;&#039;&amp;quot;what do you do?&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What if now is &#039;&#039;not&#039;&#039; the right time? What if starting the final war with the vallorn now results in the destruction of the Empire? What if everyone dies and the Navarr have to begin the whole thing all over again. It has taken centuries to get to this point - why not wait a few more decades? Right now it seems like everything would hang in the balance - why not wait until things are in the Navarr&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
It will be hard for people to accept that now is not the time, but they trust the [[Wisdom]] of the Navarr at Anvil. Every thorn wants to be [[Isaella]] - everyone wants to be a hero. But sensible people must know that the most important thing is to &#039;&#039;win&#039;&#039;. The Navarr are looking to their leaders at Anvil for an answer. The priests of Navarr could use a mandate in the Assembly to seize this moment:&lt;br /&gt;
{{Mandate|mandate=Actions have consequences. We send {named priest} with 100 doses of liao to remind Navarr that first we must prepare for malice. We will not start this war until the outcome is certain.|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is enacted, then people will be disappointed but they will accept it. The knowledge of how to defeat the vallorn is not going away. The final battle might not happen for a generation - but people can use that time to prepare, to make ready, to ensure that when the moment comes their descendants can strike with the certainty that the path to victory has been prepared.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn has lasted a thousand years; there is no sign that it cannot endure for another thousand.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The mandate will &#039;&#039;still&#039;&#039; produce significant changes. Stridings will continue to walk the trods as they have done since the Navarr began, but where before the Navarr would risk much to seize any chance for an advantage over the vallorn, now they will go out of their way to avoid it. There is no point in risking lives on foolish ventures when it is settled that now is not the time. Better to husband their strength and prepare.&lt;br /&gt;
&lt;br /&gt;
In the seasons that follow, there will be far more opportunities like the recent proposal to build new [[The way home|wayhouses]] but at the cost of [[opportunity|new opportunities]] to deal with the vallorn. The ancient enemy will be left to slumber in its dark hearts - the Navarr will turn their focus to strengthening their nation and the Empire. In many ways it will be like a dry run for the future - a decade without ever having to worry about the vallorn will be a kind of preparation for when the day dawns that there is no vallorn.&lt;br /&gt;
&lt;br /&gt;
This means, the Navarr will stop actively attacking the vallorn and focus their efforts on finding ways to strengthen the nation in preparation for the future. The issue of going to war against the vallorn will be settled for a decade in the minds of the Navarr npcs in favour of preparation. There won&#039;t be any new [[opportunity|opportunities]] to push the line against the vallorn in the coming years, there will be opportunities to make Navarr  stronger instead. That won&#039;t change for a decade unless  players make a way to join all the vallorn hearts to the trod network,&lt;br /&gt;
&lt;br /&gt;
==Your Darkened Land==&lt;br /&gt;
* &#039;&#039;&#039;There will be a catastrophic loss of confidence in the leadership of the Navarr if neither mandate is passed before the end of the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Navarr are looking to their leaders to make the most momentous decision any Navarr has made since the fall of Terunael, since Navarr and Thorn swore the first oaths. They understand how difficult it will be to make this decision. None-the-less there is no-one else who can make this judgement. Only the leaders at Anvil know what the Senate could be persuaded of. Only they know what the Military Council can be persuaded of. Only they can know what [[the Throne]] really thinks. People are relying on their leaders to step up at this moment and make the decision one way or the other.&lt;br /&gt;
&lt;br /&gt;
The Navarr people will give their leaders time, but only a little. If the Navarr cannot make the decision in the next two seasons, if the National Assembly does not enact either mandate before the end of the Autumn Equinox. If they can&#039;t make up their mind whether to fight the vallorn or to wait a generation and use that time to prepare before winter comes, then there will be a catastrophic loss of confidence in the Navarr leadership. Every personal resource in the nation will suffer a two rank penalty to their production for the next year as a result.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Highborn council.jpg|caption=What does it mean that the vallorn is the greatest spiritual threat to the Empire?|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Time To Sing==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly could use a mandate to commit those dedicated to destroying the vallorn to the fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Highborn have been unequivocal on the matter of the vallorn - their assembly has repeatedly called it the greatest spiritual threat the Empire has ever faced. The grey pilgrims were founded to support the Navarr by taking up the burden of walking the trods. They gave up their comfortable lives in Highguard to commit themselves to a task that at the time seemed interminable. Now it seems that the timing was simply apposite - fated even.&lt;br /&gt;
&lt;br /&gt;
Like the Navarr, the Highborn Assembly could embrace the chance to begin the war against the vallorn. Like the Navarr this choice will have a profound impact on the nation. It is not just that there will be no more need to walk the trods; the start of the war with the vallorn will invite the Highborn to consider other changes too. Is now the time to be building the [[Blood will thicken|Grand Inspiration of the Way]] in [[Bastion]] when the survival of the very Empire may be at stake? It&#039;s difficult to predict what quandaries such a decision will raise, if the Highborn pass this mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=There is no sacrifice so great that we cannot meet it to defeat this terror. We send {named priest} with 200 liao to urge every Highborn to prepare for the coming battle. No price is too high to realise our dreams.|assembly=Highborn Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the grey pilgrims will stop walking the trods and return home in preparation for the final battle to begin. As a result, the number of armies that the Highborn can support will increase from three to four.&lt;br /&gt;
&lt;br /&gt;
The Highborn nation are committed to defeating the vallorn but they don&#039;t have the singular focus of the Navarr. Their nation was not literally founded to achieve this outcome. Even so, this mandate will strengthen the resolve that led to the creation of the grey pilgrims. In the seasons that follow, there will be fewer opportunities like the recent proposal to [[Drumbeat_of_war#The_Way_is_Clear|convert the Asaveans]]; instead every effort will be made to find [[opportunity|new opportunities]] to gain the upper hand in the struggle against the vallorn.&lt;br /&gt;
&lt;br /&gt;
By enacting this mandate, the Assembly is confirming that the virtuous thing to do is to be begin the war against the vallorn at the first opportunity to do so. Once that decision is made, it will be difficult to persuade Highguard to turn aside no matter what any other nation in the Empire says. The Way of Virtue makes few allowances for those who would cower from the path they have chosen when the storms blow. If the Highborn Assembly commits the nation to the war with the vallorn, if they declare that now is the moment to strike, then every Virtuous citizen in the nation will expect them to stick to the course. The decision will create many opportunities to bring the grand plan [[A_thousand_years_of_longing|outlined in the vallorn research]] to fruition.  Once that decision is made, the Highborn will expect their leaders to see it through, to be entirely committed to the imminent war against the vallorn. In return they will offer their own absolute commitment, seeking out ways to bring the greatest spiritual threat to the Empire to an end.&lt;br /&gt;
&lt;br /&gt;
The will of the virtuous cannot be denied.&lt;br /&gt;
&lt;br /&gt;
==A Time To Live==&lt;br /&gt;
* &#039;&#039;&#039;The assemblies of other nations could use a statement of principle to make their nation&#039;s position clear&#039;&#039;&#039;&lt;br /&gt;
Most Navarr agree that if this is to happen, it will not be done by the Navarr alone. Was it not for this reason that the Navarr gave their hearts and bodies and souls to the project of the Empire in the first place? Was it not for this that Myfanwy and those that followed her joined with the [[First Empress]] to spread the word of what would become the Imperial dream? The issue is pressing for the Highborn Assembly and demands an answer from the Navarr Assembly, but the other nations have yet to speak clearly. Perhaps there is time yet for Navarr guides and others to persuade their allies to rally to their cause.&lt;br /&gt;
&lt;br /&gt;
There are no mandates for the other assemblies, but any of the nation assemblies could use a [[statement of principle]] to respond to this dramatic moment. Statements that get a greater majority that urge clear, concrete action on the vallorn - one way or the other - are more than likely to lead to a mandate to commit the nation to a course of action.&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The mandates detailed here can be raised at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Unlike traditional mandates, those available to the Navarr and Highborn Assemblies listed here can be enacted at either the Summer Solstice or the Autumn Equinox. After that, the opportunities will be lost.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Navarr]] national assembly chose to [[386YE_Summer_Solstice_Synod_judgements#Judgement_6|commit the entire nation]] to the destruction of the [[vallorn]] in Summer 386YE. Most of the stridings have now stopped walking the trods and returned home in preparation for the final battle to begin, increasing the number of [[Army|armies]] that the Navarr can [[Army#Maximum_numbers_of_Imperial_Forces|maintain]] from three to six.&lt;br /&gt;
&lt;br /&gt;
The [[Highborn]] national assembly chose to [[386YE_Autumn_Equinox_Synod_judgements#Judgement_60|stop walking the trods]] and prepare to fight in Autumn 386YE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vallorn links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_final_countdown&amp;diff=143965</id>
		<title>The final countdown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_final_countdown&amp;diff=143965"/>
		<updated>2026-08-20T12:23:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;When Isaella slew the Mad Emperor, do you imagine she had no doubts? To take up arms against her friend? The man she had sworn a sacred oath to protect against all threats. Do you imagine that killing him was easy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We don&#039;t praise Isaella for her skill with arms. We praise her because in the face of all her doubts she had the Courage to act! That is what it means to be a hero! Isaella understood what her actions would mean. She &#039;&#039;knew&#039;&#039; that slaying the Emperor would unleash chaos. She &#039;&#039;knew&#039;&#039; that it would mean her death. And &#039;&#039;still&#039;&#039;, she did not hesitate. Faced with a thousand reasons to hesitate, to wait, to delay... she chose to ignore them all. She knew that inaction brings only shame and never victory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is easy for us. Here. Now. After the fact. Now when the Mad Emperor is gone and long buried. When his legacy is dust, his supporters vanquished. Now it seems like there was never any other choice. We understand now - as &#039;&#039;only&#039;&#039; Isaella understood then - that all those doubts, those fears, they were just spectres sent to harry her soul. They were never real!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And so it will seem to our children. To our descendants. We, who will surely die if we take this path, will seem to them as if we made the only possible choice. They will not know our doubts. They will not understand our fears. History will see right through them. All that will remain after we are gone are the legends we leave.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is what it &#039;&#039;means&#039;&#039; to be a hero. To see not with the eyes of now - but to see as Isaella saw - to see with the eyes of history. Only then can you see what needs to be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You! You at the back. Will you be Isaella?&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=In the woods.jpg|caption=The Navarr face a decision that will shape the future of their nation.|align=leftt|width=550}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=SoYPILf9WLk}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Winter Solstice, &#039;&#039;&#039;Aniera of Exiles End&#039;&#039;&#039; used the [[Navarr]] [[Assembly#The_National_Assemblies|Assembly]] to ask the Navarr people for their opinion following [[A_thousand_years_of_longing|the work published on the vallorn]] and how to destroy it. Further statements followed next season from both the Navarr and [[Highguard]] with an eloquent call to action. &#039;&#039;&amp;quot;The grey pilgrims of Highguard and questing knights of Dawn did not join our cause simply to walk the trods for another thousand years.&amp;quot;&#039;&#039; said &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039;, &#039;&#039;&amp;quot;It is time to act with wisdom and forethought but act nonetheless.&amp;quot;&#039;&#039; The Highborn &#039;&#039;&#039;Doctor Lysimachus&#039;&#039;&#039; appeared to concur with that view and reminded Highguard that the vallorn was the greatest spiritual threat to the Empire, a pointed call back to the decision by the Empire to found the [[Grey pilgrim|grey pilgrims]] for the express purpose of combating the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
There is widespread support for these views across the people of Navarr and Highguard, but the matter is not yet settled. There is a growing hope that after centuries, this could be the hour. Yet, there are voices in both lands that urge caution - it is very clear that the Empire &#039;&#039;can&#039;&#039; do this - that is not the same as saying they &#039;&#039;should&#039;&#039; do this.&lt;br /&gt;
&lt;br /&gt;
There is always a choice. &lt;br /&gt;
&lt;br /&gt;
Now Highguard and most especially the Navarr must make that choice. It is not an exaggeration to say that everything hinges on this. If the Empire chooses to begin the final war with the vallorn then nothing will ever be the same again. There can be no ducking this decision, it is too important, too momentous, too pressing. One way or another the Navarr and the Empire must decide. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap; 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=After 1000 years of work we have the answer to destroying the vallorn. The Navarr assembly now seeks the opinion of the Navarr people. Speak to your guides. We are listening. We shall publish our response next season.|vote=Greater Majority (404-18)|by=Aniera Exiles End, Navarr Assembly|when=385YE Winter Solstice}}&lt;br /&gt;
{{SOPInner|statement=It is time to stop seeing the vallorn as a dormant threat to be dealt with later. It is a danger that lies within our Empire&#039;s borders that holds countless bodies and souls. Most notably it keeps two exemplars, the founders of our nation, in torturous stasis. The grey pilgrims of Highguard and questing Knights of Dawn did not join our cause simply to walk the trods for another thousand years. They join us in the war to eradicate the ancient abomination and fulfil our Nations ambition to see the end of the vallorn for good. It is time to act with wisdom and forethought but act nonetheless.|vote=214-0|by=Siân Eternal, Navarr Assembly|when=385YE Spring Equinox|size=small}}&lt;br /&gt;
{{SOPInner|statement=While we Highborn are righteously committed to ensuring the Cold Sun is extinguished, we must not forget the other threats we still face and fight. While we focus on the Cold Sun on our doors and must prepare for Grendel on our shores, the vallorn remains the greatest spiritual threat to the Empire and is no dormant threat. We formed the grey pilgrims to aid Navarr to end this threat, not just keep it at bay for another 1,000 years for others to deal with. In accordance with Sian Eternals statement to Navarr, once the Cold Sun have been snuffed out, even as we keep an eye upon the Grendel, we return to ensuring the vallorn are eventually given a right permanent kicking in! When the time comes for just to act, whether sooner or later, we will act with certainty.|vote=332-0|by=Doctor Lysimachus, Highborn Assembly|when=385YE Spring Equinox|size=small}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Choices have consequences.jpg|caption=To walk, or to cease walking and begin to fight?|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Time To Shine==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr Assembly could use a mandate to commit the entire nation to the war against the vallorn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
There is predictable cynicism from some quarters that the politics of [[Anvil]] will not favour the Navarr. When the [[Jotun]] threatened the Navarr holdings in [[Liathaven]], it was not the time. The [[territory]] fell to the barbarians, the [[steading|steadings]] destroyed, the people slaughtered. When the vallorn in [[Brocéliande]] was vulnerable for the first time in a generation, it was not the time and a vital chance to weaken the vallorn was lost. The situation at the moment is difficult, nobody denies it - the Jotun are attacking in the West, the [[Druj]] have just invaded [[Therunin]] and the [[Grendel]] are not yet defeated in the South. There is a widespread belief that the powers that be will look to the [[Military Council]] and they will say... it is not the time. The Navarr will be told that it must make this sacrifice for the good of the Empire, as if they have not been sacrificing everything for the good of the Empire for the best part of four centuries.&lt;br /&gt;
&lt;br /&gt;
It is not enough to give in to cynicism says &#039;&#039;Maddoc of the Fleeting Star Striding&#039;&#039;, who claims that the Military Council could be persuaded to support attempts to join the hearts. If the vallorn in Liathaven exploded forth from its dark heart, it would pose an enormous problem for the Jotun who would be forced to divert armies to try and oppose any Westward expansion. Likewise, if the heart in the [[Sarangrave]] were triggered, it would spell disaster for the Druj - they would have to pull back some or all of their armies to contain it. Triggering the vallorn is guaranteed to radically alter the Empire&#039;s military position - but it&#039;s not guaranteed to make it &#039;&#039;worse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unable to settle these arguments, people look with optimism to their leaders at Anvil to settle this matter once and for all. Can it be done? The will among the Navarr is there - people are ready to sacrifice everything for this. To give up everything, to commit everything. But is now the right time? The people trust their leaders to make that decision.&lt;br /&gt;
&lt;br /&gt;
Once made that decision will be difficult to turn back. Beginning the final war against the vallorn would be transformative for the Navarr. Their stridings would no longer need to walk the [[trods]]... There would be no more need to weaken the vallorn one step at a time anymore. That would mean all those Navarr warriors would become available to take up the fight. It&#039;s impossible to predict the changes that will follow such a decision but nothing will be the same.&lt;br /&gt;
&lt;br /&gt;
The people of Navarr are looking to their leaders at Anvil for an answer; the priests of Navarr could use a [[mandate]] in the Assembly to seize this moment:&lt;br /&gt;
{{Mandate|mandate=We march to war! We send {named priest} with 200 liao to urge every Navarr to remember the oaths they swore. Let us eradicate the ancient abomination and fulfil our nation&#039;s ambition to see the end of the vallorn for good.|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is enacted, then most of the stridings will stop walking the trods and return home in preparation for the final battle to begin. There will be a huge swell of enthusiasm as people from across the nation embrace the coming fight. As a result, the number of [[Army|armies]] that the Navarr can [[Army#Maximum_numbers_of_Imperial_Forces|maintain]] will increase from three to six.&lt;br /&gt;
&lt;br /&gt;
Almost every Navarr will commit themselves fully to the coming war. The Navarr have always had a somewhat singular focus; this mandate will strengthen that resolve. In the seasons that follow, there will be far fewer opportunities like the recent proposal to build new [[The way home|wayhouses]]; instead every effort will be made to find [[opportunity|new opportunities]] to gain the upper hand in the struggle against the vallorn.&lt;br /&gt;
&lt;br /&gt;
At the first stage, the Navarr scouts will seek to identify opportunities to place the trods in [[Sarangrave#Béantal Dol|Béantal Dol]] in Sarangrave, and in Kabanja and Visokuma in [[Axos]]. Once [[The Dance of Navarr and Thorn]] is cast in these three territories, then the final war against the vallorn will begin. When that happens, there will be no going back. The castings will need to be timed right - to ensure the Druj and Axou can&#039;t simply take them down before the network of trods is complete - but nobody said this would be &#039;&#039;easy&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By enacting this mandate, the Assembly is confirming that it is the settled will of the leaders of the Navarr that the nation begin the war against the vallorn at the soonest available opportunity. It may not happen immediately, but the final countdown will have begun. Once that decision is made, the Navarr will expect their leaders to see it through, to be entirely committed to the imminent war against the vallorn. In return they will offer their own absolute commitment, seeking out ways to help the long dream of the Navarr to become a reality.&lt;br /&gt;
&lt;br /&gt;
==A Time To Stay==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr Assembly could use a mandate to tell the nation to stay their hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Not every Navarr is persuaded that now is the time to act. It is easy to urge people to have the [[Courage]] of their convictions, easy to be swept up by the siren call of history, easy to decry those who urge caution. &#039;&#039;&amp;quot;I always pause for thought before I act,&amp;quot;&#039;&#039; says &#039;&#039;Dai Summers&#039;&#039; rhetorically, &#039;&#039;&amp;quot;what do you do?&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What if now is &#039;&#039;not&#039;&#039; the right time? What if starting the final war with the vallorn now results in the destruction of the Empire? What if everyone dies and the Navarr have to begin the whole thing all over again. It has taken centuries to get to this point - why not wait a few more decades? Right now it seems like everything would hang in the balance - why not wait until things are in the Navarr&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
It will be hard for people to accept that now is not the time, but they trust the [[Wisdom]] of the Navarr at Anvil. Every thorn wants to be [[Isaella]] - everyone wants to be a hero. But sensible people must know that the most important thing is to &#039;&#039;win&#039;&#039;. The Navarr are looking to their leaders at Anvil for an answer. The priests of Navarr could use a mandate in the Assembly to seize this moment:&lt;br /&gt;
{{Mandate|mandate=Actions have consequences. We send {named priest} with 100 doses of liao to remind Navarr that first we must prepare for malice. We will not start this war until the outcome is certain.|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is enacted, then people will be disappointed but they will accept it. The knowledge of how to defeat the vallorn is not going away. The final battle might not happen for a generation - but people can use that time to prepare, to make ready, to ensure that when the moment comes their descendants can strike with the certainty that the path to victory has been prepared.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn has lasted a thousand years; there is no sign that it cannot endure for another thousand.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The mandate will &#039;&#039;still&#039;&#039; produce significant changes. Stridings will continue to walk the trods as they have done since the Navarr began, but where before the Navarr would risk much to seize any chance for an advantage over the vallorn, now they will go out of their way to avoid it. There is no point in risking lives on foolish ventures when it is settled that now is not the time. Better to husband their strength and prepare.&lt;br /&gt;
&lt;br /&gt;
In the seasons that follow, there will be far more opportunities like the recent proposal to build new [[The way home|wayhouses]] but at the cost of [[opportunity|new opportunities]] to deal with the vallorn. The ancient enemy will be left to slumber in its dark hearts - the Navarr will turn their focus to strengthening their nation and the Empire. In many ways it will be like a dry run for the future - a decade without ever having to worry about the vallorn will be a kind of preparation for when the day dawns that there is no vallorn.&lt;br /&gt;
&lt;br /&gt;
This means, the Navarr will stop actively attacking the vallorn and focus their efforts on finding ways to strengthen the nation in preparation for the future. The issue of going to war against the vallorn will be settled for a decade in the minds of the Navarr npcs in favour of preparation. There won&#039;t be any new [[opportunity|opportunities]] to push the line against the vallorn in the coming years, there will be opportunities to make Navarr  stronger instead. That won&#039;t change for a decade unless  players make a way to join all the vallorn hearts to the trod network,&lt;br /&gt;
&lt;br /&gt;
==Your Darkened Land==&lt;br /&gt;
* &#039;&#039;&#039;There will be a catastrophic loss of confidence in the leadership of the Navarr if neither mandate is passed before the end of the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of the Navarr are looking to their leaders to make the most momentous decision any Navarr has made since the fall of Terunael, since Navarr and Thorn swore the first oaths. They understand how difficult it will be to make this decision. None-the-less there is no-one else who can make this judgement. Only the leaders at Anvil know what the Senate could be persuaded of. Only they know what the Military Council can be persuaded of. Only they can know what [[the Throne]] really thinks. People are relying on their leaders to step up at this moment and make the decision one way or the other.&lt;br /&gt;
&lt;br /&gt;
The Navarr people will give their leaders time, but only a little. If the Navarr cannot make the decision in the next two seasons, if the National Assembly does not enact either mandate before the end of the Autumn Equinox. If they can&#039;t make up their mind whether to fight the vallorn or to wait a generation and use that time to prepare before winter comes, then there will be a catastrophic loss of confidence in the Navarr leadership. Every personal resource in the nation will suffer a two rank penalty to their production for the next year as a result.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Highborn council.jpg|caption=What does it mean that the vallorn is the greatest spiritual threat to the Empire?|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Time To Sing==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly could use a mandate to commit those dedicated to destroying the vallorn to the fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This mandate could be enacted at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Highborn have been unequivocal on the matter of the vallorn - their assembly has repeatedly called it the greatest spiritual threat the Empire has ever faced. The grey pilgrims were founded to support the Navarr by taking up the burden of walking the trods. They gave up their comfortable lives in Highguard to commit themselves to a task that at the time seemed interminable. Now it seems that the timing was simply apposite - fated even.&lt;br /&gt;
&lt;br /&gt;
Like the Navarr, the Highborn Assembly could embrace the chance to begin the war against the vallorn. Like the Navarr this choice will have a profound impact on the nation. It is not just that there will be no more need to walk the trods; the start of the war with the vallorn will invite the Highborn to consider other changes too. Is now the time to be building the [[Blood will thicken|Grand Inspiration of the Way]] in [[Bastion]] when the survival of the very Empire may be at stake? It&#039;s difficult to predict what quandaries such a decision will raise, if the Highborn pass this mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=There is no sacrifice so great that we cannot meet it to defeat this terror. We send {named priest} with 200 liao to urge every Highborn to prepare for the coming battle. No price is too high to realise our dreams.|assembly=Highborn Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the grey pilgrims will stop walking the trods and return home in preparation for the final battle to begin. As a result, the number of armies that the Highborn can support will increase from three to four.&lt;br /&gt;
&lt;br /&gt;
The Highborn nation are committed to defeating the vallorn but they don&#039;t have the singular focus of the Navarr. Their nation was not literally founded to achieve this outcome. Even so, this mandate will strengthen the resolve that led to the creation of the grey pilgrims. In the seasons that follow, there will be fewer opportunities like the recent proposal to [[Drumbeat_of_war#The_Way_is_Clear|convert the Asaveans]]; instead every effort will be made to find [[opportunity|new opportunities]] to gain the upper hand in the struggle against the vallorn.&lt;br /&gt;
&lt;br /&gt;
By enacting this mandate, the Assembly is confirming that the virtuous thing to do is to be begin the war against the vallorn at the first opportunity to do so. Once that decision is made, it will be difficult to persuade Highguard to turn aside no matter what any other nation in the Empire says. The Way of Virtue makes few allowances for those who would cower from the path they have chosen when the storms blow. If the Highborn Assembly commits the nation to the war with the vallorn, if they declare that now is the moment to strike, then every Virtuous citizen in the nation will expect them to stick to the course. The decision will create many opportunities to bring the grand plan [[A_thousand_years_of_longing|outlined in the vallorn research]] to fruition.  Once that decision is made, the Highborn will expect their leaders to see it through, to be entirely committed to the imminent war against the vallorn. In return they will offer their own absolute commitment, seeking out ways to bring the greatest spiritual threat to the Empire to an end.&lt;br /&gt;
&lt;br /&gt;
The will of the virtuous cannot be denied.&lt;br /&gt;
&lt;br /&gt;
==A Time To Live==&lt;br /&gt;
* &#039;&#039;&#039;The assemblies of other nations could use a statement of principle to make their nation&#039;s position clear&#039;&#039;&#039;&lt;br /&gt;
Most Navarr agree that if this is to happen, it will not be done by the Navarr alone. Was it not for this reason that the Navarr gave their hearts and bodies and souls to the project of the Empire in the first place? Was it not for this that Myfanwy and those that followed her joined with the [[First Empress]] to spread the word of what would become the Imperial dream? The issue is pressing for the Highborn Assembly and demands an answer from the Navarr Assembly, but the other nations have yet to speak clearly. Perhaps there is time yet for Navarr guides and others to persuade their allies to rally to their cause.&lt;br /&gt;
&lt;br /&gt;
There are no mandates for the other assemblies, but any of the nation assemblies could use a [[statement of principle]] to respond to this dramatic moment. Statements that get a greater majority that urge clear, concrete action on the vallorn - one way or the other - are more than likely to lead to a mandate to commit the nation to a course of action.&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The mandates detailed here can be raised at the Summer Solstice or the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Unlike traditional mandates, those available to the Navarr and Highborn Assemblies listed here can be enacted at either the Summer Solstice or the Autumn Equinox. After that, the opportunities will be lost.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Navarr]] national assembly chose to [[386YE_Summer_Solstice_Synod_judgements#Judgement_6|commit the entire nation]] to the destruction of the [[vallorn]] in Summer 386YE. The [[Highborn]] national assembly chose to [[386YE_Autumn_Equinox_Synod_judgements#Judgement_60|stop walking the trods]] and prepare to fight in Autumn 386YE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vallorn links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_thousand_years_of_longing&amp;diff=143964</id>
		<title>A thousand years of longing</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_thousand_years_of_longing&amp;diff=143964"/>
		<updated>2026-08-20T12:22:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The End of the World of the End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Winter]][[Category:Recent History]][[Category:History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Damoren Nearwander sipped gingerly at their drink. The room was abuzz with anticipation, electric with excitement. Even the Otkodov contingent - four severe older orcs in midnight blue robes engaged in a deep conversation with a pair of magisters - seemed to have caught it. The other Navarr were everywhere, smiling, chatting, laughing. For the last half hour Damoren had been watching with detached interest as an affable naga cleverly steered visitors around the room, introducing them to strangers and then slipping away to do it all over again with another guest and another academic. It was heartening to see the Great Dance being practiced so beautifully. &lt;br /&gt;
&lt;br /&gt;
For their part, Damoren was finding it tricky to achieve the level of enthusiasm shared by their colleagues and couldn&#039;t work out why. They felt outside it all, as if they were watching a terrible disaster unfold. Putting their empty mug down, they drifted across to Ibenus and Hounacier. They were stood in a little zone of stillness, examining what everyone had started - jokingly at first - calling the &amp;quot;war table&amp;quot;. A map of the Empire, the Mallum, and Axos, scrawled across a dozen sheets of parchment, with strands of coloured thread marking the health of the trods - green for healthy, red for severed, blue for future-theoretical. They shifted slightly to let Damoren slip between them and the three stood shoulder-to shoulder looking down at the table.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s pretty inevitable I think,&amp;quot; said Ibenus quietly, his voice barely audible over the excited buzz of conversation. He was continuing a thought from earlier, as was his wont, assuming everyone else would remember and join the two sentences together.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The trods you mean?&amp;quot; Hounacier Riverstep seemed sceptical. &amp;quot;I suppose so, but we won&#039;t live to see it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Our &#039;&#039;great-grandchildren&#039;&#039; won&#039;t live to see it.&amp;quot; said Damoren sadly. &amp;quot;And I don&#039;t think it&#039;s anywhere near as inevitable as you seem to believe. The trods are powerful but they&#039;re fragile.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like empires!&amp;quot; Ibenus meant as a joke but fell flat between the three Navarr scholars.&lt;br /&gt;
&lt;br /&gt;
They continued to stare at the map as the celebration ebbed and flowed around them. The naga woman from earlier was introducing one of the heralds of Phaleron to a League librarian and a severe looking vate who was in the middle of a long but apparently funny story about someone who ordered their books by the colour of the spine. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can you imagine,&amp;quot; said Hounacier with a grim chuckle, &amp;quot;What the Senate is going to say? Never mind what the &#039;&#039;military council&#039;&#039; is going to say?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As usual Ibenus treated the rhetorical question as if it was seriously meant, and considered it thoughtfully for several moments.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They will almost certainly say that &#039;&#039;the time is not right; maybe later once we have dealt with the Druj and the Grendel&#039;&#039;. I think. Based on previous events.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Damoren was only half listening; their attention had been caught by the &#039;&#039;Bowl of Phaleron&#039;&#039; across the great map from their little trio. The cauldron was older than the Empire. The ancient table had been used by generations of scholars and magicians when Terunael still ruled these lands. They gently traced one of the curling designs along the edge of the carefully varnished weirwood. For a moment he fancied they could feel every second of the years that had passed since the table was built.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It could end within our lifetimes.&amp;quot; Damoren spoke quietly, haltingly. &amp;quot;Our great-grandchildren would know it only as a story. One day an end? What if that day was &#039;&#039;this&#039;&#039; day? Against that... who could stand against the promise of &#039;&#039;that&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They could finally feel it, the frisson in the room. That powerful energy begin to well up in them, that electricity that had been so lacking, that excitement for the road ahead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After a thousand years of walking, after so many generations of death and pain and shame, after everything that has been sacrificed, &#039;&#039;we&#039;&#039; could be the people who finally destroy the vallorn...&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=On the Vallorn.jpg|caption=The Great Library at Hacynian has collected together documents from all over the Empire and beyond, all to bring a resolution to the thousand-year-oaths of the Navarr.|align=left|width=450}}&amp;lt;/div&amp;gt; {{audio|link=https://www.youtube.com/watch?v=qOk62BHUBcE}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A year ago, the [[Navarr]] took the fateful decision to expand the [[Great Library of Hacynian]], so that it would be vast enough to hold the treasure trove of documents and records about the vallorn scattered through every [[striding]] and [[steading]] in the Empire, as well as contributions from allies familiar and unexpected. The hope was that if the Empire compiled everything they knew on the subject, bringing it all together at last, then perhaps the answer to the vallorn might emerge. A way, at least to destroy the ancient evil and end a thousand years of longing.&lt;br /&gt;
&lt;br /&gt;
In the end, many of the scholars are surprised how little genuinely new information is revealed by this great process. The seminal text, &amp;quot;On the Nature of the Vallorn&amp;quot; by Siân Eternal has already accomplished the bulk of this work, compiling almost everything that was known about the history of Terunael and the vallorn into one authoritative text. A lot of time was spent validating and confirming everything that was published, and adding what new information that was found into that picture. What the research has achieved is to clearly highlight the answers that existed in the Siân&#039;s text and to show that the Navarr possess everything there is to know on this subject.&lt;br /&gt;
&lt;br /&gt;
Of course there will always be the temptation to seek further information, but the scholars who have spent a year studying this for the Navarr are certain that this report represents everything of substance that there is to know about what happened and what can be done about it. &#039;&#039;Wisdom knows all knowledge is incomplete&#039;&#039; but &#039;&#039;the Virtuous apply what they have learned.&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Nathair9261.jpg||caption=Nathair Autumngale|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Terunael Lorekeeper.jpg|align=right|caption=Siân Eternal|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|align=right|caption=Neb|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=VallornAdvisor.jpg|align=left|caption=Merel Pathfinder (centre)|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Gathering of Scholars==&lt;br /&gt;
* &#039;&#039;&#039;Thanks to a lot of hard work from various quarters, the research at the Great Library of Hacynian has been completed years ahead of schedule&#039;&#039;&#039;&lt;br /&gt;
The collection at the Great Library of Hacynian is as close to complete as it can be. More lore will be added in years to come, certainly, but right now it seems that a copy of everything ever written about the vallorn, a record of every story and song, is gathered together under its roof. Scholars from [[the League]] and [[Highguard]]. Even the [[Things_that_burn#The_Still_Walkers|threat of Cold Sun]] in Hercynia did nothing to slow their work.&lt;br /&gt;
&lt;br /&gt;
Particular note is made of the four [[Advisor on the Vallorn|Advisors on the Vallorn]] who helped build towards this monumental stage. &#039;&#039;&#039;Merel Pathfinder&#039;&#039;&#039; who laid the foundations; &#039;&#039;&#039;Neb&#039;&#039;&#039; who built on them and helped establish the tradition of sharing what was learned with others; &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039; who recovered the Library at Hacynian, and whose book arguably began the task of gathering knowledge in one place that culminated in this grand project; and &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; who helped bring matters to their current state with the expansion of the library and the unprecedented push into Brocéliande.&lt;br /&gt;
&lt;br /&gt;
None of that praise is intended to diminish the role played by generations of Navarri and other Imperial citizens in gathering this information, protecting it, preserving it, adding to it over the centuries with their own encounters with the vallorn and its spawn. If the researchers gathered at the Great Library of Hacynian have seen further, it is because they have climbed the trees watered by so much blood, sweat, and sacrifice.&lt;br /&gt;
&lt;br /&gt;
Of particular aid are the [[The_bones_of_what_you_believe#The_Scholars_of_the_League|scholars of the League]] who contributed stores of documents gathered from the universities of four cities, along with their own keen minds, and their understanding of organising and operating a large centre of learning. The [[The_bones_of_what_you_believe#The_Pilgrims_of_Highguard|pilgrims of Highguard]] brought books and scrolls from repositories of learning across their nation, including priceless first-person accounts of the vallorn recorded in journals stretching back to the years following landfall, and helped scour the Empire for more sources of knowledge. The [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] - overstretched as usual - offered as much aid as it [[A_long_December#A_Long_Year|could afford]], delivering centuries of collected documents to the library.&lt;br /&gt;
&lt;br /&gt;
In addition to the books gathered from mundane sources, the eternal [[Phaleron]] - who serves as a patron of the Great Library - offered access to [[Hierarchs_of_sea_and_sky#The_Bowl_of_Phaleron|copies of every book]] in its collection relating to the vallorn. The price was steep, but gladly paid. The day after the Autumn Equinox, an entire wing&#039;s worth of books were added to the library. Many were copies of texts already in place, but there were also a few priceless, unique tomes that could be found nowhere else in the Empire. Heralds of the Celestial Library remained behind to ensure the books were properly shelved, and their aid in reorganising parts of the archive for optimal use was a marvel of library science.&lt;br /&gt;
&lt;br /&gt;
To all this was added papers seized from the [[One_last_song#Rage_and_Ruin|Heirs of Terunael stronghold]] deep in Brocéliande. These give a very different view of the vallorn to that traditionally taken by scholars who have not cracked their minds by seeking communion with the vallorn. For all their blatant madness, the Heirs of Terunael have been closer to the vallornhearts than any civilised Navarr have managed in centuries and their insight provides a fascinating alternative understanding unencumbered by centuries of precedence and preconception.&lt;br /&gt;
&lt;br /&gt;
Then, following the Autumn equinox, a contingent of [[orc]] warlocks from [[Otkodov]] joined the faculty at the Great Library as guests of the [[Advisor on the Vallorn]], bringing with them scrolls containing information never before seen by human eyes winnowed from the archives of the [[Thule]], supported by the peculiar insight of the Dragons and their rarefied understanding of arcane arts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a massive undertaking, and now it&#039;s complete. A way to destroy the vallorn has been found.&lt;br /&gt;
&lt;br /&gt;
==What Was==&lt;br /&gt;
The oldest records stored at the Great Library describe Terunael before the coming of the vallorn, helping to explain why they did what they did and what went wrong.&lt;br /&gt;
&lt;br /&gt;
===Creation and Destruction===&lt;br /&gt;
The original vallorn ritual performed by the Terunael was designed to create a great reservoir of [[Spring magic]], a deep well that would hold power from the Spring realm and be constantly refilled from it. The Terunael had experience with such magics, having used them successfully to warm the city of Emrys in present-day Sküld. Their cities were facing attacks on all fronts from hostile powers, for the most part orcs. They believed they were steadily losing the war against their enemies and the ritual was their only chance to turn the tide and ensure their survival. They planned to channel Spring magic from the wells into their armies, providing a near limitless source of strength and healing. Those who have fought the [[Vallornspawn_husk|vallornspawn]] can testify to the supernatural vitality of its creation. It is fascinating to imagine what an [[Army]] might achieve if granted that kind of power.&lt;br /&gt;
&lt;br /&gt;
The Terunael magicians had poor relations with the [[eternal|eternals]] of the Spring realm, so rather than bargain with them, they sought to fill their reservoirs with power drawn directly from the Primal Forest itself, rather than any intermediary. Although the Terunael possessed a lot of mana crystals, they had nothing like the sophistication and complexity of [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. They appear to have had few or no effective ways for magicians from different cities to cooperate, nor anything like the [[Regio#The_Imperial_Regio|Imperial regio]]. That limited the remit of their magic: the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] enabled each city to perform magic on the city and the lands around it, but not across their empire as a whole. Thus each city performed their own version of the ritual.&lt;br /&gt;
&lt;br /&gt;
To make the ritual possible they made extensive use of [[Balms_of_the_Fountainhead|Talonvine Infusion]] to boost their ritual abilities, using ilium taken from the Urizen. There have been several suggestions over the years that the rituals were made permanent with ilium, as an explanation for why the vallorn has persisted for a millennium, but that &#039;&#039;can&#039;t&#039;&#039; be true, because of the unfeasible amounts of ilium involved. It is more likely that this longevity of the magic is caused by the presence of the plants and animals in the area - in effect the vallorn&#039;s presence in an area is powerful enough that it alters the landscape in such a way that it anchors the magic in place. This would explain why it is possible to remove the vallorn energies from an area by destroying the infested creatures. In effect, the vallorn is like some great Spring regio, spreading over the forests of the Empire.&lt;br /&gt;
&lt;br /&gt;
Even that was not sufficient for them to cast such high magnitude rituals. To attain the power they needed required powerful coven stones that would boost the Spring magic of everyone linked to them. They obtained these stones, these &amp;quot;fulcrums of power&amp;quot; from [[Feni]] living in what is today [[the Marches]] - or more precisely from a &amp;quot;god&amp;quot; of the Feni, whom the Terunael had captured and enslaved. They refer to this creature as &amp;quot;a silent sound of fearful melancholia&amp;quot;, which could be an exotic Feni name for an eternal or herald of some kind. There were arguments over whether to use the ritual stones it created or not; there was some suggestion that the &amp;quot;god&amp;quot; may have deliberately corrupted the stones in some way as an act of revenge.&lt;br /&gt;
&lt;br /&gt;
Spring magic is inherently difficult to control, but the rituals themselves were successful. The disaster appears to have begun when they attempted to use a subsequent ritual, possibly the Dance of Navarr and Thorn or a ritual very like it, to connect the wells together. Their aim was to channel the magical Spring energies into their armies, giving them enormous vitality and energy wherever they fought. At the point where the hearts were linked and the Terunael armies began to draw on their power, the vallorn awoke. The Spring realm violently breached the walls of the wells they had created, spilling out to invest living things in the area. When they realised what had gone wrong, the magicians destroyed the links joining the hearts together, but by then it was too late. The cities did not fall immediately; they tried to fight off the encroaching plants, monstrous insects, and savage beasts, but all efforts to defend them were hopeless and they were systematically overwhelmed. The Terunael were forced to abandon their cities; only those who fled survived, the rest were consumed by the madness and horror that became the vallorn.&lt;br /&gt;
&lt;br /&gt;
It is likely that the hubris of the Terunael played a major part in their fall. Their magicians appear to have ignored the crucial [[Spring magic#Resonance|resonances]] of [[Spring magic]] that can be overwhelming with very powerful magic. They assumed they could overcome the tendency of Spring magic to [[Spring magic#Chaos|change and evolve]], to [[Spring magic#Ruin|destroy]], to [[Spring magic#Savagery|run riot]]. The great rituals that they cast did only what the Terunael had foreseen, but they assumed they could then link up the hearts without amplifying the resonances of Spring magic. That was the crucial failure that caused the Spring magic ran amok. &lt;br /&gt;
&lt;br /&gt;
===After The Fall===&lt;br /&gt;
The Terunael armies made several forlorn attempts to reclaim their cities from the vallorn, which only reinforced the hopelessness of their position. Caught between the destruction of their cities, the explosion of hostile life that spilled out of the wells of Spring magic, and the attacking [[orc|orcs]], their forces collapsed as quickly as their civilisation.&lt;br /&gt;
&lt;br /&gt;
[[Navarr_history|Navarr and Thorn]] rose to prominence among those who endured the aftermath of the fall. They led some of the larger attacks on the vallorn hearts in Brocéliande and Béantal Dol, which were thrown back at great cost. After several heroic failures, the remaining Terunael were forced to accept that they would never defeat the forces of the vallorn while they could draw on the revitalising power of the Spring realm that suffused the areas the vallorn dominated.&lt;br /&gt;
&lt;br /&gt;
Thus, they turned to a magical solution, inventing the ritual known today as [[the Dance of Navarr and Thorn]]. The ritual taps into the wells of power, drawing some of that energy away and weakening the vallorn in the process - an essential precursor to any attempt to retake an area by force. Whether this ritual was the same ritual the Terunael originally used to link the vallorn, or just similar, is now impossible to tell; clearly the name of the ritual was changed if it was the same or similar.&lt;br /&gt;
&lt;br /&gt;
For the best part of two decades or more, Navarr and Thorn led efforts to defeat the vallorn by building up their forces to the point where they could create and sustain substantial trod networks. However they eventually realised that the approach had an essential flaw. The nature of the vallorn is such that it heals any harm it experiences impossibly quickly. The ritual that had been created was a way to wound the vallorn, to make it bleed. It would work, but once the wound became deep enough to become significant, then the Spring magic that sustains the vallorn would cause the wound to scab over and heal, stemming the flow of magic.&lt;br /&gt;
&lt;br /&gt;
To overcome this flaw, Navarr, Thorn, and their allies led a desperate expedition right into the heart of the vallorn. They planned to &#039;&#039;create&#039;&#039; a weakness in the vallorn, in the heart of the first and most potent vallorn, the vallorn of Terunael itself. They, and those who went with them never returned from this expedition, but the stories of those who made it through to the heart of the vallorn during the [[One_last_song#The_Heart_that_Aches|adventure in Brocéliande]] last year have been carefully analysed and assessed. It seems that in some fashion Navarr and Thorn may still be &amp;quot;alive&amp;quot; in the heart of the vallorn there. Like a spigot rammed into a [[Hercynia|Hercynian]] maple tree to allow syrup to flow, their sacrifice prevents the vallorn from healing, allowing the trods to continuously bleed its power.&lt;br /&gt;
&lt;br /&gt;
One thing is &#039;&#039;certain&#039;&#039;: they can only still be alive due to the power of the vallorn that is flowing through them. When the vallorn is destroyed, they will die. After so long, there is no way they will be able to survive without it. There is some awed speculation about what it must be like for them, alive for a thousand years at the heart of horror. There is a great deal of discussion about whether there might be any way to save them - but it seems absolutely clear that the act of saving them will kill them. Navarr and Thorn made their choice centuries ago; all that can be done to honour that sacrifice now is to find a way to give them their final rest by defeating the vallorn.&lt;br /&gt;
&lt;br /&gt;
Their sacrifice created a way for the descendants of the Terunael to weaken the vallorn. By employing [[the Dance of Navarr and Thorn]] they could create the trods, the network of paths that spiral away from the ruined cities. By walking the trods they reinforced them and in drawing on the Spring energy to speed their travel, they slowly but surely sapped the life of the vallorn. Simply creating trods is not sufficient; they must be constantly powered and strengthened by the peregrinations of Navarr stridings.&lt;br /&gt;
&lt;br /&gt;
==What Is==&lt;br /&gt;
As well as the ancient history of the creation of the vallorn, the Great Library at Hacynian has compiled everything that has been discovered since the fall of Terunael and everything that is known now about the vallorn.&lt;br /&gt;
&lt;br /&gt;
===The Longest Trod===&lt;br /&gt;
It has been a thousand years or so since the vallorn was created and the first trods walked. In that time the vallorn has been beaten back, slowly but surely. Every step has been painful, but the Dance of Navarr and Thorn and the dedication of the Navarri has slowly achieved the impossible. Drawing off the Spring energy stored in the ruined cities steadily weakens the vallorn until eventually it becomes possible to reclaim an area from the enemy.&lt;br /&gt;
&lt;br /&gt;
However, a monstrous enemy like the vallorn does not simply go quietly into the night. While there is no evidence that it is sapient, there is no doubt at all that it is sensate. Somehow it can perceive what is happening around it - when it is attacked it draws spawn to defend itself like bees round a hive. It senses when it is becoming weak enough to be vulnerable. When that happens, the vallorn changes: it becomes animated, lashing out violently, spasmodically, swarms of spawn emerging from the deep woods to attack the land about. It also becomes more intelligent, or at the least it seems like the spawn it creates possess more cunning and wits the more threatened the vallorn feels.&lt;br /&gt;
&lt;br /&gt;
When roused in this way the vallorn fights against destruction with the frenzy of a trapped beast. The Empire saw something of this during the fight to [[382YE_Spring_Equinox_winds_of_war#Immolation_(Liathaven)|clear the vallorn]] from West Ranging. They also saw the potential benefit of doing so, in the way the attempt by the Heirs of Terunael to rouse the vallorn of Brocéliande also left part of it vulnerable. Records of the cleansing of [[Miaren]] support this; when the heart was exposed the vallorn struck outwards. It flailed and fought, and it took a great many Imperial soldiers to hold it back, to absorb its fury and cut the heart out of the territory. Once it was gone, there were still decades of work tearing up the last vestiges of the transformed and Spring-infused plants and animals left before the territory was anything like it is today. It&#039;s no coincidence that Miaren is so lightly forested - or that regions where the vallorn have been removed have significantly fewer trees in them than might be expected.&lt;br /&gt;
&lt;br /&gt;
This is both a blessing and a curse. As the vallorn strikes out blindly trying to cut the tethers that weaken it, it becomes much more vulnerable. It is dangerous to attack the vallorn at any time, but it is certain death to do so in its stronghold where it can draw on the healing power of the Spring realm directly. But once it emerges from that cocoon, it becomes a terrible but fundamentally mortal threat. If it can be overcome on the field of battle, then it can be defeated, as any normal enemy might be. If &#039;&#039;that&#039;&#039; happens then the vallorn pulls back, contracting in on itself, retreating to a smaller area to conserve its remaining energies. However if the vallorn wins, then it will try to spread its pernicious influence over the land, breaking the trods as it does so.&lt;br /&gt;
&lt;br /&gt;
Dying back in this way makes the vallorn harder to defeat in future. As long as the original rituals endure, the heart of each vallorn is continuously refreshed with revitalising energy drawn from the &#039;&#039;Primal Forest&#039;&#039;. The magic is concentrated into an ever smaller area, as are the spawn it creates and sustains. Each time the vallorn gives ground it becomes harder to bleed it further. The only way to counter this effect is for more people to walk the trods and for the Navarr to spread them further and further. The longer the journeys the stridings undertake before they return to the heart, the greater the effect they have.&lt;br /&gt;
&lt;br /&gt;
===All That Remains===&lt;br /&gt;
A thousand years of toil have brought the Navarr to where they stand now. There is only one vallorn region left in Liathaven; one in Hercynia; and two in Therunin. Brocéliande is the real threat with five vallorn regions. Sküld is constrained and weakened; Sarangrave is contained, but there is no real glimpse of how powerful it might be. Visokuma is an immense, ancient vallorn that has never been weakened and today is even larger than Brocéliande... but as one Highborn academic calmly points out, it is a very long way away in [[Axos]].&lt;br /&gt;
&lt;br /&gt;
The trods are doing their work, but the process is getting slower as the vallorn get smaller, not faster. The heart of each vallorn is like an open wound in Creation, allowing immeasurable amounts of Spring magic to pour into the world. Outside of Miaren those conduits have never closed, not in a thousand years. The magic sustains the vallorn hearts in a state of practical immortality. It can be slowly drawn away by the trods, and when enough of it is spread out and dissipated, the vallorn rouses itself and strikes back, making it possible root it out of a region. But as previously mentioned, as the vallorn gets smaller, it gets more dangerous. The same amount of Spring magic is focused in a smaller area, making it that much harder to destroy. In a thousand years the Navarr have defeated only one vallorn heart, and seven more remain.&lt;br /&gt;
&lt;br /&gt;
It has seemed in recent times as if the process is speeding up - with both [[Liathaven#West Ranging|West Ranging]] and [[Brocéliande#Dark Ranging|Dark Ranging]] becoming vulnerable in the same decade - but this is a result of the increased reach of the trods and the dramatic increase in the number of people travelling them. Before that, it had been decades since any part of the vallorn became vulnerable. The [[Highguard|Highborn]] paid a dramatic price to encourage their [[Grey pilgrim|grey pilgrims]] to follow the Navarr onto the trods, but there doesn&#039;t seem to be the will in other nations for such a sacrifice. There is also a limit to how effective the trods can be - it would help if they were extended to new territories - but even that can only achieve so much.&lt;br /&gt;
&lt;br /&gt;
Disruptions to the trod network make the problem worse. Whenever a vallorn is cut off from the trods, it &#039;&#039;rapidly&#039;&#039; recovers its depleted strength. The invigoration of the Spring magic that constantly flows into it undoes in each season the work of years of trod walking. This has significant implications for Liathaven and Hercynia in particular, whose trods have been recently disrupted.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to apply any mathematics to the vallorn - it is a thing of chaos after all - but the magicians who have studied the problem estimate that at the current rate it will take at least fifty years before another vallorn heart - likely Hercynia - becomes vulnerable. There would likely be opportunities to reclaim a region or two from the vallorn before then, but even that won&#039;t happen for a decade now. A further century or so beyond Hercynia, Liathaven might be reclaimed. Beyond that the projections become pure speculation, but the gloomiest predictions suggest that the vallorn might outlast the Empire.&lt;br /&gt;
&lt;br /&gt;
The overwhelming evidence is that the vallorn can only be torn out by the roots. It can be weakened and contained, made quiescent, but paradoxically that could actually make the situation worse in the long term because it allows the vallorn to &amp;quot;bank&amp;quot; more of its energy. The [[Wither the Seed]] ritual is doing its job, but once it runs its course, Liathaven, Brocéliande, and Sküld will return to full force almost immediately.&lt;br /&gt;
&lt;br /&gt;
==What Could Be==&lt;br /&gt;
The results of the work by the Hacynian scholars have identified three possible ways this might end, all unpalatable in one way or another. One requires extraordinary patience, one requires extraordinary sacrifice, and the last requires extraordinary [[Courage]].&lt;br /&gt;
&lt;br /&gt;
===The Endless Trod===&lt;br /&gt;
* &#039;&#039;&#039;Continuing the current approach will defeat the vallorn, but it will take centuries&#039;&#039;&#039;&lt;br /&gt;
In the end... assuming nothing went wrong, that the Navarr and their grey pilgrim allies continued to walk the trods, and that groups like the Heirs of Terunael were prevented from doing anything precipitous... then the Navarr will eventually win. Eventually, just walking the trods, expanding their reach, and encouraging people to join them will weaken the vallorn enough they can be destroyed. All the projections, all the calculations, show that this will take a &#039;&#039;very long time indeed&#039;&#039;. It&#039;s a matter of centuries, not years or decades. As one scholar notes, on those scales, the biggest problem would be to ensure the survival of the Empire long enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
There is nothing new here - this is the approach that the Navarr have pursued for a millennium. It has worked, and it will continue to work, but the timescales involved are intimidating. Navarr and Thorn sacrificed themselves, their souls have been trapped in the heart of the vallorn for a thousand years. Must they now suffer for a thousand more?&lt;br /&gt;
&lt;br /&gt;
===The Trod Less Travelled===&lt;br /&gt;
* &#039;&#039;&#039;The Heirs of Terunael might be trying to deliberately expand the vallorn to make it more inhabitable&#039;&#039;&#039;&lt;br /&gt;
There is a brief &#039;&#039;theoretical&#039;&#039; discussion of another way this could end. The more the vallorn is cut back, the denser and more potent it becomes. Logically, therefore, if the vallorn were to spread, then its power would extend over a greater area, but it would be diminished in impact. In theory, if that happened, then it might be possible for people to forge a life within the vallorn. There would have to be certain sacrifices made of course - there is no chance of the cities of [[the League]] surviving, or indeed any other Imperial architecture. The carefully tended fields of [[the Marches]] would likewise be swallowed up and consigned to history. But in theory people could potentially survive. This is the future described in glowing terms in the documents recovered from the Heirs of Terunael stronghold in Brocéliande.&lt;br /&gt;
&lt;br /&gt;
Nobody thinks it is a good idea; quite apart from the fact that the Empire in its current form could not survive the vallorn, it would mean abandoning everything the Navarr have worked to achieve for a thousand years, betraying the sacred trust handed down to them by Navarr and Thorn. But at least it gives some insight into the true goals of individuals like [[Drustan of the Briar|Drustan]] and the other Heirs of Terunael. It&#039;s even possible that something like this is what the magicians who performed the original rituals to create the vallorn envisaged. If either of those is true, then knowing that such a thing is possible may help the Empire understand the enemy better, the easier to defeat them.&lt;br /&gt;
&lt;br /&gt;
===The Final Trod===&lt;br /&gt;
* &#039;&#039;&#039;Uniting all the remaining vallorn hearts with trods would make all them vulnerable simultaneously&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The vallorn will strike out in every direction but if was defeated the threat could be ended once and for all&#039;&#039;&#039;&lt;br /&gt;
When the vallorn is roused it becomes more dangerous, but more vulnerable. It can be roused to life with [[Spring magic]], but that is very dangerous. The vallorn is invigorated by the magic used to rouse it to life, and that causes it to expand from a position of strength, not weakness. The Heirs of Terunael have deliberately roused the vallorn on occasion in recent years, and there is fragmentary evidence that the Druj are researching magic that might do likewise. In neither case does anyone imagine that it is done for the Empire&#039;s benefit.&lt;br /&gt;
&lt;br /&gt;
However, the Dance of Navarr and Thorn presents a way the vallorn might be defeated in our lifetimes, if the Empire has the stomach for the battle. As each vallorn heart is connected to the network of trods, the strain on the &#039;&#039;Primal Forest&#039;&#039; grows. If every vallorn heart were connected to the network simultaneously, the vallorn would respond as it does whenever it is threatened; becoming animated and lashing out. It would become vulnerable, but instead of one region, one small part of the vallorn responding, every region of the vallorn would feel the threat - every region would become vulnerable - every region would lash out. There is clear evidence that this was Navarr&#039;s plan from the beginning.&lt;br /&gt;
&lt;br /&gt;
Despite this, connecting all the vallorn with trods has &#039;&#039;never&#039;&#039; been done before, at least not since the fall itself. Arguably, what is ambitious now would have been entirely impossible even fifty years ago. Currently only two vallorn cannot be connected to the trod network - Sarangrave, and Visokuma in Axos. If they are connected together, the final &amp;quot;stage&amp;quot; of the vallorn will begin. It will wake - wake properly, wake fully. It will become a single immense organism - similar in some ways to the [[Great Forest Orcs]]&#039; conception of the Great Forest. The researchers believe it will become conscious, and its spawn will become significantly more dangerous. There are already some signs of this: for example, there are signs that the [[ettercap|ettercaps]] have become much more cunning, adopting tool use and showing signs of being able to plan and prepare that go beyond anything an animal can achieve.&lt;br /&gt;
&lt;br /&gt;
Once awake it will lash out. It will seek to join itself together in space rather than just by magic. Vallornspawn will push outwards from the vallorn hearts to try and re-infest their territories, and then expand outwards along the trods seeking to create a single immense vallorn covering all of what is now the Empire, [[the Mallum]], and [[Axos]]. Such an outcome might suit the Heirs of Terunael, but if it were successful it would be an apocalyptic event for the Empire.&lt;br /&gt;
&lt;br /&gt;
But... as soon as the trod network is complete... the vallorn will become vulnerable. The endless flow of Spring magic will be pulled out and spread across an immense area. While it is quiescent, the magic pools. The more active the vallorn becomes the more it draws on the energy that infuses it for purposes other than healing and preserving itself. The vallorn would, to paraphrase an excited Navarr scholar, &#039;&#039;finally be a fight we could win&#039;&#039;. A League academician uses the analogy of a force in an impenetrable fortress; while they remain behind their walls they cannot be fought. Once they emerge, they become vulnerable - but they are also able to stab you in the face.&lt;br /&gt;
&lt;br /&gt;
==Defeating the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;Defeating the vallorn would be possible, but would be dangerous and require great focus&#039;&#039;&#039;&lt;br /&gt;
It&#039;s proving impossible to predict exactly how powerful the vallorn would be if it was roused, but the general excited consensus is that the slow work of draining its power over the last ten centuries would mean that the Empire would have a hard fight... but could ultimately win if they were able to fully commit to that fight. Of course none of these people are [[general|generals]]; the only information they have available to them is the size of the Empire&#039;s armies and the strength of the vallorn.&lt;br /&gt;
&lt;br /&gt;
A large, ancient vallorn like that in Visokuma or Brocéliande is the most dangerous. A small vallorn such as remains in Liathaven, Hercynia, Therunin, Sküld, and presumably Sarangrave should not be underestimated however; they will all do their best to slaughter everyone nearby and reclaim their territory once they are roused.&lt;br /&gt;
===Actually doing it===&lt;br /&gt;
* &#039;&#039;&#039;Béantal Dol in Sarangrave, and Cavan in Visokuma are the only vallornhearts that remain unconnected&#039;&#039;&#039;&lt;br /&gt;
There are only two vallorn hearts not currently linked to the weave of trods. Béantal Dol in Sarangrave, and Cavan in Visokuma. To connect Béantal Dol, [[The Dance of Navarr and Thorn]] would need to be performed in [[Sarangrave#Bendol|Bendol]] to create trods in Sarangrave. It would need to be cast twice in [[Axos]]; once in a Spring regio in the territory of Kabanja, and then from a [[regio]] in the ancient vallorn forest of [[Axos#Axou_Territories|Visokuma]]. Three rituals, and all the vallorn hearts would be connected for the first time ever. &lt;br /&gt;
&lt;br /&gt;
The Druj are masters of Spring magic, and they are no slouches when it comes to the magic of [[Winter magic|Winter]]. It&#039;s not clear what they know about the vallorn, but there&#039;s plenty of evidence that over the years their [[Druj_lore#Ghulai|ghulai]] have made their own study of the vallorn of Béantal Dol. They have been able to contain it in some way, after all, without the extreme step of [[Wither the Seed|cursing the whole of Sarangrave]] the way the [[Thule]] did. Several scholars point out that it is surely no coincidence that the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] - believed to be a Druj [[college of magic]] - is found in Sarangrave not &#039;&#039;that&#039;&#039; far from Béantal Dol. It&#039;s very unlikely that they would be blind to the creation of trods in Sarangrave: they would certainly know what they meant, and they are quite capable of destroying them with their own magic. There&#039;s also the challenge of actually &#039;&#039;getting&#039;&#039; to Bendol, and doing so would likely be fruitless if the Druj were still in the territory and capable of tearing the trods down again. So the first step is likely to be the liberation of Sarangrave.&lt;br /&gt;
&lt;br /&gt;
The Axou mostly ignore the vallorn in Visokuma, but when [[Appraisal#Eilian_Sweetwater|Eilian Sweetwater]] visited, it was clear that they were not [[Terunael_in_Axos#The_Axos_and_the_Vallorn|interested in anything that might rouse it]]. They&#039;re unlikely to cooperate with the Empire in this regard, once it becomes clear to them what linking the vallorn might mean. There is however an opportunity here. Very recently, the Navarr became aware of a group of &amp;quot;Heirs to Cavan&amp;quot; who considered themselves descendants of Terunael ancestors the same as the Navarr. They apparently survived in the fall of the city in Kabanja, as slaves of the citadel known as the [[Axos#Tunnels_of_Kaban|Tunnels of Kaban]]. By all accounts they were received warmly, and returned to Kabanja as friends and allies of the Navarr. If they were equipped with suitable amounts of mana and other support they could be persuaded to perform the Dance of Navarr and Thorn, or even provide opportunities for their Navarr cousins to do it themselves without the permission of the Grand Ilarchs. Obviously, this would be a politically complex move.&lt;br /&gt;
&lt;br /&gt;
===Our Friends in the North===&lt;br /&gt;
* &#039;&#039;&#039;The Thule overwhelmingly support completing the trod network&#039;&#039;&#039;&lt;br /&gt;
The Thule have shared a lot of information about their own understanding of the vallorn. In one way, it&#039;s somewhat limited because from their perspective the only vallorn that counts is the one in Sküld. On the other hand, even if you question whether the Dragons are as old as they claim to be, the orcs of [[Otkodov]] have records that reach back at least as far as the height of Terunael. In return for sharing their information, and speeding the process of the investigation, all they asked was to be privy to the findings of the Great Library.&lt;br /&gt;
&lt;br /&gt;
There was some trepidation that the orcs of Otkodov might be reticent about the steps needed to destroy the vallorn, but the opposite is true. The Dragons make it clear that if the Empire wishes to go ahead with the ascension of the vallorn, they will deal with Sküld themselves. They are confident their armies would be a match for it, especially given its relative weakness. They&#039;ve sacrificed a thousand years of prosperity in Sküld to keep it weak, after all.&lt;br /&gt;
&lt;br /&gt;
Speculation suggests that what the Thule are &#039;&#039;really&#039;&#039; excited about is twofold. With the vallorn gone they would no longer need to keep Sküld under a [[Wither the Seed|shroud of Winter magic]] and could restore it to full fertility. With the vallorn heart exposed and weakened, they could finally get at the treasures of Emrys, arguably the most magically advanced city of the Terunael Empire. The Thule scholars confirm the first, and refuse to be drawn on the second.&lt;br /&gt;
&lt;br /&gt;
Regardless, rather than oppose the unification of the vallorn, the Thule are enthusiastically in favour of it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Wither the Seed&#039;&#039;&#039;&amp;lt;br&amp;gt;The powerful [[Winter magic]] [[curse]] [[Wither the Seed]] is currently being used to keep three of the vallorn somewhat quiescent. That ritual, and similar curses, would have little power over a fully roused vallorn. It&#039;s been predicted that the burst of Spring magic unleashed when the vallorn &amp;quot;ascends&amp;quot; would tear the magic apart. Even if reinstated, the curse or similar magic (such as that used in Otkodov) would no longer be sufficient to keep the vallorn or its spawn quiescent.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Last Battle===&lt;br /&gt;
* &#039;&#039;&#039;There will be no easy way back: once the vallorn is roused it must be defeated&#039;&#039;&#039;&lt;br /&gt;
One other matter concerns some of the scholars. It arises from study of some of the documents provided by [[Otkodov]], and from some chilly observations by the visiting [[Thule]] scholars. Once the process begins, it will prove extremely difficult to stop. Once all the vallorn hearts are joined and the entire vallorn is roused to life, it&#039;s not clear how quickly severing the trods might reverse the situation. It would stop at some point, certainly, but the gathered vates, the scattering of Urizen arcane scholars, and the emissaries of Otkodov all agree that it would take some years to become quiescent again - nobody should expect the process to halt immediately. As one magician explained it &amp;quot;The vallorn will be roused to full life because it is threatened, thus it will know that either we or it must triumph. We must assume it will fight until it is defeated - and it will be on us to make sure that defeat is final.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It&#039;s never been understood before, but it&#039;s clear from scrolls and a skein of years that this climactic final battle with the vallorn is exactly what Navarr and Thorn originally envisaged. Of course they had no possible way of resisting such an attack at the time, with the armies of the Terunael all but destroyed. However, they were certain that their descendants would only be in a position to connect all the hearts with trods at the point where they had built a civilisation strong enough to deal with the vallorn once and for all. Before they sacrificed themselves they made it clear to those who remained behind that there were two sacred duties - the first was to walk the trods to weaken the vallorn. But the second was to rebuild civilisation so that when the time came for the ultimate battle with the vallorn they would be ready to defeat it.&lt;br /&gt;
&lt;br /&gt;
==Where do we go from here?==&lt;br /&gt;
The Empire now possesses every scrap of knowledge that it is possible to have about the vallorn. There are no more ancient records, no more lost repositories of secret information. There is nothing more than can be learned about the vallorn now, not until the final battle begins. The only thing that remains now is to decide what to do about it.&lt;br /&gt;
&lt;br /&gt;
===The Mystery of Béantal Dol===&lt;br /&gt;
* &#039;&#039;&#039;If the Imperial Spymaster provides 6 wains of weirwood then it will create an option for military units to spy on the vallorn in Sarangrave for one season&#039;&#039;&#039;&lt;br /&gt;
The Sarangrave is crucial to any attempt to rouse the enemy, but relatively little is known about the state of the vallorn here. The territory has never been Imperial - it may be that the Druj claimed the lands here when Terunael fell. What has happened to the vallorn in the thousand years since then?&lt;br /&gt;
&lt;br /&gt;
There is a [[spy network]] in [[Sarangrave]]. It is primarily focused around keeping tabs on the [[Druj]], and the subject septs in the territories. It might provide an avenue through which to undertake a deeper exploration of [[Sarangrave#Bendol|Bendol]], and perhaps even an infiltration of [[Sarangrave#Béantal_Dol|Béantal Dol]]. Such an incursion would &#039;&#039;not&#039;&#039; reap the kinds of dividends seen in the Brocéliande adventure: that required the aid of [[Rhianos]], Regent of the Eternal Sea. However it would give more insight into how the orcs of [[the Mallum]] have contained the vallorn there, and if there are any additional risks in tying it into the network.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a matter of focus. At present the network is set up to report on the Druj forces in the territory; it would need some investment to support an expedition into Béantal Dol, but the [[Imperial Spymaster]] could arrange that. If they secured 6 wains of weirwood, that would be enough to provision an outpost on the eaves of the vallorn heart for a season.&lt;br /&gt;
&lt;br /&gt;
If the Spymaster hands 6 wains of weirwood in at the end of the event, then we will assume they have made the relevant arrangements unless they email us otherwise. In that case, a new [[Military_unit#Scout_an_Area|scouting]] opportunity will become available for one season, allowing [[military unit|military units]] to scout the vallorn heart in Sarangrave. It won&#039;t last more than a season; the vallorn will quickly consume it. The Spymaster will need to make sure they move quickly to secure any information it can provide. It will need the full 1,500 strength to learn anything useful about the vallorn, and military units assigned to explore Bendol won&#039;t contribute to the main Sarangrave spy network.&lt;br /&gt;
&lt;br /&gt;
===Allies of Convenience===&lt;br /&gt;
* &#039;&#039;&#039;Are there any eternals that might assist the Empire in this endeavour?&#039;&#039;&#039;&lt;br /&gt;
There are several [[eternal|eternals]] who have in the past expressed an interest in ending the [[vallorn]]. Their aid has been limited however by the lack of a clear plan beyond &amp;quot;walk and expand the trods&amp;quot;. With the findings of the Great Library at Hacynian the potential for something more concrete now exists. The Imperial Conclave could lead the way in speaking with these eternals on the matter of the Hacynian plan.&lt;br /&gt;
&lt;br /&gt;
Obvious examples include [[Ossegrahn]], who has recently spoken of the need to end the vallorn and has been given [[Alignment#Amity|amity]] by the Conclave; [[Sadogua]] who is currently in a massive strop but has promised in the past to offer aid to the Navarr to work any magic aimed at destroying the vallorn; [[Kaela]] who has an avowed interest in ending things that have run their course; [[Surut]] who has offered several boons related to destroying both vallorn and forests and seems to personally dislike trees; and [[Llofir]], although the latter eternal is under [[Alignment#Enmity|enmity]], and its recent comments suggest it will not offer any assistance to Imperial magicians without a terrible price being paid.&lt;br /&gt;
&lt;br /&gt;
It is early days yet, but securing at least interest from these eternals might contribute to a discussion of the Hacynian Gambit.&lt;br /&gt;
&lt;br /&gt;
===A Guide to Show the Way===&lt;br /&gt;
* &#039;&#039;&#039;Any statement of principle on the vallorn in the Navarr or Highborn Assembly that results in a mandate can be responded to by priests of any nation for the next year&#039;&#039;&#039;&lt;br /&gt;
Knowing what can be done is very different to actually doing it. Knowing it &#039;&#039;could&#039;&#039; be done is not the same as saying it &#039;&#039;should&#039;&#039; be done. All eyes turn to the Navarr Assembly for guidance, and to the Highborn Assembly also. The Navarr have born the burden of fighting the vallorn for a millennium, and now they are accompanied on their great march by the grey pilgrims. The Synod has avowed that the vallorn is the greatest threat to Imperial souls, even greater than the Druj. But did it mean it?&lt;br /&gt;
&lt;br /&gt;
The General Assembly has discussed this matter ad nauseum - will they now urge action? Will the Synod follow through and urge the Empire to finally destroy the vallorn? Or will it judge the risk too great and hesitate? Slow and steady climbs the hill... but when has climbing a &#039;&#039;hill&#039;&#039; been an [[Ambition|Ambitious]] undertaking?&lt;br /&gt;
&lt;br /&gt;
In the wake of the Great Library of Hacynian publishing its findings, any [[statement of principle]] in the Navarr or Highborn Assembly that concerns the results of the library&#039;s research that receives a [[greater majority]] will be examined carefully by priests and lay pilgrims all over the Empire. If the statement results in a mandate in either Assembly, then any priest will be able to present [[Mandate#Alternative_Mandates|an alternative mandate]] addressed to their own people, for their own assembly to consider.&lt;br /&gt;
&lt;br /&gt;
==The End of the World of the End==&lt;br /&gt;
There is one other consideration, one that concerns the scholars gathered at Hacynian less than it concerns the philosophers. What happens to the Navarr once the vallorn is gone? For a thousand years the descendants of the Terunael have been fighting the vallorn. What does the nation do when it is gone? What are they &#039;&#039;for&#039;&#039; without the vallorn to fight?&lt;br /&gt;
&lt;br /&gt;
For that matter, what do they do once the trods are gone? What do the stridings do when there is no longer an imperative for them to walk the trods? What about the steadings when there is no vallorn threat to hold back?&lt;br /&gt;
&lt;br /&gt;
The questions are no easier if the Empire demurs. Defeating the vallorn has been the guiding purpose of the Navarr since the nation was born, hundreds of years before there even was an Empire. What does it mean for people who are oath-sworn to defeat this enemy if, at the last, they turn their face away? What does the nation do if they balk at this challenge?&lt;br /&gt;
&lt;br /&gt;
Knowing that you &#039;&#039;can&#039;&#039; do something is not the same as knowing whether you &#039;&#039;should&#039;&#039; do something, after all. Now the Navarr know how to destroy the vallorn once they cannot unknow it. It is a choice either way, to complete the trod network, or to leave it undone for future generations. The two choices are not equally momentous but they are perhaps both equally existential.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Imperial Spymaster]], &#039;&#039;&#039;Bernard Dugdale&#039;&#039;&#039; supported the [[spy network]] in [[Sarangrave]] leading to the [[Into Béantal Dol]] spy report.&lt;br /&gt;
&lt;br /&gt;
{{Vallorn links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=143958</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=143958"/>
		<updated>2026-08-20T11:17:33Z</updated>

		<summary type="html">&lt;p&gt;Matt: Created page with &amp;quot;==List== * Link&amp;quot;&lt;/p&gt;
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&lt;div&gt;==List==&lt;br /&gt;
* Link&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143910</id>
		<title>Holberg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143910"/>
		<updated>2026-08-19T23:22:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=HolbergRegions.png|caption=The land may have fallen but the city endures|title=Regions of Holberg|align=left|width=450}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The League history#Origins of the League|Settled]] at the same time as [[Dawn]], the town remained free of any outside control until well after the founding of the Empire. Proud of its independence, Holberg eventually joined [[the League]] in 136YE under a riot of political strife in the [[Senate]]. The lands that surrounded the city were under the control of barbarian orcs until they were driven back in an epic five year war of conquest by Dawnish nobles and forces loyal to them. But Holberg itself was never conquered; the city was protected by a dozen high walls and the Dawnish armies had little taste for a lengthy siege. When the city was convinced to side with the Empire by League diplomats, it also successfully requested the Senate assign the territory to the League. Dawnish senators were incandescent with fury but there was nothing they could do and Holberg became the prosperous fourth city of the League.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed Holberg grew rich and prosperous. The lands around the city possessed a rich agricultural heritage, well known for their fine vineyards. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Build strong city walls and the world must come to you - and it &#039;&#039;will&#039;&#039; come to you, if only to marvel at your walls.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Recent History==&lt;br /&gt;
In 346YE, however, barbarians attacked the territory, sacked the vineyards, burnt the hardwood groves so precious to the city&#039;s crossbow makers, and laid siege to the walled city. The Senate remained paralysed throughout this time, unable to secure funding and forces to raise the siege and in the end the territory was lost to the orcs and remained under Orc rule for over thirty years.&lt;br /&gt;
&lt;br /&gt;
By early 377YE, the [[fortifications|walls of Holberg]] were in a sorry state. The [[Senate]] [[Build Holberg defences|passed a motion]] to supply emergency aid to the citizens of the city, following a plan suggested by the master engineer Rhiner Van Hesselman. Money and resources supplied to the city allowed for emergency repairs to be made to the walls, while herbs and medical supplies helped to counter the insidious effects of [[Druj]] poisons. Despite the fact that the city was under siege, heroic action meant that the defences were restored to full strength.&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE, the defenders had been [[378YE_Summer_Solstice_winds_of_war#The_Siege_of_Holmauer|forced back to defensive positions]] within the upper city. The Druj, made overconfident by earlier victories, pressed their advantage in Autumn ... with [[378YE_Autumn_Equinox_winds_of_war#The_Walls_of_Holfried|disastrous consequences for the barbarians]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Is Holberg cursed?&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Empress Giselle]] met her end here and [[Emperor Hugh]] spent much of his reign trying to get support to retake the city. Some claim that when [[Empress Britta]] decided to concentrate her efforts on the western Empire it was as much due to her belief in the curse as it was about any amount of residual nationalism. According to the scandalous [[Sarvos|Sarvosian]] novel &#039;&#039;The Waters of Rebeshof&#039;&#039;, the curse was the work of a [[Weirwater]] [[weaver cabal]] seeking vengeance for the humiliation of the Dawnish. No evidence to support these scurrilous claims has ever come to light.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Over Winter 378YE, Holberg was liberated by a massive force of Imperial troops. The Druj fortress of Rebeshof was devastated, and the barbarian invaders driven back to the northern forests. At the same time, however, their magicians unleashed a [[Thunderous Tread of the Trees|dreadful curse]] on Holberg, causing malignant spirits to animate aggressive trees throughout the area.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, with Temeschwar as a major hub. They provided merchants and traders from across the Empire with easy access to the markets of Holberg, and vice versa. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] of the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
In Spring 383YE, the Imperial Senate decided to encourage the Sand Fisher orcs of Ossium to move to Misericorde. They have since settled in, building several villages along the shore, and begun to explore the marshes of Ennerlund, Rebeshof, and the Morass. Their presence has brought with it [[A_dream_that_can_last|a number of benefits and opportunities]].&lt;br /&gt;
&lt;br /&gt;
The [[Light upon the water#Sodden Ground|torrential magical rains]] of 384YE were not kind to Holberg. [[#Utterlund|Utterlund]] is now a marsh as well as a forest. The rains caused some of the worst flooding seen at the [[Great Pits of Ennerlund]] since [[#Ennerlund|Ennerlund]] first reverted to being part of [[#The Morass|the Morass]], but the Bourse seat weathered the worst of it without permanent damage. Unexpected aid came in the shape of the Sand Fisher orcs. Once it became clear what was happening, they enthusiastically pitched in, working hard under directions from their neighbours to shore up flood defences and dig channels for the water to drain away, helping to ensure that any flooding of the city itself, or any of the smaller estates scattered around the territory, was minimised. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 100%;&amp;quot;&amp;gt;[[File:GreatestCity5.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Major Features ==&lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=The walls of Holberg will not fall.|caption=The League has never abandoned Holberg.|align=right|width=250}}&lt;br /&gt;
===The City of Holberg===&lt;br /&gt;
Holberg itself has never fallen - even the Empire was only able to &amp;quot;conquer&amp;quot; it because the burghers of the city opened the gates to them. Famous for its engineers, builders and architects, the city is immensely fortified and defenders held out against barbarian attack for over thirty years. The only approach to the city that remained viable during the extended siege was through a narrow pass that leads over the mountains and into Dawn. Now Holberg is back in Imperial hands the people look forward to their newly appointed Senator rebuilding the city to its former glory. &lt;br /&gt;
&lt;br /&gt;
Holberg has always been a vital part of the League. The city is notorious for its inventive brilliance, its ability to think of ingenious solutions to problems. Holberg invented the crossbow, but it is not inventions it is known for, so much as the ability of the inhabitants to use what they have to find solutions never before seen. Many Holberghians see life as a complex puzzle, one for which they are seeking the solution. They do not respect flights of fancy - but these people have found ways to build a city on a mountainside. They are utterly pragmatic but ingenious with it.&lt;br /&gt;
&lt;br /&gt;
There is also an emphasis on learning and study that is found nowhere else in the Empire outside Urizen. Holberg already had its own university when it joined the League, something the other cities soon copied. It does not have great libraries to rival [[Urizen]] or [[Highguard]] - although it has more than its fair share of specialists such as the bookbinders of [[Holberg spoils of war#Ledger Domain|Ledger Domain]] - but it is a centre of excellence for tutelage, particularly in practical skills like engineering and surgery. There have been several free companies from Holberg whose reputation as siege engineers was unrivalled throughout the Empire. Holberg gives the League a scholarly excellence that allows it to hold its own with rival nations like Urizen - they may not have been able to retake the lowlands without help from the Empire, but they ensured that the city did not fall to the Druj.&lt;br /&gt;
&lt;br /&gt;
One of the finest engineering guilds in Holberg is [[Holberg spoils of war#Wunderkind|&#039;&#039;Wunderkind&#039;&#039;]]. With a legacy that reaches back to the time before Holberg was part of the Empire, the engineers of Wunderkind were known for centuries for the creation and design of everything from toys to fountains to siege engines and crossbows - and everything in between. The Grand Clocktower - a unique wonder in the Empire, a mechanical time-keeping device on a massive scale, was built by the founders of the guild.&lt;br /&gt;
&lt;br /&gt;
Holberg is also known for its doctors - many of whom gave their lives fighting on the front lines. The warrior-healer of Holberg is already becoming a popular mythopoetic figure and characters such as the late physick and apothecary [[Holberg spoils of war#Doctor Ventner&#039;s Greenhouse|Doctor Ventner]] are appearing in plays and pamphlets as far south as [[Sarvos]].&lt;br /&gt;
&lt;br /&gt;
=== The [[Great Pits of Ennerlund]]===&lt;br /&gt;
The Great Pits of Ennerlund are a Bourse resource located (unsurprisingly) in [[#Ennerlund|Ennerlund]]. Custodianship of the Pits is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 27 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox. The Pits were severely damaged by the Druj during the last months of their occupation, and repaired at great expense to the Empire. The lower levels are in constant danger of flooding due to the spread of marshland into Ennerlund, placing an increased demand on the Imperial treasury.&lt;br /&gt;
{{CaptionedImage|file=Holberg Great Park.png|caption=An artist&#039;s Impression of part of Holmauer Park|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
=== The [[Flaxen Pillars]]===&lt;br /&gt;
The Flaxen Pillars are a Bourse resource in [[#Misericorde|Misericorde]]; a stand of [[weirwood]] trees that were discovered by the Sand Fishers shortly before the [[The_greatest_city_in_the_world#Flaxen_Pillars|Winter Solstice 385YE]]. &lt;br /&gt;
&lt;br /&gt;
The Flaxen Pillars are a national [[Bourse|Bourse position]] which produces weirwood. Control of the Pillars is assigned by national auction at the Winter Solstice each year. This Bourse position produces 22 Imperial wains of [[weirwood]] every season.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Park===&lt;br /&gt;
During the Druj occupation, the suburbs of [[#Holmauer|Holmauer]] were reduced to rubble choked with [[vermin]] - both the four-legged and two-legged kind. In Spring 380YE Katarzyna Von Carstein - a [[Principalities of Jarm|Jarmish]] immigrant now a citizen of [[the League]] - presented a bold proposal to [[Reclaimers|reclaim]] the ruins. The [[Senate]] agreed with her ambitious plan, although the [[Construct_the_Park_of_Holberg|construction]] took at least twice as long as first estimated. Over time the shattered wasteland was cleared and the [[territory#region|region]] laid out as broad parkland. In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer became a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble.&lt;br /&gt;
&amp;lt;!--In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer is now a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble. The extensive landscaping of the park has led to pleasant paths snaking through flower gardens, grassy banks and natural forest areas. There are row boats for hire on the lakes and river and a new folly on the island for visitors to enjoy. The park includes a beautiful open-air venue for concerts and plays, a public bath house built by the finest [[Highguard|Highborn]] artisans, and the wonderful [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]]. At the North-East corner is the Sculpture Garden, a meandering series of paths through a rose garden scattered with statues of recent citizens of Holberg. All in all, the park is a [[great work]] that transforms Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This changed catastrophically in Summer 378YE when the park was cursed by agents acting on behalf of [[The_Thrice-cursed_Court#Skathe|the Hag Queen]]. Over the course of less than a week almost every plant, flower and tree suffered under the blight becoming defiled and withered, a corruption of what they were before. Well, [[In_the_garden_of_defiance#Trees_and_Flowers|&#039;&#039;almost&#039;&#039; every plant, flower and tree]] - but that is a separate issue. The Wunderkind Woods at the heart of the park are believed to have been the starting point for the blight - a belief reinforced by the fact there is now a strong [[Winter magic|Winter]] [[regio]] located in the centre surrounded by barren land. Only the memorial grove and the [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]] survived untouched.&lt;br /&gt;
&lt;br /&gt;
Steps were taken to recover from the curse. The waters were cleansed by donations from [[Highguard|Highborn]] [[business|businesses]], and the Pavilion on Looking Glass Lake became a powerful focal point for League defiance - supported by the [[Patron of the Pavilion]]. Most of the park continues to show signs of defilement, however, as detailed in the &#039;&#039;&#039;[[In the garden of defiance]]&#039;&#039;&#039; Wind of Fortune.&lt;br /&gt;
&lt;br /&gt;
Close to the entrance from the city of Holberg is placed a plaque bearing the names of all the citizens who contributed funds to pay for the creation of the park. That, at least, remains untouched by the malignancy spread across the once-beautiful gardens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; [[#Holmauer Park|Holmauer Park]] was originally a [[great work]] that provided additional income to [[business|businesses]], but this income was lost when the park was [[In_the_garden_of_defiance|ravaged by curses]] during the Summer Solstice 383YE.&lt;br /&gt;
&lt;br /&gt;
===Walls of Holberg===&lt;br /&gt;
The [[Walls of Holberg]] are undoubtedly one of the wonders of the known world; more commanding than the Star-fort of the [[Commonwealth]], more beautiful than the Palace of the Electrum Prince in [[Jarm]]. The fortification is utterly peerless and without any rival. Within extended walls, gantries, portcullis and more, the engineering genius of Holberg can be felt. A generation under siege has led to efficiencies everywhere, from the routes the troops take to food and weapon storage. &lt;br /&gt;
&lt;br /&gt;
Along the walls, the guilds, cartas, and individuals who gave the most to this construction are engraved. Images of the Printers Guild, the Holberg Haudagen and the House of Seven Mirrors overlook the walkways and a full list of all those who contributed to the walls is etched under each engraving. There is at least one &amp;quot;&#039;&#039;official&#039;&#039;&amp;quot; gift shop not far from each of the covered entrances to the walls; each of them promoting a slightly different version of who was responsible for this project.&lt;br /&gt;
&lt;br /&gt;
===Lorenzo&#039;s Legacy of Courage===&lt;br /&gt;
Spread across the entire territory, even in the wild woodlands of [[#Misericorde|Misericorde]] and the sodden marshes of [[#The Morass|the Morass]] are a sequence of red stone [https://en.wikipedia.org/wiki/Stele stelae]. Adorned with axes and roses, and surmounted with a pair of butcher&#039;s cleavers, their bases are engraved with phrases celebrating [[Pride]], [[Loyalty]], and [[Courage]] around the base. The keystone for this [[great work]] stands outside &#039;&#039;Wunderkind&#039;&#039; in the city proper. [[Construct Lorenzo&#039;s Legacy of Courage |Commissioned]] in Autumn 381YE with the use of an [[Bearer_of_an_Imperial_Wayleave|Imperial Wayleave]]  by Lorenzo “La Volpe” Macelliao von Temeschwar, these [[Lorenzo&#039;s_Legacy#The_Legacy_of_Courage|crimson monoliths]] help to harness the flows of mana through Holberg.&lt;br /&gt;
&lt;br /&gt;
===Bloody Great Sausages===&lt;br /&gt;
Following an [[opportunity]] presented in the lead-up to the Spring Equinox 382YE by the &#039;&#039;Right Virtuous Company of Provisioners and Victuallers&#039;&#039;, and with the investment of Lorenzo “La Volpe” Macelliao von Temeschwar, the sausage production and distribution networks of Holberg have been greatly enhanced. Holberg sausage is now readily available everywhere the [[Lorenzo&#039;s Legacy#Blood Red Roads|Blood Red Roads]] reach, and the Senate has appointed a [[Custodian of the Bloody Great Sausage]] to ensure Holberg victuals remain at a high standard.&lt;br /&gt;
&lt;br /&gt;
===Adelaarskade===&lt;br /&gt;
Completed shortly before the Spring Equinox 388YE, the design for the Adelaarskade were originally [[380YE_Autumn_Equinox_winds_of_fortune#The_Creeping_Morass|presented]] by the civil service, and later improved upon by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;, as part of the Commonwealth professor&#039;s investigation into how [[Threats_that_are_to_come#Land_and_Ditches|to secure and bolster Holberg&#039;s food and water supplies]]. Adelaarskade, affectionately known as the &#039;&#039;Seven Dykes&#039;&#039; by some citizens of the territory, is an extensive series of groundworks reinforced with [[weirwood]] timbers to hold the dykes in place at key locations towards the Nameless River. As a result, the wetlands of [[#Rebeshof|Rebeshof]] and [[#Utterlund|Utterlund]] will be slowly drained, and, assuming nothing else changes, the regions will lose [[Region_qualities#Marsh|marsh]] quality by the start of the Spring Equinox 389YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Splintered House===&lt;br /&gt;
Built in [[#Utterlund|Utterlund]], the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] is a [[Navarr wayhouse]] named for the Splintered Oaks [[striding]]. A hub for Navarr travellers, and those who have settled in Holberg, it was founded on ideals of standing together to build something greater and welcomes travellers from across the Empire. The Splintered House brims with the energy of hustle; [[broker|brokers]] bring their goods and services through to the &amp;quot;Greatest City of the League&amp;quot; and it has become a common destination for [[Varushka|Varushkan]] traders out of [[Ossium]] heading for Holberg. Built as a trading market to showcase Navarr talent, it is often surrounded by sprawling tents, stalls, and ox carts, with the maze-like routes managed by residents of the wayhouse, who work to ensure [[Prosperity]] for all who frequent the ever-changing traders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Holfried===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; City&lt;br /&gt;
This is where the great fortified city of &#039;&#039;&#039;Holberg&#039;&#039;&#039; stands. It is one of the greatest fortifications in the Empire and was the only reason that the defenders managed to withstand the siege of hostile barbarians for a little over thirty years.(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The walls of Holberg are a rank 6 [[Fortifications|fortification]]).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Spring 378YE, the Imperial Senate arranged the creation of a cemetery at the foot of the southern wall. Marcher soil and apple trees were imported and watered with waters taken from streams in [[Mitwold]], [[Upwold]] and [[Bregasland]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holmauer===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Parkland, Uplifting&lt;br /&gt;
The sprawling suburbs of Holmauer are a region unto themselves. Outside the walls of Holberg proper, they were devastated by decades of war, cannibalised by the barbarians and citizens of Holberg alike to shore up their [[fortification|fortifications]]. Makeshift barricades gave way to increasingly sophisticated fortresses, and then to rubble. The walls of Holmauer finally ceased to be a consideration in the Autumn of 378YE - a shattered casualty of the ebb and flow of battle against the Druj.&lt;br /&gt;
&lt;br /&gt;
After the liberation, a few refugees sought to regain their homes in Holmauer, but in most cases literally nothing remained. The priests of [[Holberg spoils of war#The Eastern Front|the &#039;&#039;Eastern Front&#039;&#039;]] did what they can to help these homeless unfortunates - and ministered likewise to the few survivors who, like them, stayed behind even as the outer city collapsed around their ears. Rebuilding the suburbs of Holberg represented an immense undertaking, especially in the absence of the walls that once protected them. During the Spring Equinox 380YE, the [[Senate]] [[commission|commissioned]] a project to [[Construct_the_Park_of_Holberg|restore Holmauer]], turning the region into a [[#Holmauer Park|great park]] as per the [[Reclaimers#The_Park|ambitious plans]] of architect Katarzyna Von Carstein. Following a long delay, work finally began on the park shortly after the Autumn Equinox 380YE, but stalled over Winter. For a long time, the only part of the park open to the public was the [[Keeper of the Imperial Menagerie|Imperial menagerie]], but work was finally completed shortly before the Winter Solstice 381YE.&lt;br /&gt;
&lt;br /&gt;
Holmauer is no longer a broken ruin, but rather a beautiful stretch of parkland dotted with clusters of aesthetically pleasing buildings, homes, and businesses. It presents a highly desirable alternative to the cramped conditions in the city proper, and real estate here in Holmauer is very much in demand.&lt;br /&gt;
&lt;br /&gt;
===Misericorde===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Sand Fishers&lt;br /&gt;
The northernmost region of Holberg, these dark forests were once a haunt of bandits and brigands – the bandit “warlord” Graffler made his base of operations here – and have a poor reputation as a result. After Graffler&#039;s death, some of the bandits were forced by necessity to fight for their survival against the Druj - the most committed of whom have since sought [[clemency]] and formed a [[Holberg spoils of war#The Revelry|military company in service of the League]]. Misericorde touches the shores of [[the Semmerlak]], but there has never been much fishing here - the banks of that great lake just across the river are part of [[the Mallum]] (claimed by the [[Druj]], and to the west by the folk of [[Semmerholm]]. Still, it is not impossible that a small port could be constructed here - especially if the Mallum were freed from Druj domination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the retreat of the Druj, there have been stories of [[Reclaimers#The_Twisted_Briars_of_Misericorde|odd activity]] in Misericorde and neighbouring [[#Utterlund|Utterlund]].&lt;br /&gt;
&lt;br /&gt;
In Spring 383YE, the Imperial Senate voted to encourage the Sand Fisher [[orc|orcs]] of [[Ossium]] to move to Misericorde. With the aid of the civil service, they swiftly made the journey and established several new villages along the shores of [[the Semmerlak]]. They are now an uncommon but unremarkable sight across the marshes of Rebeshof, Ennerlund, and the Morass; their fishing boats now ply the waters north-west of Misericorde and they have made some inroads into the forest here.&lt;br /&gt;
&lt;br /&gt;
===Utterlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The forests of Utterlund are tamer than those of Misericorde. At one time they served as a hunting preserve and they were the site of several cultivated [[Forest|woodland preserves]] such as the beautiful [[Holberg spoils of war#Sorensdromen|Sorensdromen]] that in addition to being places of natural wonder produced valuable [[Materials#Natural_Materials|raw materials]] for use in several industries. Owned and worked by local people, many forest workers were enslaved by the barbarians during the Druj invasion and suffered greatly at the hands of the [[orc|orcs]]. During the [[Light upon the water#Sodden Ground|terrible magical storms]] of 384YE, Utterlund finally surrendered to the spreading waters of [[#The Morass|the Morass]], meaning the region is now marshy. The powerful [[Spring magic]] [[enchantment]], [[Hallow of the Green World]], performed [[Children in bloom|after the Winter Solstice 384YE]] actually helped the trees of Utterlund weather the change better than might have been expected. Subtle changes mean that the [[forest]] groves here continue to be productive.&lt;br /&gt;
&lt;br /&gt;
Utterlund enjoys additional prosperity due to the presence of the [[#Splintered House Wayhouse|Splintered House]], a [[Navarr wayhouse]].&lt;br /&gt;
&lt;br /&gt;
===Ennerlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
The [[#Great Pits of Ennerlund|Great Pits]] can be found here. Most of the region as dotted with light woodland, although great swathes of it have been clear-cut by loggers and by labourers associated with the mithril mine - indeed the area directly surrounding the mine works was entirely stripped of trees long ago and is sometimes referred to as the &amp;quot;Ennerlund Wastes&amp;quot;. With the Druj now gone, the area slowly recovered - new mines such as [[Holberg spoils of war#Uitgang|Uitgang]] have been opened, for example.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the malice of the eastern orcs saw extensive damage to the dykes and barriers of [[#the Morass|the Morass]], leading to the slow spread of the marsh northwards. Following an [[The_prime_colour_of_the_world#Problems_with_the_Morass|Empire-wide influx]] of [[Spring magic]], the entire region was reclaimed by bogs. The Great Pits were preserved thanks to powerful new pumps that keep them operational, but it also marked the loss of the last bits of good quality farmland in the territory.&lt;br /&gt;
&lt;br /&gt;
===Rebeshof===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
A wide plain, once dominated by an unsightly fortification built over the several decades by the orc invaders with looted stone. Human slaves were used to work the remaining farms here, providing food to their conquerors. In Winter 378YE the fortress was destroyed by Imperial armies during the liberation of Holberg.&lt;br /&gt;
&lt;br /&gt;
Rebeshof was originally marshland. It was drained at great expense by the people of Holberg between 18YE 20YE. During their occupation, the Druj destroyed many of the dikes and dams that held back [[#the Morass|the Morass]], and in the time since the farmland here has slowly been reclaimed by the waters of the southern marshes. The situation was exacerbated by the sheer amount of Spring magic laid over the territory during the war with the Druj. Following the Spring Equinox 380YE, in combination with the effects of [[The prime colour of the world|Empire-wide Spring magic]], the marshes finally reclaimed Rebeshof.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Morass===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
In the past, the Morass has been partially drained. Since the territory of Holberg fell the waters have risen and the swampy land expanded, turning most of the region back into boggy marsh and drowning a great many [[farm|farms]] that once exploited the naturally fertile soil of the reclaimed land, such as the old pear orchards of [[Holberg_spoils_of_war#Kröger Steading|Kröger Steading]]. There have been several reports of [[marshwalkers]] in the last decade although whether these were natural creatures or part of the Druj forces is unclear -but the Druj took every opportunity to exploit their presence during the occupation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In an act of spite, the Druj also destroyed the old dykes and river-barriers that kept the Morass in check; by the Spring of 382YE, it had spread to encompass the entirety of [[#Rebeshof|Rebeshof]] and [[#Ennerlund|Ennerlund]], devastating the former farmlands that had been reclaimed over decades of hard work by the people of Holberg.&lt;br /&gt;
{{CaptionedImage|file=Holberg Holder.jpg|caption=&#039;&#039;&#039;Kaspar Yakovich von Holberg&#039;&#039;&#039;, Senator for Holberg|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Holberg|Territory=Holberg|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE, the Sand Fishers control Misericorde. The League, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The Walls of Holberg in [[#Holfried|Holfried]] are a level six [[fortification]].&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the [[Gates of Holmauer Park]] and produce an extra 72 rings each season.&lt;br /&gt;
* [[farm|Farms]] in the territory benefit from the [[#Adelaarskade|Adelaarskade]], the Bloody Great Sausage, and [[A_dream_that_can_last#Green_Shoots|trade with the Sand Fishers]], meaning they produce an extra 36 rings and 2 drams of random herbs each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory no longer benefit from the [[##Lorenzo&#039;s_Legacy_of_Courage|Lorenzo&#039;s Legacy of Courage]]  following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]].&lt;br /&gt;
* [[#Holmauer Park|Holmauer Park]] was a great work that provided additional income to businesses in Holberg, but it was effectively [[In_the_garden_of_defiance|destroyed]] during the Summer Solstice 383YE&lt;br /&gt;
* Attempting to build a permanent [[fortification]] in one of the regions with the marsh quality is likely to encounter additional difficulties.&lt;br /&gt;
* A list of the [[spoils of war]] that were allocated by the [[Military Council]] at the Summer Solstice 379YE, can be found [[Holberg spoils of war|here]].&lt;br /&gt;
{{anchor|Frieze of Flowers}}&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;&#039;The Frieze of Flowers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Constructed during the [[Iron and wine|legendary celebrations]] following the coronation of [[Empress Lisabetta]], the Frieze of Flowers is a breathtaking work of art that covers an entire wall of the Casequo Gallery in the heart of [[#Holfried|Holfried]]. Painstakingly crafted from the finest materials, inlaid with dragonbone, orichalcum, and tempest jade, it is a true wonder that combines modern artistic techniques with traditional sensibilities. It is a delight of autumnal colours, invoking [[Prosperity]] and [[Ambition]]. The frieze was created by an affiliation of Holberg artists and citizens, partially commissioned by Aureliana Saverio di Sarvos and Othello von Holberg, and created with permission from Benedict Parelli of the Empress&#039;s household and the consent of the Senator of Holberg.&lt;br /&gt;
&lt;br /&gt;
The central part of the frieze depicts the Empress with a backdrop showing the rebuilt walls of Holberg, and surrounded by symbols associated with her early life (the image of the Seven Mirrors for example), and coronation (fields of white and gold flowers). She rests one hand on the mane of a mighty lion, its head bowed but its strength undiminished by its expression of respect. Whatever the , relating to the past and future not only of Holberg, but of the League and the Empire itself. In one part, depicting the armies of the League taking back Holberg, is an image of the late General Giovanni Saverio di Sarvos. By contrast, around the borders of the frieze are images of the present and the future - the four Senators of the League in the corners, and the Cardinals of Prosperity, Ambition, and Vigilance; the Imperial Inquisitor; the Ambassadors to Asavea and Faraden; the Imperial Consul; and the Grandmaster of the Golden Pyramid along the top and bottom edges.&lt;br /&gt;
 &lt;br /&gt;
Since her [[Crowned in rose and heather|disappearance]], the Frieze has changed and become the focus of what some believe is a minor miracle. Previously the image clearly depicted the Imperatrix smiling down at the viewer benignly, raising their spirits and encouraging them to virtue. Since Summer 383YE, it is rare to find two people who agree on her countenance. Others are adamant that the frieze now depicts the Empress frowning or dismayed, as if troubled by something, causing them to doubt themselves. A few people even say that the Empress&#039;s expression seems to change depending on what they are thinking at the time. At first people were excited to imagine that the Frieze somehow reflects the Empress&#039;s state of mind, but it seems the truth is more complicated than that. It is common for two different people who view the frieze to see a different expression portrayed there, even when both are looking at the image &#039;&#039;&#039;at the same time&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unscrupulous mountebanks quickly began suggesting that the Empress&#039;s expression was an indication whether a person who views it is fated for weal or woe. For a pair of rings they invite visitors to tell them their troubles, so that they can advise them on how to best interpret the Empress&#039;s expression. While nobody approves of such charlatanry, the Frieze still draws crowds of eager visitors, keen to witness this little miracle and ponder what it might portend.&lt;br /&gt;
&lt;br /&gt;
Nor is the Empress alone. They claim that there is a new figure visible on the battlements of Holberg - a horned man in a familiar heavy robe leaning on a staff. Some who have studied the frieze believe this figure to be none other than Juha the Cave Spider, Imperial Magus and husband of the Imperatrix. It is difficult to make the figure out - and even more difficult to prove that they were not always part of the frieze - but the belief that this is somehow representative of Juha watching over and supporting his beloved wife is gaining traction.&amp;lt;/ic&amp;gt;&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143909</id>
		<title>Holberg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143909"/>
		<updated>2026-08-19T23:03:16Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Misericorde */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=HolbergRegions.png|caption=The land may have fallen but the city endures|title=Regions of Holberg|align=left|width=450}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The League history#Origins of the League|Settled]] at the same time as [[Dawn]], the town remained free of any outside control until well after the founding of the Empire. Proud of its independence, Holberg eventually joined [[the League]] in 136YE under a riot of political strife in the [[Senate]]. The lands that surrounded the city were under the control of barbarian orcs until they were driven back in an epic five year war of conquest by Dawnish nobles and forces loyal to them. But Holberg itself was never conquered; the city was protected by a dozen high walls and the Dawnish armies had little taste for a lengthy siege. When the city was convinced to side with the Empire by League diplomats, it also successfully requested the Senate assign the territory to the League. Dawnish senators were incandescent with fury but there was nothing they could do and Holberg became the prosperous fourth city of the League.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed Holberg grew rich and prosperous. The lands around the city possessed a rich agricultural heritage, well known for their fine vineyards. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Build strong city walls and the world must come to you - and it &#039;&#039;will&#039;&#039; come to you, if only to marvel at your walls.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Recent History==&lt;br /&gt;
In 346YE, however, barbarians attacked the territory, sacked the vineyards, burnt the hardwood groves so precious to the city&#039;s crossbow makers, and laid siege to the walled city. The Senate remained paralysed throughout this time, unable to secure funding and forces to raise the siege and in the end the territory was lost to the orcs and remained under Orc rule for over thirty years.&lt;br /&gt;
&lt;br /&gt;
By early 377YE, the [[fortifications|walls of Holberg]] were in a sorry state. The [[Senate]] [[Build Holberg defences|passed a motion]] to supply emergency aid to the citizens of the city, following a plan suggested by the master engineer Rhiner Van Hesselman. Money and resources supplied to the city allowed for emergency repairs to be made to the walls, while herbs and medical supplies helped to counter the insidious effects of [[Druj]] poisons. Despite the fact that the city was under siege, heroic action meant that the defences were restored to full strength.&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE, the defenders had been [[378YE_Summer_Solstice_winds_of_war#The_Siege_of_Holmauer|forced back to defensive positions]] within the upper city. The Druj, made overconfident by earlier victories, pressed their advantage in Autumn ... with [[378YE_Autumn_Equinox_winds_of_war#The_Walls_of_Holfried|disastrous consequences for the barbarians]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Is Holberg cursed?&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Empress Giselle]] met her end here and [[Emperor Hugh]] spent much of his reign trying to get support to retake the city. Some claim that when [[Empress Britta]] decided to concentrate her efforts on the western Empire it was as much due to her belief in the curse as it was about any amount of residual nationalism. According to the scandalous [[Sarvos|Sarvosian]] novel &#039;&#039;The Waters of Rebeshof&#039;&#039;, the curse was the work of a [[Weirwater]] [[weaver cabal]] seeking vengeance for the humiliation of the Dawnish. No evidence to support these scurrilous claims has ever come to light.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Over Winter 378YE, Holberg was liberated by a massive force of Imperial troops. The Druj fortress of Rebeshof was devastated, and the barbarian invaders driven back to the northern forests. At the same time, however, their magicians unleashed a [[Thunderous Tread of the Trees|dreadful curse]] on Holberg, causing malignant spirits to animate aggressive trees throughout the area.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, with Temeschwar as a major hub. They provided merchants and traders from across the Empire with easy access to the markets of Holberg, and vice versa. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] of the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
In Spring 383YE, the Imperial Senate decided to encourage the Sand Fisher orcs of Ossium to move to Misericorde. They have since settled in, building several villages along the shore, and begun to explore the marshes of Ennerlund, Rebeshof, and the Morass. Their presence has brought with it [[A_dream_that_can_last|a number of benefits and opportunities]].&lt;br /&gt;
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The [[Light upon the water#Sodden Ground|torrential magical rains]] of 384YE were not kind to Holberg. [[#Utterlund|Utterlund]] is now a marsh as well as a forest. The rains caused some of the worst flooding seen at the [[Great Pits of Ennerlund]] since [[#Ennerlund|Ennerlund]] first reverted to being part of [[#The Morass|the Morass]], but the Bourse seat weathered the worst of it without permanent damage. Unexpected aid came in the shape of the Sand Fisher orcs. Once it became clear what was happening, they enthusiastically pitched in, working hard under directions from their neighbours to shore up flood defences and dig channels for the water to drain away, helping to ensure that any flooding of the city itself, or any of the smaller estates scattered around the territory, was minimised. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 100%;&amp;quot;&amp;gt;[[File:GreatestCity5.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Major Features ==&lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=The walls of Holberg will not fall.|caption=The League has never abandoned Holberg.|align=right|width=250}}&lt;br /&gt;
===The City of Holberg===&lt;br /&gt;
Holberg itself has never fallen - even the Empire was only able to &amp;quot;conquer&amp;quot; it because the burghers of the city opened the gates to them. Famous for its engineers, builders and architects, the city is immensely fortified and defenders held out against barbarian attack for over thirty years. The only approach to the city that remained viable during the extended siege was through a narrow pass that leads over the mountains and into Dawn. Now Holberg is back in Imperial hands the people look forward to their newly appointed Senator rebuilding the city to its former glory. &lt;br /&gt;
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Holberg has always been a vital part of the League. The city is notorious for its inventive brilliance, its ability to think of ingenious solutions to problems. Holberg invented the crossbow, but it is not inventions it is known for, so much as the ability of the inhabitants to use what they have to find solutions never before seen. Many Holberghians see life as a complex puzzle, one for which they are seeking the solution. They do not respect flights of fancy - but these people have found ways to build a city on a mountainside. They are utterly pragmatic but ingenious with it.&lt;br /&gt;
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There is also an emphasis on learning and study that is found nowhere else in the Empire outside Urizen. Holberg already had its own university when it joined the League, something the other cities soon copied. It does not have great libraries to rival [[Urizen]] or [[Highguard]] - although it has more than its fair share of specialists such as the bookbinders of [[Holberg spoils of war#Ledger Domain|Ledger Domain]] - but it is a centre of excellence for tutelage, particularly in practical skills like engineering and surgery. There have been several free companies from Holberg whose reputation as siege engineers was unrivalled throughout the Empire. Holberg gives the League a scholarly excellence that allows it to hold its own with rival nations like Urizen - they may not have been able to retake the lowlands without help from the Empire, but they ensured that the city did not fall to the Druj.&lt;br /&gt;
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One of the finest engineering guilds in Holberg is [[Holberg spoils of war#Wunderkind|&#039;&#039;Wunderkind&#039;&#039;]]. With a legacy that reaches back to the time before Holberg was part of the Empire, the engineers of Wunderkind were known for centuries for the creation and design of everything from toys to fountains to siege engines and crossbows - and everything in between. The Grand Clocktower - a unique wonder in the Empire, a mechanical time-keeping device on a massive scale, was built by the founders of the guild.&lt;br /&gt;
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Holberg is also known for its doctors - many of whom gave their lives fighting on the front lines. The warrior-healer of Holberg is already becoming a popular mythopoetic figure and characters such as the late physick and apothecary [[Holberg spoils of war#Doctor Ventner&#039;s Greenhouse|Doctor Ventner]] are appearing in plays and pamphlets as far south as [[Sarvos]].&lt;br /&gt;
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=== The [[Great Pits of Ennerlund]]===&lt;br /&gt;
The Great Pits of Ennerlund are a Bourse resource located (unsurprisingly) in [[#Ennerlund|Ennerlund]]. Custodianship of the Pits is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 27 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox. The Pits were severely damaged by the Druj during the last months of their occupation, and repaired at great expense to the Empire. The lower levels are in constant danger of flooding due to the spread of marshland into Ennerlund, placing an increased demand on the Imperial treasury.&lt;br /&gt;
{{CaptionedImage|file=Holberg Great Park.png|caption=An artist&#039;s Impression of part of Holmauer Park|align=right|width=500}}&lt;br /&gt;
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=== The [[Flaxen Pillars]]===&lt;br /&gt;
The Flaxen Pillars are a Bourse resource in [[#Misericorde|Misericorde]]; a stand of [[weirwood]] trees that were discovered by the Sand Fishers shortly before the [[The_greatest_city_in_the_world#Flaxen_Pillars|Winter Solstice 385YE]]. &lt;br /&gt;
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The Flaxen Pillars are a national [[Bourse|Bourse position]] which produces weirwood. Control of the Pillars is assigned by national auction at the Winter Solstice each year. This Bourse position produces 22 Imperial wains of [[weirwood]] every season.&lt;br /&gt;
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===Holmauer Park===&lt;br /&gt;
During the Druj occupation, the suburbs of [[#Holmauer|Holmauer]] were reduced to rubble choked with [[vermin]] - both the four-legged and two-legged kind. In Spring 380YE Katarzyna Von Carstein - a [[Principalities of Jarm|Jarmish]] immigrant now a citizen of [[the League]] - presented a bold proposal to [[Reclaimers|reclaim]] the ruins. The [[Senate]] agreed with her ambitious plan, although the [[Construct_the_Park_of_Holberg|construction]] took at least twice as long as first estimated. Over time the shattered wasteland was cleared and the [[territory#region|region]] laid out as broad parkland. In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer became a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble.&lt;br /&gt;
&amp;lt;!--In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer is now a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble. The extensive landscaping of the park has led to pleasant paths snaking through flower gardens, grassy banks and natural forest areas. There are row boats for hire on the lakes and river and a new folly on the island for visitors to enjoy. The park includes a beautiful open-air venue for concerts and plays, a public bath house built by the finest [[Highguard|Highborn]] artisans, and the wonderful [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]]. At the North-East corner is the Sculpture Garden, a meandering series of paths through a rose garden scattered with statues of recent citizens of Holberg. All in all, the park is a [[great work]] that transforms Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League. --&amp;gt;&lt;br /&gt;
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This changed catastrophically in Summer 378YE when the park was cursed by agents acting on behalf of [[The_Thrice-cursed_Court#Skathe|the Hag Queen]]. Over the course of less than a week almost every plant, flower and tree suffered under the blight becoming defiled and withered, a corruption of what they were before. Well, [[In_the_garden_of_defiance#Trees_and_Flowers|&#039;&#039;almost&#039;&#039; every plant, flower and tree]] - but that is a separate issue. The Wunderkind Woods at the heart of the park are believed to have been the starting point for the blight - a belief reinforced by the fact there is now a strong [[Winter magic|Winter]] [[regio]] located in the centre surrounded by barren land. Only the memorial grove and the [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]] survived untouched.&lt;br /&gt;
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Steps were taken to recover from the curse. The waters were cleansed by donations from [[Highguard|Highborn]] [[business|businesses]], and the Pavilion on Looking Glass Lake became a powerful focal point for League defiance - supported by the [[Patron of the Pavilion]]. Most of the park continues to show signs of defilement, however, as detailed in the &#039;&#039;&#039;[[In the garden of defiance]]&#039;&#039;&#039; Wind of Fortune.&lt;br /&gt;
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Close to the entrance from the city of Holberg is placed a plaque bearing the names of all the citizens who contributed funds to pay for the creation of the park. That, at least, remains untouched by the malignancy spread across the once-beautiful gardens.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; [[#Holmauer Park|Holmauer Park]] was originally a [[great work]] that provided additional income to [[business|businesses]], but this income was lost when the park was [[In_the_garden_of_defiance|ravaged by curses]] during the Summer Solstice 383YE.&lt;br /&gt;
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===Walls of Holberg===&lt;br /&gt;
The [[Walls of Holberg]] are undoubtedly one of the wonders of the known world; more commanding than the Star-fort of the [[Commonwealth]], more beautiful than the Palace of the Electrum Prince in [[Jarm]]. The fortification is utterly peerless and without any rival. Within extended walls, gantries, portcullis and more, the engineering genius of Holberg can be felt. A generation under siege has led to efficiencies everywhere, from the routes the troops take to food and weapon storage. &lt;br /&gt;
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Along the walls, the guilds, cartas, and individuals who gave the most to this construction are engraved. Images of the Printers Guild, the Holberg Haudagen and the House of Seven Mirrors overlook the walkways and a full list of all those who contributed to the walls is etched under each engraving. There is at least one &amp;quot;&#039;&#039;official&#039;&#039;&amp;quot; gift shop not far from each of the covered entrances to the walls; each of them promoting a slightly different version of who was responsible for this project.&lt;br /&gt;
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===Lorenzo&#039;s Legacy of Courage===&lt;br /&gt;
Spread across the entire territory, even in the wild woodlands of [[#Misericorde|Misericorde]] and the sodden marshes of [[#The Morass|the Morass]] are a sequence of red stone [https://en.wikipedia.org/wiki/Stele stelae]. Adorned with axes and roses, and surmounted with a pair of butcher&#039;s cleavers, their bases are engraved with phrases celebrating [[Pride]], [[Loyalty]], and [[Courage]] around the base. The keystone for this [[great work]] stands outside &#039;&#039;Wunderkind&#039;&#039; in the city proper. [[Construct Lorenzo&#039;s Legacy of Courage |Commissioned]] in Autumn 381YE with the use of an [[Bearer_of_an_Imperial_Wayleave|Imperial Wayleave]]  by Lorenzo “La Volpe” Macelliao von Temeschwar, these [[Lorenzo&#039;s_Legacy#The_Legacy_of_Courage|crimson monoliths]] help to harness the flows of mana through Holberg.&lt;br /&gt;
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===Bloody Great Sausages===&lt;br /&gt;
Following an [[opportunity]] presented in the lead-up to the Spring Equinox 382YE by the &#039;&#039;Right Virtuous Company of Provisioners and Victuallers&#039;&#039;, and with the investment of Lorenzo “La Volpe” Macelliao von Temeschwar, the sausage production and distribution networks of Holberg have been greatly enhanced. Holberg sausage is now readily available everywhere the [[Lorenzo&#039;s Legacy#Blood Red Roads|Blood Red Roads]] reach, and the Senate has appointed a [[Custodian of the Bloody Great Sausage]] to ensure Holberg victuals remain at a high standard.&lt;br /&gt;
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===Adelaarskade===&lt;br /&gt;
Completed shortly before the Spring Equinox 388YE, the design for the Adelaarskade were originally [[380YE_Autumn_Equinox_winds_of_fortune#The_Creeping_Morass|presented]] by the civil service, and later improved upon by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;, as part of the Commonwealth professor&#039;s investigation into how [[Threats_that_are_to_come#Land_and_Ditches|to secure and bolster Holberg&#039;s food and water supplies]]. Adelaarskade, affectionately known as the &#039;&#039;Seven Dykes&#039;&#039; by some citizens of the territory, is an extensive series of groundworks reinforced with [[weirwood]] timbers to hold the dykes in place at key locations towards the Nameless River. As a result, the wetlands of [[#Rebeshof|Rebeshof]] and [[#Utterlund|Utterlund]] will be slowly drained, and, assuming nothing else changes, the regions will lose [[Region_qualities#Marsh|marsh]] quality by the start of the Spring Equinox 389YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Splintered House===&lt;br /&gt;
Built in [[#Utterlund|Utterlund]], the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] is a [[Navarr wayhouse]] named for the Splintered Oaks [[striding]]. A hub for Navarr travellers, and those who have settled in Holberg, it was founded on ideals of standing together to build something greater and welcomes travellers from across the Empire. The Splintered House brims with the energy of hustle; [[broker|brokers]] bring their goods and services through to the &amp;quot;Greatest City of the League&amp;quot; and it has become a common destination for [[Varushka|Varushkan]] traders out of [[Ossium]] heading for Holberg. Built as a trading market to showcase Navarr talent, it is often surrounded by sprawling tents, stalls, and ox carts, with the maze-like routes managed by residents of the wayhouse, who work to ensure [[Prosperity]] for all who frequent the ever-changing traders.&lt;br /&gt;
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==Regions==&lt;br /&gt;
===Holfried===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; City&lt;br /&gt;
This is where the great fortified city of &#039;&#039;&#039;Holberg&#039;&#039;&#039; stands. It is one of the greatest fortifications in the Empire and was the only reason that the defenders managed to withstand the siege of hostile barbarians for a little over thirty years.(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The walls of Holberg are a rank 6 [[Fortifications|fortification]]).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Spring 378YE, the Imperial Senate arranged the creation of a cemetery at the foot of the southern wall. Marcher soil and apple trees were imported and watered with waters taken from streams in [[Mitwold]], [[Upwold]] and [[Bregasland]].&amp;lt;br&amp;gt;&lt;br /&gt;
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===Holmauer===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Parkland, Uplifting&lt;br /&gt;
The sprawling suburbs of Holmauer are a region unto themselves. Outside the walls of Holberg proper, they were devastated by decades of war, cannibalised by the barbarians and citizens of Holberg alike to shore up their [[fortification|fortifications]]. Makeshift barricades gave way to increasingly sophisticated fortresses, and then to rubble. The walls of Holmauer finally ceased to be a consideration in the Autumn of 378YE - a shattered casualty of the ebb and flow of battle against the Druj.&lt;br /&gt;
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After the liberation, a few refugees sought to regain their homes in Holmauer, but in most cases literally nothing remained. The priests of [[Holberg spoils of war#The Eastern Front|the &#039;&#039;Eastern Front&#039;&#039;]] did what they can to help these homeless unfortunates - and ministered likewise to the few survivors who, like them, stayed behind even as the outer city collapsed around their ears. Rebuilding the suburbs of Holberg represented an immense undertaking, especially in the absence of the walls that once protected them. During the Spring Equinox 380YE, the [[Senate]] [[commission|commissioned]] a project to [[Construct_the_Park_of_Holberg|restore Holmauer]], turning the region into a [[#Holmauer Park|great park]] as per the [[Reclaimers#The_Park|ambitious plans]] of architect Katarzyna Von Carstein. Following a long delay, work finally began on the park shortly after the Autumn Equinox 380YE, but stalled over Winter. For a long time, the only part of the park open to the public was the [[Keeper of the Imperial Menagerie|Imperial menagerie]], but work was finally completed shortly before the Winter Solstice 381YE.&lt;br /&gt;
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Holmauer is no longer a broken ruin, but rather a beautiful stretch of parkland dotted with clusters of aesthetically pleasing buildings, homes, and businesses. It presents a highly desirable alternative to the cramped conditions in the city proper, and real estate here in Holmauer is very much in demand.&lt;br /&gt;
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===Misericorde===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Sandfishers&lt;br /&gt;
The northernmost region of Holberg, these dark forests were once a haunt of bandits and brigands – the bandit “warlord” Graffler made his base of operations here – and have a poor reputation as a result. After Graffler&#039;s death, some of the bandits were forced by necessity to fight for their survival against the Druj - the most committed of whom have since sought [[clemency]] and formed a [[Holberg spoils of war#The Revelry|military company in service of the League]]. Misericorde touches the shores of [[the Semmerlak]], but there has never been much fishing here - the banks of that great lake just across the river are part of [[the Mallum]] (claimed by the [[Druj]], and to the west by the folk of [[Semmerholm]]. Still, it is not impossible that a small port could be constructed here - especially if the Mallum were freed from Druj domination.&amp;lt;br&amp;gt;&lt;br /&gt;
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Since the retreat of the Druj, there have been stories of [[Reclaimers#The_Twisted_Briars_of_Misericorde|odd activity]] in Misericorde and neighbouring [[#Utterlund|Utterlund]].&lt;br /&gt;
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In Spring 383YE, the Imperial Senate voted to encourage the Sandfisher [[orc|orcs]] of [[Ossium]] to move to Misericorde. With the aid of the civil service, they swiftly made the journey and established several new villages along the shores of [[the Semmerlak]]. They are now an uncommon but unremarkable sight across the marshes of Rebeshof, Ennerlund, and the Morass; their fishing boats now ply the waters north-west of Misericorde and they have made some inroads into the forest here.&lt;br /&gt;
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===Utterlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The forests of Utterlund are tamer than those of Misericorde. At one time they served as a hunting preserve and they were the site of several cultivated [[Forest|woodland preserves]] such as the beautiful [[Holberg spoils of war#Sorensdromen|Sorensdromen]] that in addition to being places of natural wonder produced valuable [[Materials#Natural_Materials|raw materials]] for use in several industries. Owned and worked by local people, many forest workers were enslaved by the barbarians during the Druj invasion and suffered greatly at the hands of the [[orc|orcs]]. During the [[Light upon the water#Sodden Ground|terrible magical storms]] of 384YE, Utterlund finally surrendered to the spreading waters of [[#The Morass|the Morass]], meaning the region is now marshy. The powerful [[Spring magic]] [[enchantment]], [[Hallow of the Green World]], performed [[Children in bloom|after the Winter Solstice 384YE]] actually helped the trees of Utterlund weather the change better than might have been expected. Subtle changes mean that the [[forest]] groves here continue to be productive.&lt;br /&gt;
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Utterlund enjoys additional prosperity due to the presence of the [[#Splintered House Wayhouse|Splintered House]], a [[Navarr wayhouse]].&lt;br /&gt;
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===Ennerlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
The [[#Great Pits of Ennerlund|Great Pits]] can be found here. Most of the region as dotted with light woodland, although great swathes of it have been clear-cut by loggers and by labourers associated with the mithril mine - indeed the area directly surrounding the mine works was entirely stripped of trees long ago and is sometimes referred to as the &amp;quot;Ennerlund Wastes&amp;quot;. With the Druj now gone, the area slowly recovered - new mines such as [[Holberg spoils of war#Uitgang|Uitgang]] have been opened, for example.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the malice of the eastern orcs saw extensive damage to the dykes and barriers of [[#the Morass|the Morass]], leading to the slow spread of the marsh northwards. Following an [[The_prime_colour_of_the_world#Problems_with_the_Morass|Empire-wide influx]] of [[Spring magic]], the entire region was reclaimed by bogs. The Great Pits were preserved thanks to powerful new pumps that keep them operational, but it also marked the loss of the last bits of good quality farmland in the territory.&lt;br /&gt;
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===Rebeshof===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
A wide plain, once dominated by an unsightly fortification built over the several decades by the orc invaders with looted stone. Human slaves were used to work the remaining farms here, providing food to their conquerors. In Winter 378YE the fortress was destroyed by Imperial armies during the liberation of Holberg.&lt;br /&gt;
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Rebeshof was originally marshland. It was drained at great expense by the people of Holberg between 18YE 20YE. During their occupation, the Druj destroyed many of the dikes and dams that held back [[#the Morass|the Morass]], and in the time since the farmland here has slowly been reclaimed by the waters of the southern marshes. The situation was exacerbated by the sheer amount of Spring magic laid over the territory during the war with the Druj. Following the Spring Equinox 380YE, in combination with the effects of [[The prime colour of the world|Empire-wide Spring magic]], the marshes finally reclaimed Rebeshof.&amp;lt;br&amp;gt;&lt;br /&gt;
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===The Morass===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
In the past, the Morass has been partially drained. Since the territory of Holberg fell the waters have risen and the swampy land expanded, turning most of the region back into boggy marsh and drowning a great many [[farm|farms]] that once exploited the naturally fertile soil of the reclaimed land, such as the old pear orchards of [[Holberg_spoils_of_war#Kröger Steading|Kröger Steading]]. There have been several reports of [[marshwalkers]] in the last decade although whether these were natural creatures or part of the Druj forces is unclear -but the Druj took every opportunity to exploit their presence during the occupation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In an act of spite, the Druj also destroyed the old dykes and river-barriers that kept the Morass in check; by the Spring of 382YE, it had spread to encompass the entirety of [[#Rebeshof|Rebeshof]] and [[#Ennerlund|Ennerlund]], devastating the former farmlands that had been reclaimed over decades of hard work by the people of Holberg.&lt;br /&gt;
{{CaptionedImage|file=Holberg Holder.jpg|caption=&#039;&#039;&#039;Kaspar Yakovich von Holberg&#039;&#039;&#039;, Senator for Holberg|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Holberg|Territory=Holberg|Season=Spring}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE, the Sand Fishers control Misericorde. The League, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The Walls of Holberg in [[#Holfried|Holfried]] are a level six [[fortification]].&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the [[Gates of Holmauer Park]] and produce an extra 72 rings each season.&lt;br /&gt;
* [[farm|Farms]] in the territory benefit from the [[#Adelaarskade|Adelaarskade]], the Bloody Great Sausage, and [[A_dream_that_can_last#Green_Shoots|trade with the Sand Fishers]], meaning they produce an extra 36 rings and 2 drams of random herbs each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory no longer benefit from the [[##Lorenzo&#039;s_Legacy_of_Courage|Lorenzo&#039;s Legacy of Courage]]  following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]].&lt;br /&gt;
* [[#Holmauer Park|Holmauer Park]] was a great work that provided additional income to businesses in Holberg, but it was effectively [[In_the_garden_of_defiance|destroyed]] during the Summer Solstice 383YE&lt;br /&gt;
* Attempting to build a permanent [[fortification]] in one of the regions with the marsh quality is likely to encounter additional difficulties.&lt;br /&gt;
* A list of the [[spoils of war]] that were allocated by the [[Military Council]] at the Summer Solstice 379YE, can be found [[Holberg spoils of war|here]].&lt;br /&gt;
{{anchor|Frieze of Flowers}}&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;&#039;The Frieze of Flowers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Constructed during the [[Iron and wine|legendary celebrations]] following the coronation of [[Empress Lisabetta]], the Frieze of Flowers is a breathtaking work of art that covers an entire wall of the Casequo Gallery in the heart of [[#Holfried|Holfried]]. Painstakingly crafted from the finest materials, inlaid with dragonbone, orichalcum, and tempest jade, it is a true wonder that combines modern artistic techniques with traditional sensibilities. It is a delight of autumnal colours, invoking [[Prosperity]] and [[Ambition]]. The frieze was created by an affiliation of Holberg artists and citizens, partially commissioned by Aureliana Saverio di Sarvos and Othello von Holberg, and created with permission from Benedict Parelli of the Empress&#039;s household and the consent of the Senator of Holberg.&lt;br /&gt;
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The central part of the frieze depicts the Empress with a backdrop showing the rebuilt walls of Holberg, and surrounded by symbols associated with her early life (the image of the Seven Mirrors for example), and coronation (fields of white and gold flowers). She rests one hand on the mane of a mighty lion, its head bowed but its strength undiminished by its expression of respect. Whatever the , relating to the past and future not only of Holberg, but of the League and the Empire itself. In one part, depicting the armies of the League taking back Holberg, is an image of the late General Giovanni Saverio di Sarvos. By contrast, around the borders of the frieze are images of the present and the future - the four Senators of the League in the corners, and the Cardinals of Prosperity, Ambition, and Vigilance; the Imperial Inquisitor; the Ambassadors to Asavea and Faraden; the Imperial Consul; and the Grandmaster of the Golden Pyramid along the top and bottom edges.&lt;br /&gt;
 &lt;br /&gt;
Since her [[Crowned in rose and heather|disappearance]], the Frieze has changed and become the focus of what some believe is a minor miracle. Previously the image clearly depicted the Imperatrix smiling down at the viewer benignly, raising their spirits and encouraging them to virtue. Since Summer 383YE, it is rare to find two people who agree on her countenance. Others are adamant that the frieze now depicts the Empress frowning or dismayed, as if troubled by something, causing them to doubt themselves. A few people even say that the Empress&#039;s expression seems to change depending on what they are thinking at the time. At first people were excited to imagine that the Frieze somehow reflects the Empress&#039;s state of mind, but it seems the truth is more complicated than that. It is common for two different people who view the frieze to see a different expression portrayed there, even when both are looking at the image &#039;&#039;&#039;at the same time&#039;&#039;&#039;.&lt;br /&gt;
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Unscrupulous mountebanks quickly began suggesting that the Empress&#039;s expression was an indication whether a person who views it is fated for weal or woe. For a pair of rings they invite visitors to tell them their troubles, so that they can advise them on how to best interpret the Empress&#039;s expression. While nobody approves of such charlatanry, the Frieze still draws crowds of eager visitors, keen to witness this little miracle and ponder what it might portend.&lt;br /&gt;
&lt;br /&gt;
Nor is the Empress alone. They claim that there is a new figure visible on the battlements of Holberg - a horned man in a familiar heavy robe leaning on a staff. Some who have studied the frieze believe this figure to be none other than Juha the Cave Spider, Imperial Magus and husband of the Imperatrix. It is difficult to make the figure out - and even more difficult to prove that they were not always part of the frieze - but the belief that this is somehow representative of Juha watching over and supporting his beloved wife is gaining traction.&amp;lt;/ic&amp;gt;&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143904</id>
		<title>Fair share of labour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143904"/>
		<updated>2026-08-19T17:07:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Treji&amp;#039;s Legacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Jasna Kazimerczyk stared at the letter on the writing desk, struggling to believe the news could be true. She&#039;d read it three times now and still couldn&#039;t quite believe it.&lt;br /&gt;
&lt;br /&gt;
The Imperial Artisans&#039; Guild... it didn&#039;t sound like much. More like a Temeschwari carta with ideas above their station than some body of state. But according to Miloš, the civil service were appraising the prospect of making this League guild into an actual sodality. A body of state, on a par with the Conclave or the Bourse, but there to stand for artisans and to represent their interests to the Empire. No more relying on the Conclave to speak for them, no more urging the Golden Pyramid to fight their corner. The artisans would finally get the recognition they deserved.&lt;br /&gt;
&lt;br /&gt;
Of course it was far from a foregone conclusion. Miloš said they&#039;d done the same for a shipwrights sodality last season and that hadn&#039;t passed the Senate. At least not yet. There was no reason to assume this guild would fare any better. And yet Jasna dared to hope that somehow this might finally be their moment. She thought back to her own time in politics, all those years ago, agitating and arguing with people for change. Two years she&#039;d spent traipsing down to Casinea every season, walking around Anvil trying to drum up support for the cause. Always the same answer, too expensive, too difficult, too many other battles to fight. She&#039;d been full of hope when she first arrived in Anvil, convinced that the Virtue of her cause would be impossible to argue with. She&#039;d soon learned that nothing was impossible to argue with. Two years later she&#039;d quit in frustration vowing never to return.&lt;br /&gt;
&lt;br /&gt;
And now, finally, all these years later, there was a chance to do the Virtuous thing. A once in a lifetime opportunity to fix one of the great flaws in the Empire. If Urizen had been a nation of artisans rather than a nation of magicians, the Conclave would have been a hall of craftspeople and the magicians would have been stood round the edges hoping to be let in. Instead they&#039;d had four centuries of fighting for their rights, nearly forty decades fighting for their voices to be heard, the best part of four hundred years fighting for their work to be acknowledged. Surely the Senate would see the Virtue of acting? What senator wouldn&#039;t want to seize this opportunity to right this wrong? It might be too much to expect that Virtue would move them to act, but surely they would want to leave their mark on the world? To change the very nature of the Empire? What mortal soul could resist the urge to fashion something new, something better, when given the chance?&lt;br /&gt;
&lt;br /&gt;
Hope is not a virtue she told herself. Leaving this to hope was a bad idea. A very, very bad idea. If this guild was going to become the voice of the Empire&#039;s artisans it would need every ally they could muster. The new sodality would face opposition from all corners - every single vote would be needed, of that she had no doubt.&lt;br /&gt;
&lt;br /&gt;
Jasna Kazimerczyk picked up her quill, dipped it in the well and began to write. She was in no condition for waltzing off to Anvil at her age, but she still had a lot of friends across the north from her days as a preacher in the Assembly. Friends and allies she&#039;d made all those years ago when fighting for the cause. Friends who&#039;d sworn that they&#039;d back her when the time came. Well, she thought to herself, it appears that the time has finally come...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crafting.jpg|align=left|caption=The Guild of Artisans is currently an informal sodality that welcomes all who master the arts of creating [[magic items]]; the Constitutional Court has considered what form it might take if it were recognised as a true [[Imperial sodality]].|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]] requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Imperial Guild of Artisans&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The Artisans&#039; Guild has been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of a Guildhouse]] in 385YE, creating the position of [[Guildmaster of the Artisans]]. Now the Senate is in a position to consider the full implications of making the Guild into an official Imperial sodality.&lt;br /&gt;
&lt;br /&gt;
A single season remains available for [[the Throne]] to instruct the civil service to appraise the legal implications of a new sodality. Whoever is chosen this season, if any, will be the final sodality that can be reviewed in this way, unless the civil service can find the resources to make the facility permanently available (although the Senate would still be able to [[appraisal|appraise]] the implications of a new Imperial sodality of course).&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Imperial Guild of Artisans&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with artisans and the creation of magical items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. The magistrate congratulates the Guild on the clarity and Ambition of their manifesto which has made this appraisal particularly straightforward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Guild of Imperial Artisans&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Imperial artisans are the finest in the world, deserving commensurate respect, recompense and pride;&lt;br /&gt;
* Artisans and the magic items they create are valuable strategic resources for the Empire;&lt;br /&gt;
* The voice of the Empire&#039;s artisans should be preeminent in all matters relating to artisanry.&lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Guide, aid, and provide consultation to the Empire&#039;s artisans, bodies of state and wider citizenry on the matter of artisanry;&lt;br /&gt;
* Support and coordinate artisans in the study, innovation, and creation of magic items;&lt;br /&gt;
* Represent the Empire&#039;s artisans, seeking and supporting opportunities within the Empire&#039;s borders and beyond.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, constitutional scholar and part of the [[Scrutiny#Constitutional Court|Constitutional Court]], has taken it upon himself to provide guidance about Imperial sodalities to the Throne.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The manifesto defines a sodality with responsibility for Imperial [[artisan|artisans]]. The magistrate notes that it makes no mention of having responsibility for the means to create magical items - there is no suggestion that the sodality should have any oversight of [[mine|mines]] or [[forest|forests]] or the [[materials]] they produce. If the Senate ratifies the decision to create the Imperial sodality, they will be responsible for the study, innovation and creation of magical items, but the manifesto would need to be updated if the Senate wanted them to take on any additional responsibilities.&lt;br /&gt;
&lt;br /&gt;
This narrow focus ensures that there is no legal conflict with either the [[Imperial Apothecaries Guild|Imperial Apothecaries&#039; Guild]] or the [[Conclave]]. The magistrate does note that the sodality&#039;s name is very similar to the Apothecaries&#039; Guild, which he predicts will inevitably cause errors to happen at some point, when the wrong thing is written down. In particular, as a body of state grows into its power, it is common to refer to it with a singular name. &#039;&#039;Technically&#039;&#039; the Conclave is the Imperial Conclave of Magicians, but literally nobody calls it that - it&#039;s just called &amp;quot;Conclave&amp;quot;. If people start referring to either the Artisans&#039; or the Apothecaries&#039; Guild as the &amp;quot;Guild&amp;quot;  then it&#039;s going to lead to problems. The Imperial Archivist apparently sent Abraham an unsolicited list of possible alternative names, but their &amp;quot;suggestions&amp;quot; appear to not have made it into the final text of the report.&lt;br /&gt;
&lt;br /&gt;
The magistrate also raises the concern that employing a name commonly used to describe a League business affiliation risks narrowing the appeal of the sodality to other nations, or giving the impression that the Guild has undue League affiliations which would obviously undermine its status as an Imperial sodality. The magistrate has spoken with members of the Guild about these concerns and understands that they have their reasons for the name and he is the first to admit that there is no legal bar to using the term Guild to describe one - or more - sodalities - but he feels he would be remiss if he did not point out the issue. Ultimately the Senate is contemplating the creation of a new branch of Imperial government - not establishing a trading [[guild]].&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities must be &#039;&#039;singular&#039;&#039; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Artisans&#039; Guild, then it would not be possible to create a new Imperial sodality that had responsibility for the study, innovation, and creation of magic items nor otherwise represent the interests of artisans in the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Carpentry.jpg|align=right|caption=As an Imperial Sodality, the Guild of Imperial Artisans would represent all kinds of skilled magical crafters, irrespective of the materials with which they work.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
* &#039;&#039;&#039;The power to enjoin the creation, sale, use and bonding of magic items would be delegated to the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The power to disseminate a schema would also be given to the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with magical items would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
If the Artisans&#039; Guild were enacted with the provided manifesto then the ability to outlaw the creation, sale, use and bonding of magical items would be delegated to the Guild. Legally, this power currently lies with the Imperial Senate which can use a [[Senate motion]] to outlaw a specific item - such powers always default to the Senate in the absence of any other constitutional body with the legal authority to govern such activities. Once the sodality was enacted and had its first member, it would no longer be possible for the Senate to use a Senate motion to pass laws around magic items - they would need to respect the authority of the Guild.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Conclave has employed the power of [[interdiction]] to outlaw the creation of some magical items. Abraham notes that there is absolutely no constitutional basis for this activity - or for the interdiction of potions or similar. It represents a very clear overreach of the powers of the Conclave, which ought properly to be restricted to the oversight of magicians and the use of magic. The Constitutional Court failed to notice this at the time, in part because there were no good alternatives in the past. That is definitely not the case now that there is an entire body of Imperial government that has oversight of potions - and certainly wouldn&#039;t be the case if the Empire chose to make the Artisans&#039; Guild an Imperial sodality.&lt;br /&gt;
&lt;br /&gt;
The Court haven&#039;t taken the step of ruling that the Conclave cannot continue to interdict magic items at this time, if only because they are clearly hoping that the Senate will resolve the problem for them. If the Guild were created, that conflict would be resolved. Any items that are currently outlawed by the Senate or interdicted by the Conclave would remain illegal to create, use, sell or bond - but the power to change their status would pass to the sodality. It would require a majority vote of members present at a session of the sodality to enjoin or permit the use of a specific magic item.&lt;br /&gt;
&lt;br /&gt;
The Guild would also gain the legal power to disseminate a [[Magic_items#Schema|schema]], the detailed instructions that allow an artisan to learn how to create a magic item. Currently the Imperial Senate has this power, but it would pass to the sodality if it were enacted. By default, the sodality would need to provide the ten thrones required to disseminate the schema - the Senate could pass a motion to permit these costs to be borne by the Imperial treasury if they wished.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Guild, but if the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was concerned with the creation and use of magical items then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that were related to magic items, but were not solely concerned with them, &#039;&#039;could&#039;&#039; be delegated to the Guild, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the right to prohibit some citizens from crafting magic items in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]] that provided materials, but the ability to commission new [[runeforge|runeforges]] would fall squarely within the sodality&#039;s remit.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Runeforge Symbol.jpg|caption=The creation of the Imperial Sodality would mean some titles would automatically be appointed by the Guild, while others &#039;&#039;may&#039;&#039; be appointed depending on the decision of the Senate.|width=200px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for any Imperial title whose responsibilities primarily relate to the creation, acquisition, distribution or research of magical items would be election by the Artisans&#039; Guild&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve the creation, acquisition, distribution or research of magical items. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relates primarily or solely to magical items, then the sodality would become the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility relates to magical items would be appointment by simple vote of members of the Artisans&#039; Guild.&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guildmaster of the Artisans]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dean of Runesmith&#039;s Caution]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Runegrott]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer of the Spiral Sword]]&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;Four titles would be automatically amended to be appointed by the Guild&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles whose responsibilities are solely or primarily concerned with the research of new magical items, training new artisans or representing the interests of artisans. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed titles would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Artisans&#039; Guild, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect of the Crucible]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blackroot Broker]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Burgher of Ketsov]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of the Cinnabar Hills]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Marracossa Sendito]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Preceptor of the Skarsind College of Warcasting]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially relate to artisans or magical items could be elected by the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by the current method if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are six titles that could be changed with a single Senate motion to have them all elected by the sodality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The civil service have identified six Imperial titles whose responsibilities include the creation or acquisition of magical items, but it is not their sole responsibility. It would be possible for the Guild to appoint these six titles, but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all six simultaneously if desired, making them appointments of the Imperial Guild of Artisans.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court have noted that the Blackroot Broker could be appointed by the Imperial Apothecaries&#039; Guild, the Imperial Artisans&#039; Guild, or the [[Vallornguard]] - the position has responsibilities claimed by all three sodalities, so it would be acceptable for either one to appoint the position. The [[Burgher of Ketsov]] and the [[Marracossa Sendito]] both deal with groups of artisans who provide the benefits the title enjoys. Before changing their appointment methods it would be wise to consult the Ketsov and the Marracossans respectively.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
A number of groups have indicated that they might be interested in supporting the Imperial Guild of Artisans, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is usually the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===Fire and Stone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Estavus001a.png|align=right|caption=The [[Estavus|City of Fire and Stone]] welcomes a formal sodality of artisans, and is keen to offer their support.|width=300}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The eternal Estavus would be open to serving as a patron of the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the sodality is given control of Imperial runeforges, Estavus will provide the sodality with a new schema each season for a year&#039;&#039;&#039;&lt;br /&gt;
[[Estavus|&#039;&#039;The Forgemistress]] is known to favour those who build, construct and create - she is a patron of architects, builders, shipwrights and most especially artisans. Her heralds have made it clear that the &#039;&#039;Prince of Shikal&#039;&#039; would be pleased if the Artisan&#039;s Guild where made an Imperial sodality and given the power and authority that goes with that onerous responsibility.&lt;br /&gt;
&lt;br /&gt;
If that happens, then the eternal will be open to serving as a patron of the new sodality, should they request it. As an example of what benefits their support might entail, they would provide the sodality with a single schema each season for the year after it passes the Senate. Estavus can make any item that is made in the mortal world, each season they would provide the Guild with a list of three schema to pick between. The Guild would need to use a simple vote to select the schema they wanted - and a second vote to select what type of magical item (e.g. [[:Category:Rods|rod]], [[:Category:Shields|shield]] or [[:Category:Foci|foci]]) that they would like to replace it on the list at the next summit.&lt;br /&gt;
&lt;br /&gt;
The eternal asks for nothing in exchange for these gifts - they are pleased simply to do what they can to encourage the creation of the new sodality. Should the sodality find the relationship beneficial, then the eternal would be open to discussing the potential to formalise the relationship by officially recognising the Prince of Shikal as the patron of the sodality.&lt;br /&gt;
&lt;br /&gt;
===Carmine Band===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|caption=The [[Golden Pyramid]] [[Conclave order]] has long been committed to representing and supporting the rights of Imperial artisans.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Carmine Band will triple their donations to the Golden Pyramid if the Artisans&#039; Guild passes the Senate&#039;&#039;&#039;&lt;br /&gt;
There are many groups of artisans and their allies across the Empire who have campaigned for years for the craft to receive the same recognition and status that the magicians of the Conclave enjoy. Many of them have thrown their support behind the Golden Pyramid, hoping that the order would be true to its noble manifesto and work to establish the prominence of Imperial artisans. &lt;br /&gt;
&lt;br /&gt;
Now that the moment is at hand, these groups are looking to the Grandmaster of the Golden Pyramid to throw their weight behind the new sodality. Artisans have always been an afterthought in the Conclave: denied entry in their own right to the Hall of Worlds, they have lacked a voice ever since the Empire was founded. Supporting the Golden Pyramid in the hope that the order would uphold the promises made in its manifesto has been one of the few ways for artisans to get their views aired.&lt;br /&gt;
&lt;br /&gt;
For such groups, this is a historic moment, a chance to right a fundamental wrong in the make-up of the Empire&#039;s constitution. As such, there is a heavy expectation that the new grandmaster, Terentia of Sarangrave Reforged, will throw the support of his order behind this proposal - and make clear to the Senate that it has the backing of the Conclave.&lt;br /&gt;
&lt;br /&gt;
If that happens - if Conclave passes a [[declaration]] of [[concord]] calling on [[the Throne]] and the [[Senate]] to ratify the plans for the new Artisans&#039; Guild, then the Carmine Band will increase their regular donations to the order&#039;s vaults, providing an additional three measures of Beggars Lye each season. If the efforts are successful, that is if the Senate creates the new sodality, then the Carmine Band add a further three measures of Tempest Jade to the Order&#039;s vaults each season in perpetuity, in gratitude for their political support at this crucial juncture.&lt;br /&gt;
&lt;br /&gt;
The Carmine Band are clear that they do expect the grandmaster to support the sodality at this vital moment - if that doesn&#039;t happen, or worse the grandmaster is seen as working to prevent the sodality from being ratified, then the Carmine Band will abandon their support of the order.&lt;br /&gt;
&lt;br /&gt;
===Treji&#039;s Legacy===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Starsrest/Goodfellow Brokerage&#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; Great Work&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; Treji, The Glen of Shadows, Hercynia &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 weirwood, and 36 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; &lt;br /&gt;
* Increases investment in forests and mines in Hercynia&lt;br /&gt;
* The benefits of the hall could be redirected by the Broker of the Treji Wayhouse using a Senate announcement if there was an appropriate opportunity&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 Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Can only be built if the Imperial Senate approve the Imperial Guild of Artisans&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; margin: 15px; clear:right;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|caption=The artisans of [[Hercynia#Treji|Treji]] call on their people to support the newly proposed sodality.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The artisans and brokers of Treji offer to work to boost production of mines and forests in Hercynia if the Artisans&#039; Guild passes the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the guild becomes a sodality, the Empire could commission a great work in Treji to boost the production of forests and mines in the territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The settlement of [[Hercynia#Treji|Treji]] has a long and sorrowful history. Overrun by the Thule when they conquered Hercynia, the countless artisans who worked there were forced to work for the Thule churning out weapons and armour for their soldiers. When the settlement was finally relieved, scores were freed, but scores more had been taken north, to labour in the frigid lands of the Thule, creating powerful magic items for the dragons. &lt;br /&gt;
&lt;br /&gt;
Not until many years later after protracted negotiation with the Thule were the artisans of Treji finally freed and allowed to come home. Slowly, steadily, they have rebuilt Treji, restoring the forges and with the establishment of the [[Broker of Treji Wayhouse]] the town has been restored to life. Prosperous and busy, it has become the beating heart of Hercynia, a place where brokers gather to buy and sell the materials that the artisans of Treji need and the valuable items they create.&lt;br /&gt;
&lt;br /&gt;
The artisans who toiled for so many years under the brutal dominion of the Thule are fierce advocates of the Artisans&#039; Guild. It goes unsaid, mostly, but there is a quiet sentiment that if the Guild had existed a decade ago, then things might have been different. If there had been a political body to rival the Conclave but which existed to represent the interests of artisans then they could have been released sooner. As a result the Treji artisans are eager to offer their support.&lt;br /&gt;
&lt;br /&gt;
Of course there is not much they can do by themselves, but they do have the support of many of the brokers who live in Hercynia. Together they have created a plan designed to try and win the support of their fellow Navarr, both across the North and elsewhere. They hope to persuade the senator for Hercynia and hopefully other senators to back the proposal for the Guild when it comes before the Senate. If the motion passes and the Guild becomes an Imperial sodality then they will propose the commission of a network of brokers, and a small central meeting place to coordinate the movements of brokers working right the way across the territory. The brokers would work to ensure that mines and forests were supplied with all the tools and equipment they needed to maximise their productivity. Several Treji artisans propose to call the central hall &#039;&#039;Starsrest&#039;&#039;, after the obscure historical figure many of them have a particular fondness for. Equally, the brokers in Hercynia are more keen on &#039;&#039;Goodfellow Brokerage&#039;&#039; as a name, pointing to the inspiration of the [[Long Tom Goodfellow]], who worked hard to provide support for those who needed it and was especially good at speaking to people of all nations.&lt;br /&gt;
&lt;br /&gt;
Regardless of what it ends up being called, the benefits it provides would be the same. If the Imperial Guild of Artisans becomes an Imperial sodality, then the Empire could commission &#039;&#039;Starsrest&#039;&#039;/&#039;&#039;Goodfellow Brokerage&#039;&#039; in Treji in the [[Hercynia#The_Glen_of_Shadows|Glen of Shadows]] of [[Hercynia]]. The hall would require 12 wains of weirwood and 36 crowns and take a season to build, but once complete it would raise the level of investment in forests and mines across the territory. The central hub would fall under the aegis of the Broker of Treji Wayhouse, allowing the title holder to use a Senate announcement to redirect the efforts of the brokers and artisans associated with it if the [[opportunity]] presented itself.&lt;br /&gt;
&lt;br /&gt;
===The Last Calling===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Pride.png|align=right|width=300|caption=Folk from every Imperial nation take great pride in their skills, and seek to form Imperial sodalities to exalt others who share their interests.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Pride Assembly are agitating for their Assembly to throw their support behind the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Pride Assembly could use their highest calling to support Imperial sodalities, old and new&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;quot;The Virtuous inspire others to greatness; they do not demean them,&amp;quot;&#039;&#039; is one of the five tenets of [[Pride]]. It is often interpreted to mean that members of the Assembly should seek to lift up their fellows, empowering them to take Pride in themselves. One member of the Assembly, Jasna Kazimerczyk, is a skilled artisan who likes to practice what they preach, providing a [[Biting Blade]] once a year to young [[schlacta]] who are seeking to prove themselves in defence of their home, the vales of [[Miekarova#Perumaki|Perumaki]] in [[Miekarova]] from wolves.&lt;br /&gt;
&lt;br /&gt;
Jasna is adamant that the artisans of the Empire should finally get the recognition and reward they deserve. Since the Empire was founded, artisans have always been the poor relations of the magicians, condemned to the sidelines of Imperial politics, overlooked and ignored. They argue that the Senate approving the Imperial Artisans&#039; Guild is the only Proud outcome - and they are hoping that the Pride Assembly will employ what influence they have to ensure that happens. &lt;br /&gt;
&lt;br /&gt;
And while Jasna cares passionately about artisans and their fate, she is not blind to the fact that [[Imperial Apothecaries Guild]] was made into an Imperial sodality, but the Senate has pointedly refused to grant the Guild significant legal powers. Jasna accuses them of demeaning the apothecaries, treating them like servants who are obligated to do the Senate&#039;s bidding, but denied the authority and standing they would need to make Virtuous choices and take Pride in their status. Jasna is keen that the Assembly do what it can to ensure the new Artisans&#039; Guild does not share the same fate as the Apothecaries Guild - or perhaps as bad - the fate of the Court of the Far Horizons who appear to have been passed over completely.&lt;br /&gt;
&lt;br /&gt;
Jasna makes an impassioned plea for the Assembly to remind the Senate that the Empire must take Pride in the way it conducts itself - that the Senate has a responsibility to inspire others to greatness, not to demean them. If the Assembly agrees, they could offer their backing to the proposed sodality, but they could go much further. Last season the Assembly judged three different highest callings, but in the end none of them achieved a greater majority. If the Pride Assembly made supporting the new Imperial sodalities their highest calling it would lead to opportunities that would put more pressure on the Senate to create new sodalities and give them the authority to match their responsibilities.&lt;br /&gt;
&lt;br /&gt;
===Only So Many Hours===&lt;br /&gt;
* &#039;&#039;&#039;The Constitutional Court note that the proposals and incentives mentioned here are likely only the tip of the iceberg&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham ends his report by noting that the handful of proposals put forward by groups such as the City of Fire and Stone or the Carmine Band are potentially just the tip of the iceberg. There are many interests in the Empire who work with magic items and artisan lore directly - and also plenty of crafters outside the Empire who would likely respond positively to overtures from such a sodality. The [[Prosperity]] assembly for example may have thoughts on the creation of Imperial sodalities that support the industry and rewards of Imperial citizens once they have discharged their [[The_highest_calling#The_Highest_Calling|highest calling]] in [[Feroz]]. He also mentions the people of [[Skoura]], who are known to elevate artisanry to a fine art, and even people like the smiths of [[Weaving_tangled_nets#Murolosch|Murolosch]] in the [[Commonwealth]]. &lt;br /&gt;
&lt;br /&gt;
Appraising every such possibility is beyond his remit, but he is at pains to point out that this is true of &#039;&#039;every&#039;&#039; Imperial sodality. As bodies of state they cannot help but attract ongoing attention and opportunities from groups within the Empire, across the Known World, and in the eternal [[realms]].&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial sodality]]&lt;br /&gt;
* [[Crafting skills#Artisan|Artisan]]&lt;br /&gt;
* [[Guildmaster of the Artisans]]&lt;br /&gt;
&lt;br /&gt;
* [[In the Court of Far Horizons]] - 388YE Summer appraisal of the Court of Far Horizons&lt;br /&gt;
* [[Arranging grace]] - 388YE Spring appraisal of the [[Cat&#039;s Graces]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dreamspeaker&amp;diff=143843</id>
		<title>Dreamspeaker</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dreamspeaker&amp;diff=143843"/>
		<updated>2026-08-19T11:39:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* A Future Imagined */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Navarr]][[Category:Archetype]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Rising Smoke.jpg|caption=The &amp;quot;Dream Harvest&amp;quot; - referring to the vivid dreams experienced by many involved in refining vinum sap into liao - has drawn the dreamspeakers together in Seren, City of Dreams.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Dreamspeakers are interested in changing the world, in the pursuit of making dreams into reality. They are especially concerned with encouraging others to pursue their own dreams. They see having aspirations, and most especially striving to achieve them, as fundamental to mortal spirits. The Way argues that one cannot be Virtuous simply by &#039;&#039;saying&#039;&#039; things - only by &#039;&#039;doing&#039;&#039; things - and even the less spiritually inclined dreamspeakers agree with the clear wisdom of this approach. People need to have a clear vision of what they want to accomplish, married to the motivation and dedication to strive to do it. The best-lived life, say the dreamspeakers, is one that is spent actively trying to change the world.&lt;br /&gt;
&lt;br /&gt;
The great dream of many [[Navarr]] is to see the [[vallorn]] finally defeated. Paradoxically, many dreamspeakers work against this, claiming that the oaths sworn by [[Navarr_history|Navarr and Thorn]] were to restore civilisation, not to defeat the vallorn. Dreamspeakers argue that the Navarr must encompass much more than just a fight against the Doom of Terunael. They encourage all Navarr to chase their own dreams, to think about what they want to achieve with their lives, rather than stoically dedicating themselves to the singular cause of their forebears. &lt;br /&gt;
&lt;br /&gt;
Dreamspeakers are very interested in dreams, especially daydreams and the kind of lucid dreams that liao brings. They don&#039;t believe in studying dreams for symbolic meaning - rather, they see dreams as a way to explore what the heart desires. Dreamspeakers acknowledge that one of the biggest problem many ordinary people face when told to &amp;quot;pursue their dreams&amp;quot; is that they &#039;&#039;have&#039;&#039; no great ambition, no overriding goal. Day dreams and lucid dreams are a way to let the imagination run amok, a chance to lose oneself in reflection about what could be, the better to discover what it is that one truly desires to achieve. By looking beyond what you feel you &#039;&#039;should&#039;&#039; want, it is possible to learn what it is that you &#039;&#039;really&#039;&#039; want.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
After centuries of struggle, the Empire helped the Navarr [[Reclamation_of_Seren|finally defeat the vallornheart of Miaren]] in 27YE. The territory took years to recover - it was under the effects of [[Wither the Seed]] for three decades after the war was won. But eventually that passed, and in the years that followed the land blossomed until it became the beating heart of the Navarr, a haven for civilisation, culture and learning. To this day it remains an enduring symbol of what could be achieved by those who follow their dreams.&lt;br /&gt;
&lt;br /&gt;
As the years passed and the city of [[Miaren#Seren|Seren]] grew, it demanded that the people who settled there contemplate what the Navarr might accomplish beyond the fight against the vallorn. Inhabitants of Miaren remain committed to their oaths, and the territory plays a vital role in the Long War by supplying Navarr [[army|armies]] and giving [[striding|stridings]] a safe, central, place to rest. But those who desired nothing more than to fight the vallorn personally could only do so by moving to another Navarr territory. The city of Seren became the natural home for many Navarr whose personal [[Ambition|Ambitions]] encompassed something beyond the traditional fight.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cordelia of Winter&#039;s Sorrow, dreamspeaker&amp;quot;&amp;gt;We don&#039;t collect history so that we know what happened. The point of history is to remind us of all the things we are capable of. Of the things we can do if we only put our mind to it. Once we built great cities of architecture and beauty and splendour. Cities that lived and breathed and fed a million people.&amp;lt;/quote&amp;gt;&lt;br /&gt;
Such sentiments were catalysed by a [[judgement]] upheld by the General Assembly [[383YE_Spring_Equinox_Synod_judgements#Judgement_88|in Spring 383YE]] that reminded the Navarr that while they may struggle against the vallorn, they are also &#039;&#039;&amp;quot;a people of great culture, history, and virtue&amp;quot;&#039;&#039;. It called on people to recognise Seren as one of the great cities of the Empire, alongside [[Tassato]], [[Mitwold#Meade|Meade]], [[Hahnmark#Kalpaheim|Kalpaheim]] and the rest. In response, the people of the city put forward three proposals for distinctly different ways Seren could embrace that potential.&lt;br /&gt;
&lt;br /&gt;
The discussion took years to settle, but eventually the Navarr coalesced around the vision put forward by the dreamspeakers of Seren. More vinum grows in Miaren than anywhere else, and over the years the city developed to become the centre of [[liao]] production in the Empire. Those exposed to the intoxicating aroma from liao refinement often experience profound dreams that seem almost visionary in nature - the &#039;&#039;Dream Harvest&#039;&#039; as it is known by some of those employed to gather and prepare it. The dreamspeakers were those who studied these visions, encouraging the Navarr to embrace their dreams. &#039;&#039;Dradan of the River Falls&#039;&#039; proposed the construction of a great place of worship, the [[Comes_a_time#The_City_of_Dreams|Temple of the Waking Dream]], as a place where the Navarr guides can explore dreams to better understand how the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]] interlocks with the teachings and doctrines of the Way.&lt;br /&gt;
&lt;br /&gt;
The Temple was imagined as a set of gardens including [[wayhouse|wayhouses]] and shrines suitable for use by both pilgrims and students of spirituality. It was intended to attract pilgrims from across the Empire, particularly those dissatisfied with their lives who were seeking to find new purpose. The Temple would inevitably boost the prominence of the dreamspeakers, those Navarr who focused on fostering and studying dreams, and encouraging people to understand their ambitions and what might be needed to accomplish them. At its core the manifesto of the dreamspeakers is to help the Navarr remember their dreams, and to remember that once they dreamed of something more than just unending war with the vallorn. Once, they say, the Navarr stood &#039;&#039;for&#039;&#039; something, not just &#039;&#039;against&#039;&#039; something. The dreamspeakers were open about the fact that they intended to use the Temple to help the Navarr put words to their dreams, to imagine a future greater than the one they hold now.&lt;br /&gt;
&lt;br /&gt;
Work didn&#039;t begin until [[386YE_Summer_Solstice_Senate_sessions#Construct_City_of_Dreams|three years later in Summer 386YE]], and for a while it looked like it might never be finished - that it would stand only as a testimony to the foolishness of those who dreamed that the Navarr might be something more than just a bulwark against the horrors of the [[Realms#Spring|Spring realm]]. But those who believed that Seren could reach for something more persevered, and eventually the money was found to pay for the [[great work]]. In Autumn 388YE, it was finally completed. Quietly, Seren became the &#039;&#039;City of Dreams&#039;&#039;, bringing the dreamspeakers to the fore and carrying their message to everyone who would listen.&lt;br /&gt;
&lt;br /&gt;
==A Future Imagined==&lt;br /&gt;
The goal of the dreamspeakers is to encourage the Navarr to pursue their dreams. They don&#039;t dismiss the war against the vallorn - though some argue that it is misconstrued and remind their fellows that Navarr and Thorn &#039;&#039;didn&#039;t&#039;&#039; swear an oath to destroy the vallorn but rather [[Navarr_history#Origins_of_Navarr|to restore the civilisation of Terunael]]. It wasn&#039;t the deeply flawed nation of Terunael that Navarr and Thorn cared about, rather it was the idea of civilisation itself that they swore oaths to restore. &lt;br /&gt;
&lt;br /&gt;
Dreamspeakers want to do &#039;&#039;more&#039;&#039; than just defeat the vallorn; they want to pursue the legacy of their founders by building civilisation. They want the Navarr to stop sublimating their personal ambitions until a time comes when the vallorn is defeated and instead to give voice to their own dreams to create extraordinary things, to fill the world with culture and learning&lt;br /&gt;
&lt;br /&gt;
Dreamspeakers want the Navarr to follow their dreams; they want people to choose to pursue their hopes and aspirations because they dream of what might be accomplished. A few go further and argue that the oaths the Navarr swear are a mistake. They claim that oaths force someone to act in a certain way by creating a sense of obligation. How many Navarr fight against the vallorn because they feel they must, because they have sworn to do it, rather than because they truly wish to devote their lives to a seeming endless war? If the path of Virtue lies in choosing to do something, what does it mean to give up that choice? Of course someone must choose to swear an oath, but that is a single act of Virtue. How much more Virtuous is it to &#039;&#039;choose&#039;&#039; that path every day, without the comfort of falling back on a past oath to make such choices unnecessary?&lt;br /&gt;
&lt;br /&gt;
==Dreams==&lt;br /&gt;
Dreams are known to be connected to the soul. Liao can be used to [[Dedication#Dreams|foster incredibly lucid dreams]], and there are a handful of [[Night magic]] rituals that can create visionary reverie. Dreamspeakers don&#039;t see a meaningful distinction between someone&#039;s aspirations, and their ambitions, and the kind of lucid dreams pursued through liao or even just by powerful daydreams. Daydreams often reveal the fulfilment of wishes or hopes - and all dreams can help a person to understand what it is they would like to achieve with their life. Some dreams even reveal to the dreamer what it is they need to do to achieve their ambitions, or can be studied to uncover what it is that holds them back.&lt;br /&gt;
&lt;br /&gt;
Dreamspeakers who consider such matters believe that dreams are at the heart of the Way. Spiritual philosophers know that the pursuit of Virtue lies in what a person does with their life. The [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Doctrine of Enlightenment]] explicitly states that &#039;&#039;&amp;quot;Virtue lies in choice and action&amp;quot;&#039;&#039;. Dreams have the power to motivate people to make choices and to take action. Dreamspeakers believe that a life spent in pursuit of ones dreams is, by default, a life of Virtue. Not every dreamspeaker centres the Way in their approach to their philosophy, but they still encourage everyone to walk the path that leads from a dream, through an aspiration, to a change in the world.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dradan of the River Falls, dreamspeaker&amp;quot;&amp;gt;We put words to dreams, the better to remember them. To remember that once we dreamed of something more than just unending war with the vallorn. That we stood for something, not just against something.&amp;lt;/quote&amp;gt;&lt;br /&gt;
To dream is to contemplate the possibility of what could be. Sleepers and daydreamers experience dreams as a reflection of their soul&#039;s desires. Most dreamspeakers don&#039;t try to mine dreams for symbolism and obscure meaning; rather, they encourage people to embrace those dreams that reveal the truth of their aspirations, their hopes and desires, and their fears. The dreams experienced when someone sleeps can be a window into the soul, revealing what the heart truly desires. These are the dreams that should be embraced on waking - dreamspeakers try to help people remember these dreams and encourage and support them in the pursuit of them. &lt;br /&gt;
&lt;br /&gt;
Dreams are important because they can help to motivate and encourage people to take action. It&#039;s not Virtuous to waste a life away dreaming of what could be - it still takes committed action to make those dreams come true. When a person sees themselves in dreams accomplishing great things, it can help give them the confidence to believe that such a thing could happen. Seeing ambitions realised in dreams can help to make them clearer and make them feel more real, more achievable. The true goal of a dreamspeaker is not to get people to dream of what they might accomplish; it is to find a way to put a person on the path to achieving those goals. Dreams can be crucial for giving people the confidence and the impetus to take the first steps in pursuing their heart&#039;s desire.&lt;br /&gt;
&lt;br /&gt;
Of course, sometimes a dream is just a dream. Sometimes, even the most memorable dream may be nothing more than a weaving of [[Night magic]], or the results of eating a bad piece of cheese. Dreams that are simply bizarre collections of symbols and strange events might allow a [[Wintermark]] [[mystic]] to discern some wider meaning in the waking world, but they rarely tell them anything about &#039;&#039;themselves&#039;&#039;. Such dreams are of little interest to dreamspeakers - they want to use dreams to help people understand their true self, not to divine omens about the future. Almost all dreamspeakers draw a distinction between dreams that come from &#039;&#039;within&#039;&#039; - from the spirit of the dreamer - and those that come from without - from magic or the use of [[potion|potions]] such as [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]]. Such dreams can be useful in various ways, providing entertainment or even insight into current events, but they are not &#039;&#039;true&#039;&#039; dreams, and must always be a little suspect due to their ultimate artificiality.&lt;br /&gt;
&lt;br /&gt;
Some dreamspeakers speculate that particularly deep dreams can reach far beyond a sleepers&#039; waking life and touch the fathomless well of their [[Past life vision|past lives]] - or in the case of [[orc|orcs]] perhaps the spirits of their [[Imperial_Orcs_religious_beliefs#Ancestral_Voices|ancestors]] - which can provide profound wisdom and unlooked for guidance. After all, these dreamspeakers argue, liao and true liao are relatively recent discoveries in the grand history of the world, yet people believed in reincarnation long before the evidence provided by the pursuit of past life visions.&lt;br /&gt;
==Dreamspeakers and Guides==&lt;br /&gt;
The role of the dreamspeaker is complementary to that of the [[guide]], and there is some overlap between them. Indeed, until the completion of the Temple of the Waking Dream, few people thought of dreamspeakers as distinct from guides. Both roles have a strong pastoral side, both minister to people&#039;s needs, and it is common for both to walk the path of the priest. There are differences however, and the completion of the City of Dreams has helped make those differences more apparent. &lt;br /&gt;
&lt;br /&gt;
Guides offer counsel and guidance on matters of Virtue. In the past, they often acted as judges, and they often work with Navarr who need to make amends for past actions. By comparison, dreamspeakers are usually more worldly, less concerned with judging an aspiration, and more interested in providing practical and personal encouragement to pursue that dream. &lt;br /&gt;
&lt;br /&gt;
A common way to distinguish between the two is that while both guides and dreamspeakers help people find their right place in the Great Dance, the guides &amp;quot;help people get to where they need to be&amp;quot; whereas the dreamspeakers &amp;quot;help people work out where they want to go&amp;quot;. It&#039;s not true to say that guides only care about what you&#039;ve done, while dreamspeakers only care about what you&#039;re &#039;&#039;going&#039;&#039; to do, but on the surface at least it&#039;s an easy way to distinguish between the two.&lt;br /&gt;
&lt;br /&gt;
A person can only be guided by one archetype at a time, but there is no direct conflict between guides and dreamspeakers, so any Navarr could easily move between the roles at some point in their life.&lt;br /&gt;
&lt;br /&gt;
==Creating a Dreamspeaker==&lt;br /&gt;
This archetype is intended to appeal to anyone who is interested in the pursuit of dreams - both their own and those of others. You can play a dreamspeaker who has a great goal of their own, some grand personal Ambition they are determined to achieve, but you can also play a dreamspeaker who wants nothing more than to encourage other people to pursue their own dreams. You can work to help them understand and develop those dreams and help them try to accomplish them. The archetype is equally ideal for anyone who wants to play a character who is eager to set their own character goals or for someone who wants to encourage and support others.&lt;br /&gt;
&lt;br /&gt;
When you play a dreamspeaker, you are a motivator first and foremost. You can play a dreamspeaker who is familiar with the tenets of the Virtues and [[the Doctrines of the Faith]] and who has many [[religious skills]]. But you can also create a dreamspeaker who has little interest or knowledge of [[the Way]]. Even those who eschew religion are likely to have studied the [[Religious skills|ceremony]] of [[Dedication]] however, if only because it can be used to create [[Dedication#Dreams|powerful lucid dreams]]. There&#039;s no requirement to pursue any religious training, of course; a dreamspeaker who has no ability to use liao at all if you wish, and simply talks to people about their dreams and what help they might need to pursue them, is still a dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Browen of the Silver Falls, dreamspeaker&amp;quot;&amp;gt;Seren is a testimony to what the Navarr can achieve. The city proves there is nothing in this world we cannot overcome. Even nature itself can be tamed if we believe in our dreams.&amp;lt;/quote&amp;gt;&lt;br /&gt;
Any other skill can be useful to a dreamspeaker. [[Combat skills|Martial skills]] will help you fight, which can be important for pursuing some dreams. But you could just as easily play a dreamspeaker who uses their [[Crafting skills|artisan skills]] to make powerful [[magic items]] to enable people to pursue their dreams. If you have a grand ambition you want to rally others behind, then any skill that helps you do that is useful. If you want to find ways to help others pursue their dreams, then any skill that people are in need of will be helpful.&lt;br /&gt;
&lt;br /&gt;
If you are creating your character as part of a group, then it is a really good idea to find out if the group has one or more goals that they are trying to achieve. Having your own goals that you want to pursue is often the best way to get the most out of Empire, and having a grand ambition that is shared by everyone in the group can give you a communal purpose that you are all working together to achieve. It doesn&#039;t mean that individual members of the group can&#039;t have their own personal aspirations, but a shared goal can help to unify a group of characters and give them a common purpose and identity. It&#039;s a good idea to encourage everyone in your group to think about what goals their character, and the group, could adopt.&lt;br /&gt;
&lt;br /&gt;
A [[congregation]] is an obvious resource for any dreamspeaker to take if you don&#039;t have your heart set on something else. It provides liao, which you or other priests can use to create lucid dreams. It also gives you the right to vote in the [[Synod]], which immediately gives you a degree of political power. If you want liao but have decided not to take part in the Synod, then a [[military unit]] can also take the [[Venture#Bounty_Hunting|bounty hunting]] venture, or a [[fleet]] might give you the option to trade with places like the [[Sumaah Republic]], both of which can provide liao.&lt;br /&gt;
&lt;br /&gt;
It can be a little trickier to use magic to directly support the role of dreamspeaker, but by no means impossible. Many [[enchantment|enchantments]] create [[roleplaying effects]] that encourage people to pursue their goals or ambitions, or fill them with confidence that such things are possible. Magic related to dreams directly is most often found in the lore of [[Night magic]], but existing rituals are arguably less useful to the archetypal dreamspeaker than those created with liao because they tend to be much more structured. This is the basis for the &amp;quot;dreams from within&amp;quot; and &amp;quot;dreams from without&amp;quot; distinction some dreamspeakers recognise. &lt;br /&gt;
&lt;br /&gt;
A dreamspeaker can be a very political character; you want to empower the Navarr to pursue their dreams, whether they may be. In Empire, if you&#039;re trying to achieve anything, there are usually plenty of other player characters who are trying to stop you, so having a way to fight for your ambitions can be important.&lt;br /&gt;
&lt;br /&gt;
For a priestly dreamspeaker, [[Ambition]] is a natural choice of Virtue for anyone playing a dreamspeaker - the archetype is fundamentally about people following their dreams. But every Virtue is ultimately about taking action - you need [[Courage]] to pursue your dreams in the face of opposition from others. [[Loyalty]] can be a crucial Virtue for anyone who wants to rally people to a cause, whether their own or another&#039;s. Ultimately, any Virtue can work, but whichever Virtue you choose, it&#039;s important to think about how that relates to your choice to take on the role of a dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
==Playing a Dreamspeaker==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dreamspeakers and the Vallorn&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most important decision as a dreamspeaker is how you feel about the war against the vallorn. Dreamspeakers are deliberately iconoclastic by design - in a nation that is entirely committed to defeating the enemy, dreamspeakers argue that the Navarr should do other things &#039;&#039;instead&#039;&#039;. If other characters try to tell you that they&#039;ve sworn an oath to destroy the vallorn, remind them that the actual oath the founders of the nation swore was to rebuild civilisation. You have history on your side if you claim that the true way to be Navarr is to try to build great big things rather than obsessing over fighting the vallorn.&lt;br /&gt;
&lt;br /&gt;
No Navarr opposes the fight against the vallorn in theory, but in Empire, time and resources are limited by design. You can&#039;t do everything - you have to pick and choose. The dreamspeakers understand and accept that every character who chooses to pursue their own dream is choosing to dedicate themselves to that &#039;&#039;rather&#039;&#039; than dedicating themselves to defeating the vallorn. Playing a dreamspeaker is about arguing that other dreams are just as important as fighting the vallorn and fighting to support them. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have the confidence to play a Navarr who encourages the nation to do things other than fight the vallorn, the alternative is to be a dreamspeaker who is absolutely committed to that war. The only poor choice is to play a character who doesn&#039;t have strong feelings about anything one way or the other. Dreamspeakers encourage people to pursue their dreams - so you can play someone who [[A thousand years of longing|has studied what needs to be done to win the war]] and is absolutely committed to making that happen. If you go down this route, the way to stand out is to play someone who is utterly determined to make this dream happen as soon as possible. Accept no excuses!&lt;br /&gt;
&lt;br /&gt;
The war against the vallorn is not a &amp;quot;plot&amp;quot; - it&#039;s a political battle between the different nations over what the Empire should focus its military and economic strength on. The setting includes many NPC dreamspeakers who believe that the Empire has mistreated the Navarr in recent years, ignoring their concerns and allowing their lands to be conquered by enemies, so that resources could be spent helping other nations instead of the Navarr. You can play a dreamspeaker who wants to focus on the vallorn, by dedicating everything to overcoming the resistance of the nations and institutions that oppose it. &amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Playing a dreamspeaker won&#039;t give you a character goal, but it will give you the justification to pursue your goals no matter how many people tell you not to. At the heart of a dreamspeaker is the idea that it is fundamentally Virtuous, or fundamental to mortal spirits, to pursue the heart&#039;s desire. You can either find a goal of your own and pursue that, or you can work with others to help them pursue their dream. In either case, you&#039;ll need to learn as much as possible about the Empire, about the things that stand in the way of such dreams, and about what you can do to overcome them.&lt;br /&gt;
&lt;br /&gt;
A dreamspeaker is intended to be a very political character - Empire is explicitly designed to make it hard to pursue your dreams without coming into conflict with other characters with rival aspirations. You&#039;ll need to engage with other players to build support for whatever goal you&#039;re pursuing, and in many cases that will give you a reason to look outside your fellow Navarr for support. Any nation will struggle to realise their goals by themselves in Empire.&lt;br /&gt;
&lt;br /&gt;
You can also play a very pastoral dreamspeaker, one who works tirelessly to encourage other characters to pursue their goals. One of the biggest challenges for some players is working out what their character wants to do. Having good goals for your character is really important in Empire, and helping other characters to work out what it is they think they might want to do can be a lot of fun. You can use liao to help a character have a dream, but ultimately there is no substitute for just talking to characters about what they could do, or asking them to describe their dreams and working with them to tease out a goal or ambition. And remember, you don&#039;t just want to help people work out what their dreams are; you want to encourage them to pursue those dreams. Often the best way to motivate other characters to try to achieve the impossible is to give them all the support and help you can to try to do it.&lt;br /&gt;
&lt;br /&gt;
Whatever approach you take, one of the main barriers you will encounter is people telling you some variation of &amp;quot;you can&#039;t do that&amp;quot;, &amp;quot;you shouldn&#039;t do that&amp;quot;, or &amp;quot;you mustn&#039;t do that&amp;quot;. Sometimes their opposition will be indifference, a belief that a dream is impossible and thus not worth trying. Other times it will be active opposition, because they have their own ambitions which conflict with the dream you are extolling. In the Navarr, this is most likely to be an argument that the nation should be focusing on the vallorn instead of something else. The more dramatic and difficult the dream you are promoting, the stronger the opposition you should expect to encounter.&lt;br /&gt;
&lt;br /&gt;
These naysayers are your in-character battlefield, the enemy you will need to overcome to accomplish things. Anyone who wants to change the world always has to overcome the resistance of people who prefer the status quo. You should expect in-character opposition to pursuing a dream and engage with it in good faith. Don&#039;t forget that you can &#039;&#039;always&#039;&#039; quote Virtue in defence of such actions even if its not necessarily your focus as a character! Dreamspeakers believe it is fundamentally Virtuous for a person to pursue their dreams. Don&#039;t hesitate to point out that all the Virtues are about taking action; they&#039;re about pursuing goals and achieving things. You can argue that a character who is pursuing their dream is behaving Virtuously, no matter how many characters they upset!&lt;br /&gt;
&lt;br /&gt;
If you encounter out-of-character opposition to something, if players try to suggest you&#039;re not &amp;quot;doing it right&amp;quot;, then it is usually best to ignore that. You can always check what you&#039;re doing with a member of the Profound Decisions plot team by emailing {{plot}} if you&#039;re genuinely concerned that it might actually be against the spirit of the game, but Empire is intended to be a sandbox game that supports the widest possible range of in-character ambitions. If someone tries to tell you that a genuinely in-character ambition is against the spirit of the game, it may be because they have misunderstood some element of the Empire game or setting.&lt;br /&gt;
&lt;br /&gt;
While it is easiest to speak to the dreams of the Navarr, there is no reason that you can&#039;t help citizens in other nations to pursue their dreams. The beliefs of the dreamspeakers are universal; they believe they can help anyone to pursue Virtue or their role in the Great Dance in this way. Encouraging characters in other nations to find their own goals gives you many more people to talk to at events, and if you can help them, it gives you a chance to make allies across the Empire who might help you in turn when the time comes.&lt;br /&gt;
&lt;br /&gt;
The overriding character goal for a dreamspeaker is to build civilisation. You want to encourage everyone to pursue their dreams, help people identify what their aspirations are and support them as they try to overcome any obstacles. The more Ambitious the goal, the bigger the dream, the better. You can work on many dreams at once, or try to rally everyone behind a single unifying cause. Either way, your ultimate goal is to make the impossible happen.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Dream on]] - 388YE Autumn wind of fortune introducing the dreamspeakers&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143842</id>
		<title>Dream on</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143842"/>
		<updated>2026-08-19T11:36:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Past is Gone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;They&#039;re calling it the City of Dreams now,&amp;quot; Rhys said as she sat down, tankard in one hand and a bowl of freshly prepared cawl in the other. The broker had asked Kenda to meet her at the Turning Tide, her favourite wayhouse in Seren, because she wanted to get her old friend&#039;s thoughts on the latest developments. &amp;quot;Reckon it&#039;ll catch on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reckon it already has, if people are saying it.&amp;quot; said Kenda drily, between two mouthfuls of stew. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t suppose it&#039;ll make much difference?&amp;quot; suggested Reese.&lt;br /&gt;
&lt;br /&gt;
If the broker&#039;s plan was to get their companion to sit up and take notice it worked. Kenda put their spoon down and stared at their friend with a look halfway between outrage and horror.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well if it did, they&#039;d change the names of things all the time, wouldn&#039;t they?&amp;quot; he said, presenting his argument to fend off the vate&#039;s indignation.&lt;br /&gt;
&lt;br /&gt;
Kenda shook her head and smiled at her friend&#039;s ignorance. &amp;quot;You can&#039;t just change the name of something like that. Names are important, they reflect the nature of a thing, they define it, a name is like a set of clothes, it has to fit. Otherwise, as you point out, it won&#039;t &amp;quot;catch on&amp;quot;. A name only sticks if it adheres to the true nature of something.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then how come the name has changed now? Folks used to call Seren the Garden City, when they called it anything at all. If the name is what the thing is, how can you change the name?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple&amp;quot; said Kenda, &amp;quot;You just have to change the nature of something. Change Seren, change its nature, and its name will change to match. That&#039;s why it&#039;s important - it means something has changed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Seren changes all the time - there are always stridings coming through, people arriving, people leaving. Surely, the city is always changing.&amp;quot; Rhys often struggled to understand hearth magic, but he always found it fascinating to have it explained, hence why he was paying for dinner.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that&#039;s not real change,&amp;quot; explained Kenda. &amp;quot;You can change every part of something and still not change the thing itself. It&#039;s like the old riddle of the axe where you change the handle, and then you change the head, and then you change the shaft. But it&#039;s still the same axe, even though every part that makes it up has changed. Seren, the city of Seren is made up of thousands of people - and those people are changing all the time. But that doesn&#039;t change Seren, any more than it would any other great city.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok, but then why is it important? Why does it matter?&amp;quot; challenged Rhys. &amp;quot;It&#039;s just a name.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kenda laughed &amp;quot;Tell that to the Wintermarkers! They know the importance of naming something. A name reflects a thing&#039;s fate, it shapes the nature of something, just as the nature of something shapes the name it takes on. Fate can be powerful and dramatic like a crack of lightning, and it can be as subtle as a silverfish slipping through a net. You might never notice the effects of our home becoming the City of Dreams, sure as eggs are eggs they&#039;ll be there. Maybe not this week, maybe not this year, maybe not in our lifetimes. But this is the City of Dreams now... and that &#039;&#039;matters&#039;&#039;...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Rising Smoke.jpg|caption=The &amp;quot;Dream Harvest&amp;quot; - referring to the vivid dreams experienced by many involved in refining vinum sap into liao - has drawn the dreamspeakers together in Seren, City of Dreams.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
While much of the focus in the Empire has been on the construction of the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]], the [[Navarr]] have been quietly working to complete an inspiration of their own. &lt;br /&gt;
&lt;br /&gt;
In 383YE a judgement [[383YE_Spring_Equinox_Synod_judgements#Judgement_88|was presented]] was presented to the General assembly by &#039;&#039;&#039;Enis&#039;&#039;&#039;, calling for [[Miaren#Seren|Seren]] in [[Miaren]] to be recognised as a city of equal standing to those of any other nation. To achieve that [[Ambition]], the construction of the serene [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] was [[Comes a time|proposed]], but work didn&#039;t actually begin until [[386YE_Summer_Solstice_Senate_sessions#Construct_City_of_Dreams|three years later]] in Summer 386YE. The [[great work]] was huge, and for many years it looked like it might never be completed.&lt;br /&gt;
&lt;br /&gt;
But all things that have a beginning have an ending, and all things that have an ending have a beginning, and so it is with the Temple. Now, with the encouragement of Seren&#039;s &#039;&#039;[[dreamspeaker|dreamspeakers]]&#039;&#039;, the city has become a haven for those who dare to imagine a new future. The success of the Temple has inspired Navarr all across the Empire by demonstrating what can be achieved when dreams are made real. People with hopes and aspirations, with the imagination to perceive what is needed to achieve them and the determination to try, have flocked to Miaren.&lt;br /&gt;
&lt;br /&gt;
Seren has become the &#039;&#039;City of Dreams&#039;&#039;.&lt;br /&gt;
{{SOP|statement=While the Ambition of the Navarr may seem to be mainly focused on eradicating the vallorn, we are also a people of great culture, history, and virtue. We move to recognise Seren, in Miaren, as a city of worth equal to those in other nations.|by=Enis, General National Assembly|when=383YE Spring Equinox|vote=587 - 238}}&lt;br /&gt;
==Sing With Me==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr National Assembly can now appoint the Dreamspeaker of Seren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Temple provides every congregation with a dose of Goosewhisper Infusion and one extra liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamspeaker archetype is now available to any Navarr character&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seren has become the City of Dreams&#039;&#039;&#039;&lt;br /&gt;
The grand Temple of Waking Dreams is an impressive structure. Large enough to house great workshops where vinum sap is converted into [[liao]], the intoxicating aroma of which permeates everything and gives the Temple a strange dream-like quality. The building may not be as tall as [[Sarvos#Capodomus_Cathedral|Capodomus Cathedral]], nor as physically imposing as the grand stone basilicas in [[Bastion#The White City|Bastion]], but the designers accept no rival for its majesty. They have taken full advantage of the space available in Seren to create something extraordinary - designing exquisite gardens that extend in every direction with the temple at their hub.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who walk the gardens find it hard not to be inspired. Those who breathe in the mellifluous aroma that scents the air find their minds wandering, as their thoughts open to imagine new possibilities. The simple elegance of the Temple soothes the troubled mind, settling fears and making worldly concerns either feel like they are distant or filling the heart with the certainty that they can be overcome. The priests who have taken up residence there work to embolden visitors, encouraging them to embrace this unique opportunity to dream of what might be possible. These dreamspeakers seek to foster the imagination and the confidence of their audience, encouraging them to believe that they can achieve anything.&lt;br /&gt;
&lt;br /&gt;
Once the new [[Dreamspeaker of Seren]] is appointed by the Assembly, they will be expected to take [[Dreamspeaker of Seren#Responsibilities|responsibility]] for the Temple, ministering to the needs of pilgrims who come to visit as well as ensuring that production of liao at the Temple is not interrupted. It will also fall to them to encourage the hopes and aspirations of the city and all who visit the Temple.&lt;br /&gt;
&lt;br /&gt;
The new Temple has had a profound affect on the City of Seren, drawing visionaries and dreamers from across the nation to its doors. With the encouragement of the dreamspeakers, the city has become a haven for those who refuse to give up their dreams. Seren has become the &#039;&#039;City of Dreams&#039;&#039;, a place where people dare to imagine what the world could become once it is free of the [[vallorn]]. The beauty of Miaren is a testament to what is possible. Freed of the taint of Spring&#039;s corruption the surrounding forests invite visitors to explore what it means to be Navarr once they are free of their responsibility to make restitution for the mistakes of the past. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Becoming a Dreamspeaker&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Any Navarr character who&#039;d like to embrace the new [[archetype]] can email {{plot}} or [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and request the change. It is important to read the [[dreamspeaker]] page first, to see what you are signing up for!&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===True Majesty===&lt;br /&gt;
* &#039;&#039;&#039;The Temple could be consecrated with True Liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would require a writ of consecration sponsored by one of the virtue assemblies and support of the general assembly&#039;&#039;&#039;&lt;br /&gt;
Impressive as the Temple is, it won&#039;t rival the influence of the Capodomus Cathedral without a [[Consecration#True_Liao|true aura]]. The completion of the Temple has had a profound effect on Seren, and the wider territory, but if it were consecrated with [[liao#True Liao|true liao]], then it would become one of the foremost sites of pilgrimage in the Empire. Thousands would travel here to experience the Temple&#039;s grandeur and be exalted by its serene majesty, bolstering the importance of the site and its guardian.&lt;br /&gt;
&lt;br /&gt;
To do that, the Navarr would need to acquire a dose of [[true liao]], arguably the rarest and most expensive substance in the Empire. Crucially they would also need the support of one of the seven assemblies of Virtue - to be allowed to perform a true liao consecration a citizen must have a [[writ of consecration]] from the [[Synod]]. The first step would be to determine which virtue assembly to approach to raise the writ, and then secure enough support in that assembly and in the general assembly to allow the writ to pass. The virtue chosen will affect the nature of the Temple, and of the inspiration it provides.&lt;br /&gt;
&lt;br /&gt;
==The Past is Gone==&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeaker archetype is now available to Navarr characters&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeakers encourage the people of their nation to look to the future&lt;br /&gt;
There have been dreamers in Miaren for centuries, ever since the vallorn was driven out leaving the tranquil forests to became a haven. Now the completion of the Temple has encouraged the most passionate among them to come forth, eager to share their philosophy with others in the nation. These dreamspeakers are passionate advocates of the importance of aspiration and determination - they believe that the best way to follow the Way is to imagine everything that you might accomplish and to set yourself on the path to achieving that.&lt;br /&gt;
&lt;br /&gt;
The dreamspeakers of Seren want to encourage all Navarr to dream of all the things &#039;&#039;they&#039;&#039; could accomplish. The banishment of the vallorn is a crucial element of that, but so is the destruction of the [[Druj]], the defeat of the [[Jotun]], or victory over the [[Grendel]]. For the dreamspeakers, the work done to free slaves in [[Axos]] and other lands is an example of a dream that is every bit as important as freeing [[Brocéliande]] from the taint of Spring magic run amok. The recent endeavours to free the [[Great Forest Orcs]] from the brutal grip of the Druj is a perfect example of what such a dream might look like. Something that looks impossible on the face of it, becomes possible when enough people pull together.&lt;br /&gt;
&lt;br /&gt;
Many of them argue that the nation falls short of everything they could achieve because they focus too much on the vallorn and because they view it as a uniquely Navarr problem to deal with. They argue that the Navarr&#039;s true goal is &#039;&#039;not&#039;&#039; the destruction of the vallorn but the triumph of civilisation. According to the Navarr history, the [[Navarr_history#Origins_of_Navarr|oath sworn by Navarr and Thorn]] was to restore civilisation. For the dreamspeakers, the Empire is the true legacy of the Navarr - the vallorn is simply one problem of many that threatens its future.&lt;br /&gt;
&lt;br /&gt;
Two amongst their number are not content only to dream. &#039;&#039;Deryn of Vision&#039;s End&#039;&#039; argues that the Navarr nation has suffered because they have become too focused on the vallorn and are losing crucial battles as a result. Contrarywise, &#039;&#039;Eirwen of Mountains Slumber&#039;&#039; in [[Hercynia]] seeks to encourage the Navarr to look for ways they could take up the legacy of their founders, not by destroying the vallorn but by building civilisation.&lt;br /&gt;
===Know How To Win===&lt;br /&gt;
* &#039;&#039;&#039;Deryn Vision&#039;s End says that the Navarr have sacrificed too much and should remind the rest of the Empire of their contributions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Navarr could cease to carry messages the length and breadth of the Empire&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Deryn Vision&#039;s End&#039;&#039; once lived in Liathaven, but since the loss of Vision&#039;s End steading has been in constant motion cross the Empire with the other survivors. His vision is that the Navarr be more proactive in engaging with the Empire, to fight for their dreams. He believes that the Navarr nation has sacrificed its own ambitions too often for the benefit of others. He cites recent events in [[Therunin]], where he says the [[Military Council]] made choices that &#039;&#039;allowed&#039;&#039; the territory to fall to the Druj and the vallorn. Thousands of Navarr died, Thornsong House and [[Therunin#Peakedge_Stead|Peakedge Stead]] were destroyed, the [[Thimble]] was lost first to the orcs and then to the vallorn. All the work that went into clearing the vallorn from [[Therunin#Eastring|Eastring]] was undone in a way that cannot be resolved without [[A thousand years of longing|uniting the vallornhearts]]. Deryn doesn&#039;t downplay the sacrifices made - the [[Under_eastern_skies|loss]] of [[Isaella&#039;s Dance]] and the [[Iron Helms]], the undoubted [[A_bright_cerulean_flame|courage]] of the [[Pilgrim&#039;s Defiance]] - but he expresses bitterness that the Navarr armies always seem to be somewhere else when their lands are threatened.&lt;br /&gt;
&lt;br /&gt;
Other nations have been much more successful at defending their interests. Deryn points to the example of the [[The Marches|Marcher]] [[general|generals]] who swore [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|mighty oaths]] to &#039;&#039;always&#039;&#039; stand ready to defend their home territory. Some might say that such oaths are madness - that they sacrifice strategic flexibility for uncertain gains - but Deryn disagrees. Marcher generals are forced by their oaths to stand and fight for their land... and every time they do, the Military Council and the people of the Marches stand with them. What might the world look like if the Navarr generals had sworn to die in the defence of [[Liathaven]]? Of [[Therunin]]? Why is there no drive to recover Liathaven, the way the Empire threw themselves into the fray every time the Jotun threaten Mitwold, Mournwold, or Bregasland? &lt;br /&gt;
&lt;br /&gt;
Indeed, how might the future look if the Navarr people took inspiration from the Marchers and brought their own flavour of [[The_Marches_culture_and_customs#Rough_Music|rough music]] to bear when the Military Council disregards their interests? What if the Navarr, instead of sacrificing themselves every time, were inspired by those [[Varushka|Varushkans]] who refused to allow the Senate to take the Iron Roads from them? The Urizen prepared to tear the [[Citadel Guard]] apart if the Empire abandoned [[Zenith]]?&lt;br /&gt;
&lt;br /&gt;
Does there not come a point, argues Deryn, where you have sacrificed so much that people simply take it for granted you will continue to do so without even being asked?&lt;br /&gt;
====Messages====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Brand&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Amdyn Flint Kin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avery Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Broderik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynmor Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynn Tendfallen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buck Tri&#039;fol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadfael Silentwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadoc Thornwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadwell Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dryn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drysfa Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eosffair Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esper Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;face&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fallow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Whispering Leaves&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Baranis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gavynn Bellwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Genrick Nayvar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embersworn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grundfos Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioan Longshadow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long Shadow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jora Miroslava Rayne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juro&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;WinterSuns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kelia Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kiàine Thistleseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kyffin Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madyn Bitterbark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitterbark Wayhouse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Malakili&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morgoth SweetBlood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neirin Daggersbond&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Niamh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Splintered Oaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nos Umbral Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Orinn Embracing Fold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhian Brighteyes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhianon Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shiavek of Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sorrel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Syn Truth-Walker Returned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nighthaven&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesyn Songweaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taren Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summergleam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tavvik Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foxden&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tudalen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valeska Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wren Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wynn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yana Balmwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ynyr Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeaker Deryn argues that the Navarr must remind the rest of the Empire that the nations are meant to be equal&lt;br /&gt;
* &#039;&#039;&#039;He has asked the brands to make a decision about the shape of the future&lt;br /&gt;
Deryn&#039;s point is that the &#039;&#039;true&#039;&#039; fight against the vallorn is not a battle against horrors spawned by out-of-control [[Spring magic]]. Rather, it is a fight to convince the rest of the Empire of the &#039;&#039;need&#039;&#039; for that fight, of the dangers of taking the goodwill of the Navarr for granted. One day the war against the vallorn will be a matter for the [[thorn|thorns]], but that day cannot come until the political fight inside the Empire is won. To win that war, the Navarr must get better at fighting it. Political compromise is essential to the functioning of the Empire, says Deryn. Someone must always make a sacrifice, but it shouldn&#039;t be the Navarr &#039;&#039;every time&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Deryn isn&#039;t blaming the Military Council or the Navarr generals for this situation. Rather he suggests that too many Navarr think in terms of what &#039;&#039;they&#039;&#039; can do to achieve an outcome. They think of their problems as &#039;&#039;Navarr&#039;&#039; problems, instead of thinking of them as &#039;&#039;Imperial&#039;&#039; problems. According to Deryn, what the Navarr need is some &#039;&#039;leverage&#039;&#039;. Like the Marchers and the Urizeni before them, they need a weapon they can wield to fight for their dreams.&lt;br /&gt;
&lt;br /&gt;
Two years ago, the Marchers [[Sound_the_bells#Turn_the_Other_Field|contemplated what would happen]] if their farmers stopped producing the grain that the Empire relied on to feed their armies. Many argued that it was foolish to even put words to such thoughts, given how significant the impact would be for the Empire. Indeed the Marchers soundly voted against the idea - but Deryn argues that they only sheathed their weapon, they did not throw it away, and there is power in knowing that weapon exists. And in ensuring the rest of the Empire is &#039;&#039;also&#039;&#039; aware of that weapon. It reminded everyone what the Marchers do for their fellow citizens that no other nation can. It sent a powerful message that the Empire should not take Marcher grain for granted.&lt;br /&gt;
&lt;br /&gt;
Of course, the nation might not &#039;&#039;want&#039;&#039; such a weapon. The Navarr know better than anyone the danger of dreaming of weapons, and what happens when they are made real without thought to the consequences. With that in mind he has prevailed on the egregores of the nation to put his question to those he considers the best people to make the decision about whether to open a box of trouble or not. The [[Brand|brands]] have sworn oaths of service to their steadings, their stridings, their nation, and indeed the Empire. &lt;br /&gt;
&lt;br /&gt;
The Navarr egregore has agreed to host a meeting at the Songs and Stories Henge in the Navarr camp on Saturday evening at 6:00pm. The question Deryn puts to them is whether they wish the Navarr to explore the ways they could show how important they are to the Empire if it were needed. If there is any support for the idea, then at the end of the meeting, the brands can take a simple vote on it and the egregores will make sure the nation knows of their decision. If this happens, then at the Winter Solstice there will be a wind of fortune detailing [[opportunity|opportunities]] for the Navarr to demonstrate why the Empire needs the Navarr, and to give voice to those angry at the way they feel they have been mistreated by their fellow Imperial nations.&lt;br /&gt;
&lt;br /&gt;
===Where It Goes===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen Mountain&#039;s Slumber argues that the true destiny of the Navarr is to build up the Empire&lt;br /&gt;
* &#039;&#039;&#039;She dreams of a time when the Navarr are at the forefront of building connections between the Imperial nations&lt;br /&gt;
The [[Highguard|Highborn]] may claim that the Empire is their destiny, but &#039;&#039;Eirwen of Mountains Slumber&#039;&#039; argues that Navarr and Thorn swore to this cause centuries before the [[First Empress]] was born. The Empire is the legacy of the Navarr every bit as much as it is the Highborn. The focus on fighting the vallorn has blinded the Navarr to the fact that the founders of the nation didn&#039;t swear an oath to destroy the vallorn... they swore an oath &#039;&#039;to restore the civilisation of Terunael&#039;&#039;. There is plenty of evidence it wasn&#039;t Terunael that Navarr and Thorn cared about - they were not blind to that nation&#039;s flaws - it was the idea of civilisation itself that they were pledging themselves to. Her point is that the fundamental focus of Navarri aspirations should be the Empire itself. She doesn&#039;t deny that the Navarr would benefit from fighting harder for their own cause, but they would also gain by proactively engaging with other nations, seeking out ways to work together and collaborate to achieve shared goals.&lt;br /&gt;
&lt;br /&gt;
The Empire would simply not exist without the Navarr, says Eirwen. It was Navarr messengers who brought the leaders of the nations together at Anvil, who brought the First Empress to her first allies, helped her build her crucial alliance with Dawn. The Navarr created the [[trods]] that are so vital to allowing the Empire to grow and supporting its armies. It is the Navarr who to this day continue to bind the nations together, ensuring that even the most far-flung outposts still feel connected to the heart of the Empire. Without the Navarr, and their continued tending of the fire of civilisation, the Imperial dream would have guttered and gone out centuries ago.&lt;br /&gt;
&lt;br /&gt;
Eirwen points to the Navarr&#039;s [[Every path you know|highest calling]] as an example where the Navarr nation has demonstrated such leadership recently. The Assembly embraced the dream to help other nations prepare for the coming war with the vallorn. Engaging with those nations that were ready to face the coming conflict enabled people to identify ways they could grow stronger together. The Navarr advanced their dream of finally defeating the vallorn not by strengthening the nation directly, but rather by strengthening the Empire itself. &lt;br /&gt;
&lt;br /&gt;
The immediate effects of that highest calling may be coming to an end, but the Navarr have already established another way to collaborate with the other nations. At present there are five substantial [[Navarr_wayhouse|Navarr wayhouses]] in various parts of the Empire. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] in built in [[the Barrens#The Bleaks|the Bleaks]] in [[the Barrens]] on lands that the [[Not_to_conquer#Karass|Karass]] claim as their own. The other four are on firmer ground, [[Keeper_of_the_Stand#Micah&#039;s_Stand_Wayhouse|Micah&#039;s Stand]] in [[Reikos#Chalcis Mount|Chalcis Mount]], [[Reikos]]; [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] in [[Ossium#Nearwald|Nearweald]] in [[Ossium]]; the [[Keeper_of_the_Ashen_Tears#Ashen_Tears_Wayhouse|Ashen Tears]] in the [[Skarsind#Skogei Glens|Skogei Glens]] in [[Skarsind]] and the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] in [[Holberg#Utterlund|Utterlund]], in [[Holberg]]. The number of stridings might be reduced, but there are still thousands of Navarr who pass through these wayhouses every year. Together they give the Navarr a unique opportunity to benefit from the relationship with the nation in question.&lt;br /&gt;
====Dreams====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Citizens operating a Navarr Wayhouse&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Angela RavensOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ciapek SplinteredOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dax&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mouse Ddawnswraig&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muse Ashen Tears&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Navarr Wayhouse Groups&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreamsreach&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Society of the Lute and Moon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Star&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 nation can build on the success of the wayhouses to bring strength to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;During the Autumn Equinox the wayhouses of Navarr can choose a single Navarr wayhouse to benefit from their combined efforts&#039;&#039;&#039;&lt;br /&gt;
The Navarr could take advantage of that to help strengthen a territory or nation hosting one of their wayhouses. They could dream up some way to work together to tackle common problems, or some aspiration to achieve something great together. At the moment, many Navarr are simply passing through these territories; Eirwen wants them to bring something to the table when they arrive.&lt;br /&gt;
&lt;br /&gt;
A dream requires two things - it needs unity of effort and clarity of purpose. The Navarr will need to pick a single territory that contains one or more wayhouses and focus their efforts there. Vague notions of making things better are not something that people can aspire to; they are not a goal that people can strive to accomplish. To make the most of this [[opportunity]], the Navarr need to clearly identify what it is they want to achieve in that territory - what problem are they hoping to solve, or what goal are they seeking to accomplish. What is the dream?&lt;br /&gt;
&lt;br /&gt;
If the Navarr can choose a single territory and define what their dream would be then it is guaranteed to create an [[opportunity]] to do something to pursue that goal. The only limitation is that this goal must be something other than &amp;quot;defeating the vallorn&amp;quot;. That noble goal is already the highest calling of the Navarr and the [[Dawn|Dawnish]] - this is a chance for the Navarr to work with the other nations to identify some &#039;&#039;other&#039;&#039; dream that they have in common. Some other way that the Navarr can fulfil their oaths to restore civilisation.&lt;br /&gt;
&lt;br /&gt;
Of course such high-minded ideas are all well and good, but someone is going to have to decide where and when and who and how. Eirwen has asked the Navarr egregore to host a meeting at the Songs and Stories Henge in the Navarr camp on Saturday evening at 17:00. This meeting will allow the assembled wayhouses to discuss which [[Navarr wayhouse]] to select and what the dream should be. Once that decision is made, then Eirwen and her colleagues will look to see what they can do to enable that dream. Given that this ambition depends on the wayhouses, Eirwen has asked those Navarr who have been appointed to run a [[Navarr wayhouse]], or who are from a [[steading]] that is a Navarr [[wayhouse]], to attend and decide the matter. If needed, a simple vote of those attending can take place.&lt;br /&gt;
&lt;br /&gt;
A new wayhouse has recently been [[Construct_Wayhouse_in_the_Barrens|constructed in the Barrens]]. The [[Keeper of Caedwynn&#039;s Hold]] is due to be appointed by the Navarr senators at the coming summit. If a new Keeper is in place by 17:00 on Saturday, then they would be eligible to take part in the meeting with the other wayhouses.&lt;br /&gt;
&lt;br /&gt;
===Many Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen and Deryn&#039;s paths are not exclusive of each other&#039;&#039;&#039;&lt;br /&gt;
These two dreamspeakers are inspired by very different visions of the future for their nation and the Empire. Yet neither approach is exclusive of the other. The brands could vote to at least consider what lengths the Navarr might go to to force the Empire to take the nation&#039;s concerns more seriously, and the wayhouse keepers work to build ties with the other nations. There is no &amp;quot;one true vision&amp;quot; of the future - only the question of which ambitions will be made real and which will fade like dew in the morning sun.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Miaren#Seren, City of Dreams|Seren, City of Dreams]]&lt;br /&gt;
* [[Dreamspeaker]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143841</id>
		<title>Dream on</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143841"/>
		<updated>2026-08-19T11:36:01Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Where It Goes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;They&#039;re calling it the City of Dreams now,&amp;quot; Rhys said as she sat down, tankard in one hand and a bowl of freshly prepared cawl in the other. The broker had asked Kenda to meet her at the Turning Tide, her favourite wayhouse in Seren, because she wanted to get her old friend&#039;s thoughts on the latest developments. &amp;quot;Reckon it&#039;ll catch on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reckon it already has, if people are saying it.&amp;quot; said Kenda drily, between two mouthfuls of stew. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t suppose it&#039;ll make much difference?&amp;quot; suggested Reese.&lt;br /&gt;
&lt;br /&gt;
If the broker&#039;s plan was to get their companion to sit up and take notice it worked. Kenda put their spoon down and stared at their friend with a look halfway between outrage and horror.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well if it did, they&#039;d change the names of things all the time, wouldn&#039;t they?&amp;quot; he said, presenting his argument to fend off the vate&#039;s indignation.&lt;br /&gt;
&lt;br /&gt;
Kenda shook her head and smiled at her friend&#039;s ignorance. &amp;quot;You can&#039;t just change the name of something like that. Names are important, they reflect the nature of a thing, they define it, a name is like a set of clothes, it has to fit. Otherwise, as you point out, it won&#039;t &amp;quot;catch on&amp;quot;. A name only sticks if it adheres to the true nature of something.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then how come the name has changed now? Folks used to call Seren the Garden City, when they called it anything at all. If the name is what the thing is, how can you change the name?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple&amp;quot; said Kenda, &amp;quot;You just have to change the nature of something. Change Seren, change its nature, and its name will change to match. That&#039;s why it&#039;s important - it means something has changed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Seren changes all the time - there are always stridings coming through, people arriving, people leaving. Surely, the city is always changing.&amp;quot; Rhys often struggled to understand hearth magic, but he always found it fascinating to have it explained, hence why he was paying for dinner.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that&#039;s not real change,&amp;quot; explained Kenda. &amp;quot;You can change every part of something and still not change the thing itself. It&#039;s like the old riddle of the axe where you change the handle, and then you change the head, and then you change the shaft. But it&#039;s still the same axe, even though every part that makes it up has changed. Seren, the city of Seren is made up of thousands of people - and those people are changing all the time. But that doesn&#039;t change Seren, any more than it would any other great city.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok, but then why is it important? Why does it matter?&amp;quot; challenged Rhys. &amp;quot;It&#039;s just a name.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kenda laughed &amp;quot;Tell that to the Wintermarkers! They know the importance of naming something. A name reflects a thing&#039;s fate, it shapes the nature of something, just as the nature of something shapes the name it takes on. Fate can be powerful and dramatic like a crack of lightning, and it can be as subtle as a silverfish slipping through a net. You might never notice the effects of our home becoming the City of Dreams, sure as eggs are eggs they&#039;ll be there. Maybe not this week, maybe not this year, maybe not in our lifetimes. But this is the City of Dreams now... and that &#039;&#039;matters&#039;&#039;...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Rising Smoke.jpg|caption=The &amp;quot;Dream Harvest&amp;quot; - referring to the vivid dreams experienced by many involved in refining vinum sap into liao - has drawn the dreamspeakers together in Seren, City of Dreams.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
While much of the focus in the Empire has been on the construction of the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]], the [[Navarr]] have been quietly working to complete an inspiration of their own. &lt;br /&gt;
&lt;br /&gt;
In 383YE a judgement [[383YE_Spring_Equinox_Synod_judgements#Judgement_88|was presented]] was presented to the General assembly by &#039;&#039;&#039;Enis&#039;&#039;&#039;, calling for [[Miaren#Seren|Seren]] in [[Miaren]] to be recognised as a city of equal standing to those of any other nation. To achieve that [[Ambition]], the construction of the serene [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] was [[Comes a time|proposed]], but work didn&#039;t actually begin until [[386YE_Summer_Solstice_Senate_sessions#Construct_City_of_Dreams|three years later]] in Summer 386YE. The [[great work]] was huge, and for many years it looked like it might never be completed.&lt;br /&gt;
&lt;br /&gt;
But all things that have a beginning have an ending, and all things that have an ending have a beginning, and so it is with the Temple. Now, with the encouragement of Seren&#039;s &#039;&#039;[[dreamspeaker|dreamspeakers]]&#039;&#039;, the city has become a haven for those who dare to imagine a new future. The success of the Temple has inspired Navarr all across the Empire by demonstrating what can be achieved when dreams are made real. People with hopes and aspirations, with the imagination to perceive what is needed to achieve them and the determination to try, have flocked to Miaren.&lt;br /&gt;
&lt;br /&gt;
Seren has become the &#039;&#039;City of Dreams&#039;&#039;.&lt;br /&gt;
{{SOP|statement=While the Ambition of the Navarr may seem to be mainly focused on eradicating the vallorn, we are also a people of great culture, history, and virtue. We move to recognise Seren, in Miaren, as a city of worth equal to those in other nations.|by=Enis, General National Assembly|when=383YE Spring Equinox|vote=587 - 238}}&lt;br /&gt;
==Sing With Me==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr National Assembly can now appoint the Dreamspeaker of Seren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Temple provides every congregation with a dose of Goosewhisper Infusion and one extra liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamspeaker archetype is now available to any Navarr character&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seren has become the City of Dreams&#039;&#039;&#039;&lt;br /&gt;
The grand Temple of Waking Dreams is an impressive structure. Large enough to house great workshops where vinum sap is converted into [[liao]], the intoxicating aroma of which permeates everything and gives the Temple a strange dream-like quality. The building may not be as tall as [[Sarvos#Capodomus_Cathedral|Capodomus Cathedral]], nor as physically imposing as the grand stone basilicas in [[Bastion#The White City|Bastion]], but the designers accept no rival for its majesty. They have taken full advantage of the space available in Seren to create something extraordinary - designing exquisite gardens that extend in every direction with the temple at their hub.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who walk the gardens find it hard not to be inspired. Those who breathe in the mellifluous aroma that scents the air find their minds wandering, as their thoughts open to imagine new possibilities. The simple elegance of the Temple soothes the troubled mind, settling fears and making worldly concerns either feel like they are distant or filling the heart with the certainty that they can be overcome. The priests who have taken up residence there work to embolden visitors, encouraging them to embrace this unique opportunity to dream of what might be possible. These dreamspeakers seek to foster the imagination and the confidence of their audience, encouraging them to believe that they can achieve anything.&lt;br /&gt;
&lt;br /&gt;
Once the new [[Dreamspeaker of Seren]] is appointed by the Assembly, they will be expected to take [[Dreamspeaker of Seren#Responsibilities|responsibility]] for the Temple, ministering to the needs of pilgrims who come to visit as well as ensuring that production of liao at the Temple is not interrupted. It will also fall to them to encourage the hopes and aspirations of the city and all who visit the Temple.&lt;br /&gt;
&lt;br /&gt;
The new Temple has had a profound affect on the City of Seren, drawing visionaries and dreamers from across the nation to its doors. With the encouragement of the dreamspeakers, the city has become a haven for those who refuse to give up their dreams. Seren has become the &#039;&#039;City of Dreams&#039;&#039;, a place where people dare to imagine what the world could become once it is free of the [[vallorn]]. The beauty of Miaren is a testament to what is possible. Freed of the taint of Spring&#039;s corruption the surrounding forests invite visitors to explore what it means to be Navarr once they are free of their responsibility to make restitution for the mistakes of the past. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Becoming a Dreamspeaker&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Any Navarr character who&#039;d like to embrace the new [[archetype]] can email {{plot}} or [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and request the change. It is important to read the [[dreamspeaker]] page first, to see what you are signing up for!&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===True Majesty===&lt;br /&gt;
* &#039;&#039;&#039;The Temple could be consecrated with True Liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would require a writ of consecration sponsored by one of the virtue assemblies and support of the general assembly&#039;&#039;&#039;&lt;br /&gt;
Impressive as the Temple is, it won&#039;t rival the influence of the Capodomus Cathedral without a [[Consecration#True_Liao|true aura]]. The completion of the Temple has had a profound effect on Seren, and the wider territory, but if it were consecrated with [[liao#True Liao|true liao]], then it would become one of the foremost sites of pilgrimage in the Empire. Thousands would travel here to experience the Temple&#039;s grandeur and be exalted by its serene majesty, bolstering the importance of the site and its guardian.&lt;br /&gt;
&lt;br /&gt;
To do that, the Navarr would need to acquire a dose of [[true liao]], arguably the rarest and most expensive substance in the Empire. Crucially they would also need the support of one of the seven assemblies of Virtue - to be allowed to perform a true liao consecration a citizen must have a [[writ of consecration]] from the [[Synod]]. The first step would be to determine which virtue assembly to approach to raise the writ, and then secure enough support in that assembly and in the general assembly to allow the writ to pass. The virtue chosen will affect the nature of the Temple, and of the inspiration it provides.&lt;br /&gt;
&lt;br /&gt;
==The Past is Gone==&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeaker archetype is now available to Navarr characters&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeakers encourage the people of their nation to look to the future&lt;br /&gt;
There have been dreamers in Miaren for centuries, ever since the vallorn was driven out leaving the tranquil forests to became a haven. Now the completion of the Temple has encouraged the most passionate among them to come forth, eager to share their philosophy with others in the nation. These dreamspeakers are passionate advocates of the importance of aspiration and determination - they believe that the best way to follow the Way is to imagine everything that you might accomplish and to set yourself on the path to achieving that.&lt;br /&gt;
&lt;br /&gt;
The dreamspeakers of Seren want to encourage all Navarr to dream of all the things &#039;&#039;they&#039;&#039; could accomplish. The banishment of the vallorn is a crucial element of that, but so is the destruction of the [[Druj]], the defeat of the [[Jotun]], or victory over the [[Grendel]]. For the dreamspeakers, the work done to free slaves in [[Axos]] and other lands is an example of a dream that is every bit as important as freeing [[Brocéliande]] from the taint of Spring magic run amok. The recent endeavours to free the [[Great Forest Orcs]] from the brutal grip of the Druj is a perfect example of what such a dream might look like. Something that looks impossible on the face of it, becomes possible when enough people pull together.&lt;br /&gt;
&lt;br /&gt;
Many of them argue that the nation falls short of everything they could achieve because they focus too much on the vallorn and because they view it as a uniquely Navarr problem to deal with. They argue that the Navarr&#039;s true goal is &#039;&#039;not&#039;&#039; the destruction of the vallorn but the triumph of civilisation. According to the Navarr history, the [[Navarr_history#Origins_of_Navarr|oath sworn by Navarr and Thorn]] was to restore the civilisation of Terunael. For the dreamspeakers, the Empire is the true legacy of the Navarr - the vallorn is simply one problem of many that threatens its future.&lt;br /&gt;
&lt;br /&gt;
Two amongst their number are not content only to dream. &#039;&#039;Deryn of Vision&#039;s End&#039;&#039; argues that the Navarr nation has suffered because they have become too focused on the vallorn and are losing crucial battles as a result. Contrarywise, &#039;&#039;Eirwen of Mountains Slumber&#039;&#039; in [[Hercynia]] seeks to encourage the Navarr to look for ways they could take up the legacy of their founders, not by destroying the vallorn but by building civilisation.&lt;br /&gt;
===Know How To Win===&lt;br /&gt;
* &#039;&#039;&#039;Deryn Vision&#039;s End says that the Navarr have sacrificed too much and should remind the rest of the Empire of their contributions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Navarr could cease to carry messages the length and breadth of the Empire&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Deryn Vision&#039;s End&#039;&#039; once lived in Liathaven, but since the loss of Vision&#039;s End steading has been in constant motion cross the Empire with the other survivors. His vision is that the Navarr be more proactive in engaging with the Empire, to fight for their dreams. He believes that the Navarr nation has sacrificed its own ambitions too often for the benefit of others. He cites recent events in [[Therunin]], where he says the [[Military Council]] made choices that &#039;&#039;allowed&#039;&#039; the territory to fall to the Druj and the vallorn. Thousands of Navarr died, Thornsong House and [[Therunin#Peakedge_Stead|Peakedge Stead]] were destroyed, the [[Thimble]] was lost first to the orcs and then to the vallorn. All the work that went into clearing the vallorn from [[Therunin#Eastring|Eastring]] was undone in a way that cannot be resolved without [[A thousand years of longing|uniting the vallornhearts]]. Deryn doesn&#039;t downplay the sacrifices made - the [[Under_eastern_skies|loss]] of [[Isaella&#039;s Dance]] and the [[Iron Helms]], the undoubted [[A_bright_cerulean_flame|courage]] of the [[Pilgrim&#039;s Defiance]] - but he expresses bitterness that the Navarr armies always seem to be somewhere else when their lands are threatened.&lt;br /&gt;
&lt;br /&gt;
Other nations have been much more successful at defending their interests. Deryn points to the example of the [[The Marches|Marcher]] [[general|generals]] who swore [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|mighty oaths]] to &#039;&#039;always&#039;&#039; stand ready to defend their home territory. Some might say that such oaths are madness - that they sacrifice strategic flexibility for uncertain gains - but Deryn disagrees. Marcher generals are forced by their oaths to stand and fight for their land... and every time they do, the Military Council and the people of the Marches stand with them. What might the world look like if the Navarr generals had sworn to die in the defence of [[Liathaven]]? Of [[Therunin]]? Why is there no drive to recover Liathaven, the way the Empire threw themselves into the fray every time the Jotun threaten Mitwold, Mournwold, or Bregasland? &lt;br /&gt;
&lt;br /&gt;
Indeed, how might the future look if the Navarr people took inspiration from the Marchers and brought their own flavour of [[The_Marches_culture_and_customs#Rough_Music|rough music]] to bear when the Military Council disregards their interests? What if the Navarr, instead of sacrificing themselves every time, were inspired by those [[Varushka|Varushkans]] who refused to allow the Senate to take the Iron Roads from them? The Urizen prepared to tear the [[Citadel Guard]] apart if the Empire abandoned [[Zenith]]?&lt;br /&gt;
&lt;br /&gt;
Does there not come a point, argues Deryn, where you have sacrificed so much that people simply take it for granted you will continue to do so without even being asked?&lt;br /&gt;
====Messages====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Brand&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Amdyn Flint Kin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avery Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Broderik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynmor Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynn Tendfallen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buck Tri&#039;fol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadfael Silentwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadoc Thornwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadwell Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dryn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drysfa Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eosffair Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esper Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;face&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fallow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Whispering Leaves&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Baranis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gavynn Bellwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Genrick Nayvar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embersworn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grundfos Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioan Longshadow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long Shadow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jora Miroslava Rayne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juro&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;WinterSuns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kelia Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kiàine Thistleseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kyffin Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madyn Bitterbark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitterbark Wayhouse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Malakili&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morgoth SweetBlood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neirin Daggersbond&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Niamh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Splintered Oaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nos Umbral Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Orinn Embracing Fold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhian Brighteyes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhianon Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shiavek of Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sorrel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Syn Truth-Walker Returned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nighthaven&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesyn Songweaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taren Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summergleam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tavvik Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foxden&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tudalen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valeska Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wren Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wynn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yana Balmwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ynyr Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeaker Deryn argues that the Navarr must remind the rest of the Empire that the nations are meant to be equal&lt;br /&gt;
* &#039;&#039;&#039;He has asked the brands to make a decision about the shape of the future&lt;br /&gt;
Deryn&#039;s point is that the &#039;&#039;true&#039;&#039; fight against the vallorn is not a battle against horrors spawned by out-of-control [[Spring magic]]. Rather, it is a fight to convince the rest of the Empire of the &#039;&#039;need&#039;&#039; for that fight, of the dangers of taking the goodwill of the Navarr for granted. One day the war against the vallorn will be a matter for the [[thorn|thorns]], but that day cannot come until the political fight inside the Empire is won. To win that war, the Navarr must get better at fighting it. Political compromise is essential to the functioning of the Empire, says Deryn. Someone must always make a sacrifice, but it shouldn&#039;t be the Navarr &#039;&#039;every time&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Deryn isn&#039;t blaming the Military Council or the Navarr generals for this situation. Rather he suggests that too many Navarr think in terms of what &#039;&#039;they&#039;&#039; can do to achieve an outcome. They think of their problems as &#039;&#039;Navarr&#039;&#039; problems, instead of thinking of them as &#039;&#039;Imperial&#039;&#039; problems. According to Deryn, what the Navarr need is some &#039;&#039;leverage&#039;&#039;. Like the Marchers and the Urizeni before them, they need a weapon they can wield to fight for their dreams.&lt;br /&gt;
&lt;br /&gt;
Two years ago, the Marchers [[Sound_the_bells#Turn_the_Other_Field|contemplated what would happen]] if their farmers stopped producing the grain that the Empire relied on to feed their armies. Many argued that it was foolish to even put words to such thoughts, given how significant the impact would be for the Empire. Indeed the Marchers soundly voted against the idea - but Deryn argues that they only sheathed their weapon, they did not throw it away, and there is power in knowing that weapon exists. And in ensuring the rest of the Empire is &#039;&#039;also&#039;&#039; aware of that weapon. It reminded everyone what the Marchers do for their fellow citizens that no other nation can. It sent a powerful message that the Empire should not take Marcher grain for granted.&lt;br /&gt;
&lt;br /&gt;
Of course, the nation might not &#039;&#039;want&#039;&#039; such a weapon. The Navarr know better than anyone the danger of dreaming of weapons, and what happens when they are made real without thought to the consequences. With that in mind he has prevailed on the egregores of the nation to put his question to those he considers the best people to make the decision about whether to open a box of trouble or not. The [[Brand|brands]] have sworn oaths of service to their steadings, their stridings, their nation, and indeed the Empire. &lt;br /&gt;
&lt;br /&gt;
The Navarr egregore has agreed to host a meeting at the Songs and Stories Henge in the Navarr camp on Saturday evening at 6:00pm. The question Deryn puts to them is whether they wish the Navarr to explore the ways they could show how important they are to the Empire if it were needed. If there is any support for the idea, then at the end of the meeting, the brands can take a simple vote on it and the egregores will make sure the nation knows of their decision. If this happens, then at the Winter Solstice there will be a wind of fortune detailing [[opportunity|opportunities]] for the Navarr to demonstrate why the Empire needs the Navarr, and to give voice to those angry at the way they feel they have been mistreated by their fellow Imperial nations.&lt;br /&gt;
&lt;br /&gt;
===Where It Goes===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen Mountain&#039;s Slumber argues that the true destiny of the Navarr is to build up the Empire&lt;br /&gt;
* &#039;&#039;&#039;She dreams of a time when the Navarr are at the forefront of building connections between the Imperial nations&lt;br /&gt;
The [[Highguard|Highborn]] may claim that the Empire is their destiny, but &#039;&#039;Eirwen of Mountains Slumber&#039;&#039; argues that Navarr and Thorn swore to this cause centuries before the [[First Empress]] was born. The Empire is the legacy of the Navarr every bit as much as it is the Highborn. The focus on fighting the vallorn has blinded the Navarr to the fact that the founders of the nation didn&#039;t swear an oath to destroy the vallorn... they swore an oath &#039;&#039;to restore the civilisation of Terunael&#039;&#039;. There is plenty of evidence it wasn&#039;t Terunael that Navarr and Thorn cared about - they were not blind to that nation&#039;s flaws - it was the idea of civilisation itself that they were pledging themselves to. Her point is that the fundamental focus of Navarri aspirations should be the Empire itself. She doesn&#039;t deny that the Navarr would benefit from fighting harder for their own cause, but they would also gain by proactively engaging with other nations, seeking out ways to work together and collaborate to achieve shared goals.&lt;br /&gt;
&lt;br /&gt;
The Empire would simply not exist without the Navarr, says Eirwen. It was Navarr messengers who brought the leaders of the nations together at Anvil, who brought the First Empress to her first allies, helped her build her crucial alliance with Dawn. The Navarr created the [[trods]] that are so vital to allowing the Empire to grow and supporting its armies. It is the Navarr who to this day continue to bind the nations together, ensuring that even the most far-flung outposts still feel connected to the heart of the Empire. Without the Navarr, and their continued tending of the fire of civilisation, the Imperial dream would have guttered and gone out centuries ago.&lt;br /&gt;
&lt;br /&gt;
Eirwen points to the Navarr&#039;s [[Every path you know|highest calling]] as an example where the Navarr nation has demonstrated such leadership recently. The Assembly embraced the dream to help other nations prepare for the coming war with the vallorn. Engaging with those nations that were ready to face the coming conflict enabled people to identify ways they could grow stronger together. The Navarr advanced their dream of finally defeating the vallorn not by strengthening the nation directly, but rather by strengthening the Empire itself. &lt;br /&gt;
&lt;br /&gt;
The immediate effects of that highest calling may be coming to an end, but the Navarr have already established another way to collaborate with the other nations. At present there are five substantial [[Navarr_wayhouse|Navarr wayhouses]] in various parts of the Empire. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] in built in [[the Barrens#The Bleaks|the Bleaks]] in [[the Barrens]] on lands that the [[Not_to_conquer#Karass|Karass]] claim as their own. The other four are on firmer ground, [[Keeper_of_the_Stand#Micah&#039;s_Stand_Wayhouse|Micah&#039;s Stand]] in [[Reikos#Chalcis Mount|Chalcis Mount]], [[Reikos]]; [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] in [[Ossium#Nearwald|Nearweald]] in [[Ossium]]; the [[Keeper_of_the_Ashen_Tears#Ashen_Tears_Wayhouse|Ashen Tears]] in the [[Skarsind#Skogei Glens|Skogei Glens]] in [[Skarsind]] and the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] in [[Holberg#Utterlund|Utterlund]], in [[Holberg]]. The number of stridings might be reduced, but there are still thousands of Navarr who pass through these wayhouses every year. Together they give the Navarr a unique opportunity to benefit from the relationship with the nation in question.&lt;br /&gt;
====Dreams====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Citizens operating a Navarr Wayhouse&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Angela RavensOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ciapek SplinteredOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dax&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mouse Ddawnswraig&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muse Ashen Tears&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Navarr Wayhouse Groups&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreamsreach&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Society of the Lute and Moon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Star&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 nation can build on the success of the wayhouses to bring strength to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;During the Autumn Equinox the wayhouses of Navarr can choose a single Navarr wayhouse to benefit from their combined efforts&#039;&#039;&#039;&lt;br /&gt;
The Navarr could take advantage of that to help strengthen a territory or nation hosting one of their wayhouses. They could dream up some way to work together to tackle common problems, or some aspiration to achieve something great together. At the moment, many Navarr are simply passing through these territories; Eirwen wants them to bring something to the table when they arrive.&lt;br /&gt;
&lt;br /&gt;
A dream requires two things - it needs unity of effort and clarity of purpose. The Navarr will need to pick a single territory that contains one or more wayhouses and focus their efforts there. Vague notions of making things better are not something that people can aspire to; they are not a goal that people can strive to accomplish. To make the most of this [[opportunity]], the Navarr need to clearly identify what it is they want to achieve in that territory - what problem are they hoping to solve, or what goal are they seeking to accomplish. What is the dream?&lt;br /&gt;
&lt;br /&gt;
If the Navarr can choose a single territory and define what their dream would be then it is guaranteed to create an [[opportunity]] to do something to pursue that goal. The only limitation is that this goal must be something other than &amp;quot;defeating the vallorn&amp;quot;. That noble goal is already the highest calling of the Navarr and the [[Dawn|Dawnish]] - this is a chance for the Navarr to work with the other nations to identify some &#039;&#039;other&#039;&#039; dream that they have in common. Some other way that the Navarr can fulfil their oaths to restore civilisation.&lt;br /&gt;
&lt;br /&gt;
Of course such high-minded ideas are all well and good, but someone is going to have to decide where and when and who and how. Eirwen has asked the Navarr egregore to host a meeting at the Songs and Stories Henge in the Navarr camp on Saturday evening at 17:00. This meeting will allow the assembled wayhouses to discuss which [[Navarr wayhouse]] to select and what the dream should be. Once that decision is made, then Eirwen and her colleagues will look to see what they can do to enable that dream. Given that this ambition depends on the wayhouses, Eirwen has asked those Navarr who have been appointed to run a [[Navarr wayhouse]], or who are from a [[steading]] that is a Navarr [[wayhouse]], to attend and decide the matter. If needed, a simple vote of those attending can take place.&lt;br /&gt;
&lt;br /&gt;
A new wayhouse has recently been [[Construct_Wayhouse_in_the_Barrens|constructed in the Barrens]]. The [[Keeper of Caedwynn&#039;s Hold]] is due to be appointed by the Navarr senators at the coming summit. If a new Keeper is in place by 17:00 on Saturday, then they would be eligible to take part in the meeting with the other wayhouses.&lt;br /&gt;
&lt;br /&gt;
===Many Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen and Deryn&#039;s paths are not exclusive of each other&#039;&#039;&#039;&lt;br /&gt;
These two dreamspeakers are inspired by very different visions of the future for their nation and the Empire. Yet neither approach is exclusive of the other. The brands could vote to at least consider what lengths the Navarr might go to to force the Empire to take the nation&#039;s concerns more seriously, and the wayhouse keepers work to build ties with the other nations. There is no &amp;quot;one true vision&amp;quot; of the future - only the question of which ambitions will be made real and which will fade like dew in the morning sun.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Miaren#Seren, City of Dreams|Seren, City of Dreams]]&lt;br /&gt;
* [[Dreamspeaker]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=143817</id>
		<title>The keys of blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=143817"/>
		<updated>2026-08-18T18:18:32Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Light at the End (Khobel Tavah) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Marginalia in London, British Library, Harley MS 2433, fol. 82r.png|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
__TOC__&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;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[A wizard did it]]&#039;&#039;&#039; deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===An Unexpected Ally (Basileia)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grendel mercenary company are threatening the Grove of Wittal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel leader wishes to defect but can&#039;t do it openly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grimnir of Wittal Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel and potentially rescue the Iontach&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Organising and funding Grendel mercenary groups is a challenging market. With the chaotic presence of the wreckers, naval superiority in the Bay of Catazar isn’t a given for fledgling mercenary companies. Enterprising mercenary paymasters have, in recent years and with encouragement from their [[Asavea|allies]], started to probe other waters for opportunity. The Gullet passes from the Sea of Snow past Jotun shores to the very heart of Kallavesa. One ship has managed to avoid the monsters of the Sea of Snow, the ships of the Fjorknae, and the Winterfolk and Marcher fleets to land close in [[Kallavesa#Wittal_Grove|Wittal Grove]]. Now, they march on Wittal itself, intent to raid the Healing House of Wittal Grove. However, Iontach &#039;&#039;Meddool Miniog&#039;&#039; has something even more audacious planned.&lt;br /&gt;
&lt;br /&gt;
A representative of the Matchmaker&#039;s Forum, of the [[Basileia|City of Locks]] travelled to Anvil with a message just a week before the Summer Solstice. It appears that Iontach &#039;&#039;Miniog&#039;&#039; wishes to defect, referencing a cousin living in luxury in Apulian. They have arranged for their mercenary band to accompany them into Kallavesa under the understanding that they are going to raid the Healing House of Wittal Grove. From discussion with the herald, [[League_Egregore|Guise]] believes they would certainly be able to accept the oath of Meddool; if Meddool is able to be rescued they will be able to join the League.&lt;br /&gt;
&lt;br /&gt;
The herald of the City of Locks, therefore, offers the following contract to &#039;&#039;&#039;Theowold Vakarsson&#039;&#039;&#039;, the Grimnir of Wittal Grove:&lt;br /&gt;
&lt;br /&gt;
Escort the Iontach to Anvil a free orc. In exchange, the Iontach will provide a sum of six thrones after the summit.&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary company should be defeated to ease the rescue of Meddool, but the company&#039;s continued survival is not a factor.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to secure the Iontach will see the mercenaries go ahead with raiding the Healing House, preventing the [[great work]] from providing herbs until after the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Prospero001a.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Arratan Surety (Estavus)===&lt;br /&gt;
&amp;lt;div {{float}}&amp;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;Arratan Surety&#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; Enterio, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 250 thrones 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; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arratan Gamble by five wains a season&lt;br /&gt;
* Increases upkeep of Arratan Gamble by three thrones a season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Architect of Hammers has used their power to assess the Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and uncovered an opportunity to quarry the largest vein from the other side&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were incredibly excited to receive their first assignment from the [[Architect of Hammers]]. The newly elected &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; wasted no time in setting them to work in assessing the [[Arratan Gamble]] in Enterio, [[Tassato]]. The Arratan Gamble works incredibly well, but there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; calculates that with the amount of wains that have already been quarried, there is enough in the ground for at least another two hundred years! &#039;&#039;Noether&#039;&#039; presents a plan for a small quarrying outpost, nothing too fancy, on the other side of the largest vein that will allow workers to come at it from the two best angles. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Arratan Surety&#039;&#039;&amp;quot;, a mirthful jest at the name of the quarry, would increase the amount of white granite produced by the Bourse seat by five wains a season. It would have substantial initial costs, and the extra workers and gangers would see the upkeep increased by three thrones a season.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
&lt;br /&gt;
===It is a Diamond (Sinokenon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=SinokenonArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A disparate group are travelling to Anvil to speak to the Grandmaster of the Celestial Arch and possibly others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They do not want to speak to the Grandmaster of the Sevenfold Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The group aims to arrive just after six on Friday&#039;&#039;&#039;&lt;br /&gt;
Last summit, the Eternal [[Sinokenon]] declared that it was [[Monarchs_and_outcasts#The_Turning_of_the_Wheel_(Sinokenon)|engaging in an initiative]] to reach out to the foundation-stones of the Empire, to gauge receptiveness to Sinokenon&#039;s ideals and to send its ministers to attempt to combat what it believed to be misunderstandings as to the intentions and nature of the Turning Mirror. They duly arrived, bring with them pamphlets and small gifts for those they met.&lt;br /&gt;
&lt;br /&gt;
Since the Spring Equinox, its heralds have been engaged in a similar campaign in many places across the Empire. While &#039;&#039;Diamondmind&#039;&#039; only enjoys [[alignment|neutrality]] - and hence does not have the unfettered access to the Empire enjoyed by those eternals who have the [[Conclave|Conclave&#039;s]] amity - there are many Day regios in the Empire to which its heralds have access, and no small number of individuals happy to assist them in their work. After all - Sinokenon has been on at worst distant and at times even somewhat gregarious terms with the Empire since its foundation! They are particularly prevalent in [[Urizen]], Varushka, and in the [[Skarsind|northernmost territory of the Unshackled]].&lt;br /&gt;
&lt;br /&gt;
The greatest number of Apex Hyperion&#039;s heralds are seen across the spires of Urizen. The mountain nation is a particular favourite of &#039;&#039;That Which Lives In Its Name&#039;&#039;. It sees their pursuit of a perfect world as most pleasing, and approves of their structured, ordered way of life. The illuminates of [[Zenith#Occursion|Occursion]] have often enjoyed its favour - reportedly, the people of [[Tsark]], just a short distance across the mountain range, enjoy similar attentions.&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], it has long been known as &#039;&#039;Silver Sovereign&#039;&#039; - a name that befits its status, perhaps, as a powerful and potentially dangerous supernatural entity, but one that can be bargained with. There are a number of vales, especially in the hills of [[Karov#Wieliczka|Wieliczka]], where &#039;&#039;Singular Point&#039;&#039; is sometimes consulted on matters of rulership. It has often expressed an approval of the vale as a unit of societal structure, because of the way the rule of boyars is born from strength but cannot rest on tyranny. A vale is a communal decision by a community to live in a place of order, separating themselves from the wilds. &lt;br /&gt;
&lt;br /&gt;
It has looked with favour on the Imperial Orcs since their nation was formally founded. While the Way of Hierarchy is famously not one to deal with societies in the process of revolutionary change or great reform (and thus somewhat turned its face from the Empire during the years of the orc rebellion), it was in favour of the nascent nation once it was formally founded. Again, the ordered nature of legion life is something Tomorrow And Tomorrow greatly approves of and which it wishes to see prosper. The Unshackled also represent the Empire forgoing what it sees as the &amp;quot;irrationality&amp;quot; of forced slavery, though this is a somewhat abstruse and philosophical perspective which not every Imperial Orc is willing to hear. In recent years, apparently, it has also attempted to build a relationship with some of the Tamazi who dwell in [[Skarsind#Gildenheim|Gildenheim]] - a relationship founded on a mutual dislike of the Axou.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent time in the Empire in the past season, especially in these three nations or in any other part of the Empire where structure and order are prized, may choose to have met one of the heralds of Sinokenon. They will invariably have been polite and friendly, distributing copies of a curious pamphlet entitled [[:File:Sinokenon_and_You.pdf|Sinokenon and You]]. Any difficult questions on any topic will have been waved away - the heralds will have been clear that they are there primarily as messengers, and to learn.&lt;br /&gt;
&lt;br /&gt;
It seems that they have indeed learned something - and it is not to their liking. As the Summer Solstice draws near, rumours begin to spread - in part carried by the heralds of Friend Of All - that the [[Grandmaster]] of the [[Sevenfold Path]] nurses a strong animosity to Sinokenon. The eternal grows concerned they are planning to bring the enmity of the Conclave down upon Sinokenon.&lt;br /&gt;
&lt;br /&gt;
Whether this is true or not is hard to say. It is clear, however, that it causes the heralds some distress. They are not alone, however - for the &#039;&#039;Argent Mantra&#039;&#039; is not without mortal supporters - allies the eternal has patiently cultivated over the years. Representatives from the [[illuminate|illuminates]] of [[Zenith]], the vales of Wieliczka, and the [[Tamazi]] of Gildenheim are seen making their way to Anvil. Apparently they intend to arrive as soon as they can - perhaps a little after the sixth hour of the evening on the Friday - and intend to lobby to ensure that their relationship with That Which Lies Above All is not disrupted.&lt;br /&gt;
&lt;br /&gt;
They particularly want to speak to the Grandmaster of the [[Celestial Arch]], who apparently they are assuming will naturally take their side in this matter, but are happy to speak to any grandmaster &#039;&#039;except&#039;&#039; that of the Sevenfold Path, who, if rumour is indeed to believed, has made up her mind already. They will have just a few hours until the Conclave begins, and the truth (or otherwise) of these rumours are known.&lt;br /&gt;
&lt;br /&gt;
===Eclectic Eye (Kimus)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Kimus001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Kimus has announced that with the help of Imperial citizens, it has completed a means to safely scry upon the actions of Cold Sun.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It informs the Conclave that it shall use this tool, the &#039;&#039;Corlucis&#039;&#039;, to provide information on what it perceives.&#039;&#039;&#039;&lt;br /&gt;
Robed in purest white, its garb edged in [[weltsilver|weltsilver thread]], a [[Kimus#Viziers|Vizier]] of [[Kimus|&#039;&#039;the Thousand Eyes of Sun and Moon&#039;&#039;]] unfolds at the entrance to the Hall of Worlds like the opening of an eye. Those who are subjected to its stare feel the force of its ruby-coloured gaze as it communicates with language both scant yet heavily freighted with meaning. It explains that through the prescient sacrifice of &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; and incisive action of those Imperial heroes that braved the dangers of [[Monarchs_and_outcasts#Staring_at_the_Sun_(Kimus)|&#039;&#039;Terminus Sol&#039;&#039;]] the &#039;&#039;&#039;&#039;&#039;Corlucis&#039;&#039;&#039;&#039;&#039; has been assembled. This arcane tool now permits &#039;&#039;She Who Watches&#039;&#039; to scrutinise and observe the poisoned light of the regio, to understand it and through understanding gain foresight over the machinations of [[Cold Sun|Cold Sun]], the entity that poisoned it.&lt;br /&gt;
&lt;br /&gt;
At this last pronouncement, the herald almost appears to express something other than scholarly focus. Whether it is a satisfied twitch of its lips or a slight pursing before it continues, it soon resumes its lecture. As was agreed, the Corlucis shall also be used to provide the [[Conclave|Conclave]] forewarning on the actions of Cold Sun. While at present, &#039;&#039;the Celestial Eye&#039;&#039; might only discern the largest of motions within the light it sees that in time that it will achieve a greater degree of acuity in its peering. The herald falls silent with the final assertion that the Empire has opened a new eye towards the future. With a final, appraising glance about the chamber, the herald is gone in a blink of light.&lt;br /&gt;
&lt;br /&gt;
===Silence in the Library (Phaleron)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Phaleron002.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An attendant of Phaleron will be arriving at 18:00 on Saturday to hand an arcane projection to &#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They request the presence of the Archmage of Day, the Emissary to the Celestial Library, and/or a Grandmaster&#039;&#039;&#039;&lt;br /&gt;
The Conclave has [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|made their decision]] regarding [[Flames_and_the_dark#The_Dying_Night|what to do]] about the [[Redoubt#Tower_of_Light_and_Shadow|Tilphussian Reach]] following its ruin at the hands of the Grendel. A deal offered and accepted, the [[Phaleron|Archives of Silence]] are bound to fulfil their part of the bargain; provision of the Arcane Projection to Entreat with Al-Pulpi to the raising magician.&lt;br /&gt;
&lt;br /&gt;
This does not mean at all that the &#039;&#039;Coral Library&#039;&#039; does not have some concerns. Given recent revelations to the Conclave, it is rather worried about handing over this very special bit of magic to someone with the surname &amp;quot;Vicente&amp;quot;. The [[Whisper_Gallery|Whisper Gallery]] are the natural enemy of the &#039;&#039;Celestial Library&#039;&#039;, as they are of all thinking beings. In any case, while Phaleron is definitely going to hand it over, a herald has shown up to the [[civil service]] to ask if the [[Archmage of Day]], [[Emissary to the Celestial Library]] and/or a [[Grandmaster]] might consider being present to the trade off to make sure that everything is done &amp;quot;in the light&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The attendant in charge of the projection is scheduled to arrive in the Hall of Worlds to hand it off to &#039;&#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039; at 18:00 on Saturday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Fire, Fury, and Flame (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Janon002b.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon has been placed under enmity by the Conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Janon seems to be enthused by this change in the Empire&#039;s passions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armed bands of heralds have entered Ossium and Sarangrave and are promising to curse both territories unless they are stopped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadowed Fire&#039;&#039; is a mercurial being at the best of times. Embodying fire and passion in all things, zie cares little for the difference between love and hate. As such, conclave&#039;s declaration of [[Alignment#Enmity|enmity]] has not had the chastening effect on him that might have been hoped for. As spring shades into summer, small bands of armed heralds march across the borders of [[Ossium]] and [[Sarangrave]]. Both of them begin spreading the message to any people that they can find. &#039;&#039;Tinder-of-Anarchy&#039;&#039;, who is well pleased with her new titles, is overjoyed that it gets to experience the Empire&#039;s rage and hatred. Less than a year ago &#039;&#039;Blasphemy&#039;s Matchmaker&#039;&#039; asked to be brought tales of [[Upon_a_midnight_dreary#Affection_and_Animosity_(Janon)|beloved rivals]], those who are implacably set against one another yet who are bonded closer than any friends might be. Hopefully the Empire will embrace this new relationship just as much as Janon has.&lt;br /&gt;
&lt;br /&gt;
Thus, the heralds issue their challenges. The ones they have called out will bring forces to fight against them, or else to celebrate with them, or perhaps both. They shall match blades and hearts in the eternal contest of passion. Then, if the heralds are alive at the end of it, they will go to the nearest Night regio and immolate themselves. Once that is done, Janon&#039;s power will be invoked and the territory will be place under a &amp;quot;blessing&amp;quot;, bringing the &amp;quot;blessing&amp;quot; of [[Unfettered Anarchy]] to those who dwell there.&lt;br /&gt;
&lt;br /&gt;
Scouts indicate that these heralds, despite being lightly armoured, seem to be possessed of immense reserves of [[Heroic_skills|heroic spirit]], and that some among them seem to be capable of inflicting Unfettered Anarchy on people with as much ease as any [[Magical_skills#Battle_Mage|battle mage]] delivering a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Fire The Forests (Ossium)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shadowed Torchbearer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
Upon marching over the border from the [[Forest of Ulnak]], the heralds made their reasons for choosing this place perfectly clear. Ossium is the home territory of the [[Shadowed Torchbearer]], the one who conclave selected to promote passion within the Empire and to stand between them and &#039;&#039;the Muse of Fire&#039;&#039;. Let Vellenka Vanyanova come to face them, and show where her passions truly lie! Soldiers from the resupplying Gryphon&#039;s Pride attempt to catch the heralds and finish the matter quickly, but the heralds run fast and do not allow themselves to be caught. They will be faced by the one of their choosing, or they will not be caught at all.&lt;br /&gt;
&lt;br /&gt;
Grudgingly accepting that the best thing they can do is inform the proper authorities, the scouts of the Gryphon&#039;s Pride pass on that the heralds keep returning to the Burned Glade in Echofell. It is the responsibility of &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, the Shadowed Torchbearer, to resolve the situation before any harm can be caused. If the heralds cannot be stopped, they will curse Ossium with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Boil The Swamps (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Sevenfold Path&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The path to Sarangrave is considerably shorter for the heralds of &#039;&#039;Whirling Chaos&#039;&#039;, as they emerge from a regio over the border in [[Axos]], where the enmity of the [[Conclave]] has no effect. Once in Imperial territory, they begin to call out the [[Grandmaster]] of the [[Sevenfold Path]]. Elagabala brought this declaration against &#039;&#039;the Voice of Zorech&#039;&#039;, and they are overjoyed to witness the passion of the Urizeni. &amp;quot;Come fight us, sword scholar,&amp;quot; they cry, &amp;quot;as your loathed founder once fought the Highborn!&amp;quot; Nobody bothers trying to explain to them that the sword scholars have splintered. It does not seem likely that they would listen.&lt;br /&gt;
&lt;br /&gt;
The heralds have taken the field around Slow Worm&#039;s Hill in Kroll. It is the responsibility of &#039;&#039;&#039;Elagabala&#039;&#039;&#039;, Grandmaster of the Sevenfold Path, to prevent any explosions of undirected passion. If the heralds cannot be stopped, they will curse Sarangrave with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
===Partners in Crime (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Whisper Gallery seeks communications from citizens of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is illegal to cast the ritual to communicate with the eternal as they under enmity&#039;&#039;&#039;&lt;br /&gt;
Similarly to [[Monarchs_and_outcasts#Tyrannical_Discipline_(Whisper_Gallery)|last season]], individual members of the [[Whisper Gallery]] are petitioning imperial citizens to once again get in touch with them over matters that, while they may sound trivial, seem to be of great importance to them:&lt;br /&gt;
&lt;br /&gt;
* The Vizier Arrayed in the Raiment of Dawn is interested in the advice that boyars and wise ones of [[Varushka]] might have for leaders both formal and cultural.&lt;br /&gt;
* The Lover Glad in Crimson is feeling a little down, and wishes to be cheered up by love stories with happy endings from any [[troubadour]] of [[Dawn]].&lt;br /&gt;
&lt;br /&gt;
During the Summer Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both message and messenger into the performance will receive three crystal fire in thanks. Again, each person is limited to a single submission, but ritualists can help as many people as please them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the boyar, wise one or troubador is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Enlightenment (Azoth)===&lt;br /&gt;
* &#039;&#039;&#039;During the Spring Equinox the Archmage of Night vacated their post.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azoth believes that their absence has had an unwanted effect on the plenipotentiary they offered.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azoth invites the next Archmage of Night to investigate uncompensated musicians their predecessor was charged with arranging and to suggest a boon for those who could not attend.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Azoth#Heralds|&#039;&#039;Distillations&#039;&#039;]] of [[Azoth|&#039;&#039;the Azoth&#039;&#039;]] emerge from the Imperial Regio clad in fur and feathers of swirling ochre, shimmering jade and shifting red. Resembling [[Kallavesi|Kallavesi]] [[Mystic|mystics]] though bearing an orcish mein, the heralds are at first mistaken for unannounced [[Jotun]] emissaries. If the visitors have an opinion on this reaction, it is well hidden beneath a cool, almost inert demeanour. &lt;br /&gt;
&lt;br /&gt;
Once the matter is resolved, the agents of &#039;&#039;the Rebis&#039;&#039; explain the purpose of their visit: that the Azoth understands that during the spring equinox the [[Archmage_of_Night#Recent Elections|Archmage of Night]] was extracted from their role and so, by extension from the [[Key_of_dreams#Finder_of_Paths_Unseen_(Night)|crucible of change offered as plenipotentiary]]. With the formula so adjusted, the heralds continue, it seems that impurities did arise from the mix which diminished the whole. &lt;br /&gt;
&lt;br /&gt;
The most polluting of these is that the Archmage was charged by [[Sung]] to instil mystery into the [[Key_of_dreams#Finder_of_Paths_Unseen_(Night)|Shadow Souk]] through the commissioning of musicians. Azoth knows that musicians did play within the chamber and that their playing did indeed serve as a suitable catalyst. However, it is not clear whether these elements were properly compensated for their aural alchemy with gifts provided by the &#039;&#039;Rainbow Serpent&#039;&#039; to the Archmage for this purpose. &#039;&#039;The Great Work&#039;&#039; has offered to provide the [[Cat&#039;s_Graces#Maestro|Maestro]] of the [[Cat&#039;s Graces]] a lump sum of twenty [[crystal fire]] if they&#039;re willing to promise to ensure it goes to those musicians who attended. If they are willing to agree to this, they should cast [[operate portal]] on the regio at the Summer Solstice, using three names of the &#039;&#039;Rebis&#039;&#039; and agreeing to the arrangement.&lt;br /&gt;
&lt;br /&gt;
==Spring==&lt;br /&gt;
&lt;br /&gt;
===Do Some Harm (Arhallogen)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Centipede General.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to kill a significant number of Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Silver Chalice&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for poisoning the Grendel&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season, the eternal [[Arhallogen]] made a [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)|series of offers]] to the Imperial Conclave in order to help them avoid, in its eyes, a steep decline into disaster. To the great surprise of the &#039;&#039;Centipede General&#039;&#039;, it was none other than the [[Silver Chalice]] who accepted its offer of a boon to kill a significant number of [[Grendel]], if they were willing to put the nefarious [[Ossegrahn]] under Enmity. Perhaps, says the &#039;&#039;Envenomed Blade&#039;&#039;, they misunderstood the [[Silver Chalice]]. To value ones own lives and the lives of ones allies by ruthlessly killing those who would threaten them is indeed a philosophy she can align herself with. When one commits to &#039;&#039;&amp;quot;Ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind&amp;quot;&#039;&#039;, perhaps this means understanding the value in taking life from their foes? Yes, yes, this will do indeed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maw-of-Spikes&#039;&#039; has located an encampment of the marines from the Grendel navy, the Golden Winds, based downstream from a potent Spring regio that provides it with unnaturally clear water. Such places were rare in [[Mareave]] until recently, and it is no surprise that the orcs of the Broken Shore would set up a camp there to take advantage of it. The &#039;&#039;Shadow Blade&#039;&#039; has a simple offer for the Silver Chalice; all they have to do is curse someone with [[Curse of Gangrenous Flesh]] where the ritualists have [[Regio#Using_Regio|drawn]] on the regio and invoke three of Arhallogen&#039;s names. This will corrupt the regio and poison the supply of the Grendel Encampment. While they will eventually realise and move on, they will take five hundred casualties before the source of their woes is identified. The regio is not untended, but to sweeten the deal, &#039;&#039;Many Move as One&#039;&#039; will send her heralds to neutralise them before the Grandmaster or her representatives arrive.&lt;br /&gt;
&lt;br /&gt;
The conjunction to the Golden Wind&#039;s encampment will be at 15:45 on Saturday, and the [[Silver Chalice|Grandmaster of the Silver Chalice]],  &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, will be responsible for ultimately poisoning the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Varushkan goes to War (Surut)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Surut001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Surut is impressed by the orders of the general of the Northern Eagle and offers a boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He is happy to offer similar aid to other generals as well, if they wish the help of the Burnt Prince&#039;&#039;&#039;&lt;br /&gt;
The [[Surut|&#039;&#039;Charred Prince&#039;&#039;]] rarely gives much attention to the pontification of wizards and their ever-increasing esoteric arcane musings, he is far more interested in the people who actually get things done and get their hands dirty. Specifically, the generals and heroes of the Empire. Recently, he has been eagerly following the [[388YE_Spring_Equinox_Military_Council_orders#Northern_Eagle|adventures of General &#039;&#039;&#039;Aksel Reznov Razoradze&#039;&#039;&#039;]] in the [[Salt Flats of Sanath]].&lt;br /&gt;
&lt;br /&gt;
While he nominally favours the Druj in the conflict, he has been savouring their desperation and exacting greater and greater tribute for his continued support. He has no particular preference to whether they survive being crushed between the Empire and the [[Thule]]. Should the General invoke the name of the &#039;&#039;Burnt Steward&#039;&#039; in their orders the next time that the [[Northern Eagle]] infiltrate Sanath, he will intercede to help find opportunities for them to engage in further acts of arson if they so choose.&lt;br /&gt;
&lt;br /&gt;
The [[Inhabitants_of_the_realms#Heralds|herald]] relaying this information to Jorgen at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] reminds him that the &#039;&#039;Raging Inferno&#039;&#039; is perfectly happy to offer his aid to other members of the [[Military Council]] as well. Should they seek his aid, they have to impress him in the orders they submit. Provided they draw his attention by including his name in their orders, he will pay attention and offer help to those who have shown they deserve it.&lt;br /&gt;
&lt;br /&gt;
===Call to Arms (Tharim)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Tharim 001.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A legion of Tharim&#039;s Ashen Knights has travelled to Karov&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The legion intends to remain there for the foreseeable future&#039;&#039;&#039;&lt;br /&gt;
The mood of [[Tharim]] is wroth this season. His chosen has stepped down, and both Skathe and Surut continue to be welcomed by the Conclave, even if they do not enjoy its friendship as he does. The only light in the twilight of his dark halls is the fate of Jem Bribban. It is apt, then, that the mood of the Ashen Knights is similar. They arrive in Karov a month before the Summer Solstice and by the time of the summit have established a camp just outside of [[Karov#Wieliczka|Vorota]]. &lt;br /&gt;
&lt;br /&gt;
Why they are here, however, is beyond anyone&#039;s guess. A few volhovs on their way from Delev tried to discuss it with them, but were unable to get much beyond stoic, monosyllabic answers. Why the Ashen Knights are here, and why &#039;&#039;now&#039;&#039;, is anyone&#039;s best guess. If the notoriously vindictive eternal&#039;s mood is souring, it does not bode well. Tharim can be a powerful ally to his friends, but a bitter enemy to those he believes have wronged him or failed to give him his due.&lt;br /&gt;
&lt;br /&gt;
===The Beast Below (Agramant)===&lt;br /&gt;
{{SOP|statement=Agramant has sent his servants to &#039;aid&#039; Imperial citizens abandoned in Therunin. This must shame us. Highguard cannot tolerate a monster such as the Abominable One being seen as a rescuer while the Empire&#039;s own people suffer. Highguard has chapters, military units, congregations, physicks, priests, pilgrims, the Unconquered and more. We can send virtuous aid where aid is desperately needed. So let Highguard act! Let our citizens escort the refugees and support the healers of High Chalcis, while our chapters and military units aid the Navarri in escaping Therunin. The hungry, frightened, and desperate must find Imperial support. We will deny Agramant the worship of desperation. Only actions are virtuous. If we would calls ourselves guardians of the Empire&#039;s soul, then we must prove it where that soul is endangered.|by=Synchar of Ebon&#039;s Hall, Highguard National Assembly|vote=216-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The eternal Agramant is preying on those fleeing Therunin - offering them aid, and interdicted means for any to contact him for thanks or further &#039;help&#039;. Those he preys on feel they are alone. That he is the only place they can turn. Along with Navarri guides, we call on Loyalty dedicants to travel to the places these Navarri refugees gather. We must prove to them they are not alone, and show them what loyalty is, and what it is not.|by=Neri of Ebon&#039;s Hall, Loyalty Assembly|vote=306-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The refugees of Therunin are being manipulated by Agramant into believing he is their only option for help. He targets those who are weak and alone, and seeks to gain access to their spirits and our nation. We call upon Navarr to remind these refugees we are here and we support them. Open your doors if you can and stop Agramant from targetting those in need.|by=Xandor Trodbroker, Navarr National Assembly|vote={{GM}} 256-0|when=Spring 388YE|size=small}}&lt;br /&gt;
The Imperial Synod, including a [[general]] of an Imperial [[army]] has had a great deal to say about [[Agramant|Agramant&#039;s]] offers of help in [[Therunin]] in recent months. To this, it pointedly says that it is materially helping the Navarri reclaim what is rightfully theirs and fulfil their ancient oaths, &#039;&#039;while the Empire is not&#039;&#039;. The Military Council is welcome to take over and fulfil their promises to the people of Navarr any time they so choose by sending in the full might of Imperial steel, Agramant will not stop them.&lt;br /&gt;
&lt;br /&gt;
In the meantime, it sees no reason not to continue as it has been doing and showing it it is truly the &#039;&#039;Friend of the Forgotten&#039;&#039;. Wherever the Empire has abandoned people. Wherever it has allowed innocents to suffer. Wherever it has broken trust. Agramant will be there to pick up the pieces - to bear the burden that the Empire finds too heavy to shoulder.&lt;br /&gt;
&lt;br /&gt;
While many have fled to Reikos, some Navarri who have stayed, chosen to side with the &#039;&#039;Wastewalker&#039;&#039; to reclaim their homes from the Druj and continue to fulfil their oath in combatting the power of the vallorn of Tharunind. One such individual is Dochas of the Weeping Glade, who claims to take inspiration from Gobaith of Summer&#039;s Grove reborn. They have managed to form a settlement of survivors in the nominally Druj-controlled territory and, with Agramant&#039;s aid, wishes to take back Therunin for the Navarr whether the Military Council chooses to help them or not.&lt;br /&gt;
&lt;br /&gt;
This downtime (and perhaps for the foreseeable future) any Navarri military unit can take the &#039;&#039;&#039;Reconquer Therunin&#039;&#039;&#039; campaigning venture, which will cause their unit to join Dochas and with his followers and heralds of Agramant, begin to retake a region from the Druj. A standard military unit will receive two pawns of Heart&#039;s Blood for their aid, with upgraded or enchanted Military Units receiving proportionally more. As long as at least ten military units take this action, it will also be available next season and Agramant will do whatever it takes to ensure the settlement survives.&lt;br /&gt;
&lt;br /&gt;
This venture appears to be completely illegal, and anyone who takes part is almost certainly going to face execution by the magistrates for working hand in glove with a forbidden eternal. Agramant does not wish to sow suspicion or concern among the Empire, so the names of every citizen from Anvil who takes part will be known. The Howler understands that they risk death at the hands of the Empire for trying to fulfil their oaths and save their fellow Navarri, but is determined that the names of those prepared to sacrifice themselves in this way should not go unrecorded. Sacrifice is the Pride of the Navarr after all.&lt;br /&gt;
&lt;br /&gt;
While the Synod itself may have spoken out against Agramant&#039;s actions, the &#039;&#039;Voice of the Pines&#039;&#039; believe that in her heart, the [[Emperor Vesna|Empress of the Hearth]] surely appreciates its struggle to aid her subjects. Should she mention him or [[Therunin]] &#039;&#039;in any capacity&#039;&#039; in her next imperial address, he has let it be known that he will take that as a sign that she approves of his aid to her citizens, and will send even more heralds to aid in the campaign there.&lt;br /&gt;
&lt;br /&gt;
===Light at the End (Khobel Tavah)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; clear:right;&amp;quot;&amp;gt;{{CaptionedImage|file=KhobelTavah.jpg}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In the months following the Spring Equinox, the Imperial Regio is once more subject to the ghastly presence of the Speaker for the Drowned, the herald of Khobel Tavah who takes the form of a drowned Highborn sailor. This dolorous figure, whose every movement is accompanied by the ringing of bells, makes its way to the Civil Service hub once invited into Anvil. It seems it has more messages from Old Tom Flotsam and Mary Bitters to deliver. &lt;br /&gt;
&lt;br /&gt;
Firstly, regarding the &#039;&#039;lost flotsam&#039;&#039; that is Eilian Sweetwater. It does not intend to repeat its warnings of &#039;&#039;jetsam&#039;&#039; uttered in darkness to the Empire&#039;s keepers of wreck. However, it wants to make quite clear the state of Eilian. The medicaments offered for him granted a temporary release from the &#039;&#039;suspension in terror&#039;&#039; that Eilian is undergoing - but it was only temporary. He has proven unusually resilient - the Speaker makes clear that &#039;&#039;Harbinger&#039;&#039; in particular is impressed at a mortal whose mind can withstand her abyssal salt to such a degree. If the Conclave chooses to claim its &#039;&#039;lost flotsam&#039;&#039; and with it the &#039;&#039;jetsam&#039;&#039; at the Summer Solstice, the Speaker believes Eilian will be able to return to work within the season.&lt;br /&gt;
&lt;br /&gt;
However, if the Conclave tarries longer, then the mind of the Empire&#039;s resolute servant will, says the Speaker, surely begin to fray. The &#039;&#039;Prophet of the Last Light&#039;&#039; has seen this in omens and visions - no mortal can withstand immersion in abyssal salt forever. If they wait until the Autumn Equinox, then Eilian will require at least a season of recovery before he returns to work. If they wait until Winter, he will need a year or more of recovery. Beyond that he will be broken: in mind if not in body. He will, of course, survive if they tarry longer - but he will never be in a position to serve the Empire again. Salt preserves the body - but the spirit&#039;s light eludes even the touch of Tideless Scream.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Speaker wants to reiterate another offer. Two summits ago Khobel Tavah sent their Lighthouse-Keeper to speak with the people of the Empire to offer aid to the Empire in the building of lighthouses. Specifically, &#039;&#039;Fear Death By Water&#039;&#039; offered, via their Keeper, an Everlasting Flame. This light, made from ghostfire of the Winter Realm, would never go out so long as the lighthouse in which it is placed stands. This could be either a [[For_those_in_peril_on_the_sea#A_Warning_Light|lighthouse]], a [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|great lighthouse]], or another commission to build a lighthouse arising as the result of an opportunity. &lt;br /&gt;
&lt;br /&gt;
If Khobel Tavah ever became aware of any doom that would otherwise befall the territory where it was placed then it would send grim omens that portended the coming disaster. The flame would also gather to it the spirits of the restless dead. This would give the region the [[Region_qualities#Haunted|haunted quality]]. The ghosts would not be hostile - in the [[opportunity|right situation]] they might even be bargained with to aid the Empire.&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned believes that the Empire may have selected Rebekah&#039;s Leap in [[Redoubt#Naris|Naris]] as the location for the Everlasting Flame. This is well, though they may wish to wait for the return of their &#039;&#039;lost flotsam&#039;&#039; as plans for the Lighthouse at Nikephoros would probably combine well with any planned lighthouse in the same region. However, &#039;&#039;Foretold-by-Bells&#039;&#039; does require that the Conclave announce a [[declaration]] of [[Alignment#Acceptance|acceptance]] to name the commission where the ghostfire will be housed. The commission would not need to be finished, but it would need to be begun, and consent to place the Everlasting Flame within the lighthouse would have to be provided as part of the necessary details.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===The Long Game (Jaheris)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=JaherisArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Jaheris wishes to encourage ambition amongst newcomers to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of his heralds will meet with some newcomers, chosen by egregores&#039;&#039;&#039;&lt;br /&gt;
The [[Jaheris|Moonsilver Prince]] has made an offer to the egregores of each of the ten nations; he has provided them with a badge and charged them to give it to a member of their nation who is new(er) to Anvil and who they see as a citizen of great promise. They will be invited to a meeting with the &#039;&#039;Argent Preceptor&#039;&#039;, one of the heralds of the &#039;&#039;Unicorn King&#039;&#039; charged with encouraging new talent to pursue and achieve their ambitions. Under his previous guise, this might be rather concerning, yet the [[Jaheris#A_New_Demesne|new face of Jaheris]] seems far more trustworthy. As far as eternals go, of course.&lt;br /&gt;
&lt;br /&gt;
The Preceptor will meet with the candidates at the standing stones at the entrance to the Hall of Worlds at 12:45 on the Saturday of the Summer Solstice. From there, they will be taken through the Hall of Worlds to a specially prepared chamber to discuss what ambitious schemes they might be interested in pursuing at Anvil.&lt;br /&gt;
&lt;br /&gt;
===The Greatest Prize (Rhianos)===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Cede Tournament Grounds of Laroc&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Cedes the Tourney Grounds of Laroc to [[Rhianos]]&lt;br /&gt;
* Removes the investment in businesses in Astolat&lt;br /&gt;
* Increases investment in military units in Astolat&lt;br /&gt;
* Military units in Astolat engaging in a questing or raiding venture will receive an additional 36 rings&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Costs can be covered by treasure at the Stone of Thonkilch&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;Rhianos has asked for the Tourney Grounds of Laroc to be ceded to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Tournament Grounds are ceded to Rhianos then the eternal will grant his favour to the Eastern Sky&#039;&#039;&#039;&lt;br /&gt;
Originally [[Down_the_cavalier_road|proposed]] almost four years ago, the quest of the [[Eastern Sky]] has seen wondrous works of magic, grand challenges completed, and great statues raised. &#039;&#039;[[Rhianos|Shimmergold]]&#039;&#039; is open about their willingness to accept a similar statue to that built for [[Cathan Canae]], but the Grand Tour has enticed &#039;&#039;Coruscating Oarfish&#039;&#039;. What then, could &#039;&#039;Seadragon&#039;&#039; wish for? &lt;br /&gt;
&lt;br /&gt;
The answer, it turns out, is quite simple. The &#039;&#039;Auspicious Mariner&#039;&#039; wants the [[Astolat#Laroc|tournament grounds of Laroc]]. The &#039;&#039;King of the Nine Tides&#039;&#039; will send his heralds through to ready those daring knights and knights-errant who are readying to go on a [[Venture#Questing_Ventures|quest]] or even a [[Venture#Raiding_Ventures|raid]]. They will be offered help, advice, or even simply a refreshing drink that encourages the pursuit of adventure. Any Dawnish [[military unit]] in Astolat that undertakes either a questing or raiding venture will receive an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
Of course, nothing is simple when it comes to the denizens of the realms. The [[business]] owners of the territory will no longer receive a share of the profits brought in by the tourneys. Instead, those proceeds would go towards mending and repairing the arms, legs, arms, and armour of those adventuring over the horizon. In order for this to work, &#039;&#039;Lightning Fish&#039;&#039; will need to have the Tourney Grounds ceded to it. If it were as simple as sending heralds to go and encourage good Dawnish folks, then they wouldn&#039;t need to ask. Indeed, several heralds of &#039;&#039;Lady Gullscry&#039;&#039; already visit the tourney grounds, albeit in (very bad) disguises.&lt;br /&gt;
&lt;br /&gt;
Such an act will require the Senate to vote to [[Powers_of_the_Imperial_Senate#Concedence|cede]] the great work to the eternal. Separately, &#039;&#039;Swoopingfeather&#039;&#039; has a further request for the people of Dawn, and specifically the incumbent General of the [[Eastern Sky]]...&lt;br /&gt;
&lt;br /&gt;
====Oddities (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are trying to sacrifice treasure to Agramant in exchange for aid in the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;General of the Eastern Sky&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for recovering the treasure&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Swoopingfeather&#039;&#039; warns that the Druj are well on their way to sacrificing the treasure to [[Agramant|Ropebiter]] in Sarangrave. The herald of Leaf-on-the-Breeze provides enthralling detail, the Druj &#039;&#039;Het Tavix Boneshaver&#039;&#039; must ensure that the Stone of Thonkilch, and the treasure placed there, remain undisturbed for a full week. They will have almost finished their vigil by the start of the summit, and it will end by the stroke of midnight on the first night. There is a chance then, for the General of the Eastern Sky and their allies to prove their mettle and disrupt the Druj. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dame Aurum De Castellan&#039;&#039;&#039;, the incumbent [[Eastern Sky|General of the Eastern Sky]], is charged by &#039;&#039;Swoopingfeather&#039;&#039; to take their allies and travel to the Turan Flats, disrupt the Druj efforts and recover the treasure. If the Druj retain the treasure, then [[Inhabitants_of_the_realms#Drudges|creatures]] of &#039;&#039;Brokenhull&#039;&#039; will enter the region. They won&#039;t prove a threat to armies, but it would require some opportunity to remove them and would be yet [[Everything is trying to kill us|another problem]] for those trying to settle Sarangrave. If the treasure can be recovered, then it will take central pride of place in the tourney grounds. And if it can&#039;t, then &#039;&#039;Flyingfish&#039;&#039; will keep looking for another piece of treasure that can be recovered from dangerous enemies...&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=143816</id>
		<title>The keys of blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=143816"/>
		<updated>2026-08-18T18:18:16Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Light at the End (Khobel Tavah) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Marginalia in London, British Library, Harley MS 2433, fol. 82r.png|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
__TOC__&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;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[A wizard did it]]&#039;&#039;&#039; deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===An Unexpected Ally (Basileia)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grendel mercenary company are threatening the Grove of Wittal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel leader wishes to defect but can&#039;t do it openly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grimnir of Wittal Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel and potentially rescue the Iontach&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Organising and funding Grendel mercenary groups is a challenging market. With the chaotic presence of the wreckers, naval superiority in the Bay of Catazar isn’t a given for fledgling mercenary companies. Enterprising mercenary paymasters have, in recent years and with encouragement from their [[Asavea|allies]], started to probe other waters for opportunity. The Gullet passes from the Sea of Snow past Jotun shores to the very heart of Kallavesa. One ship has managed to avoid the monsters of the Sea of Snow, the ships of the Fjorknae, and the Winterfolk and Marcher fleets to land close in [[Kallavesa#Wittal_Grove|Wittal Grove]]. Now, they march on Wittal itself, intent to raid the Healing House of Wittal Grove. However, Iontach &#039;&#039;Meddool Miniog&#039;&#039; has something even more audacious planned.&lt;br /&gt;
&lt;br /&gt;
A representative of the Matchmaker&#039;s Forum, of the [[Basileia|City of Locks]] travelled to Anvil with a message just a week before the Summer Solstice. It appears that Iontach &#039;&#039;Miniog&#039;&#039; wishes to defect, referencing a cousin living in luxury in Apulian. They have arranged for their mercenary band to accompany them into Kallavesa under the understanding that they are going to raid the Healing House of Wittal Grove. From discussion with the herald, [[League_Egregore|Guise]] believes they would certainly be able to accept the oath of Meddool; if Meddool is able to be rescued they will be able to join the League.&lt;br /&gt;
&lt;br /&gt;
The herald of the City of Locks, therefore, offers the following contract to &#039;&#039;&#039;Theowold Vakarsson&#039;&#039;&#039;, the Grimnir of Wittal Grove:&lt;br /&gt;
&lt;br /&gt;
Escort the Iontach to Anvil a free orc. In exchange, the Iontach will provide a sum of six thrones after the summit.&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary company should be defeated to ease the rescue of Meddool, but the company&#039;s continued survival is not a factor.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to secure the Iontach will see the mercenaries go ahead with raiding the Healing House, preventing the [[great work]] from providing herbs until after the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Prospero001a.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Arratan Surety (Estavus)===&lt;br /&gt;
&amp;lt;div {{float}}&amp;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;Arratan Surety&#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; Enterio, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 250 thrones 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; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arratan Gamble by five wains a season&lt;br /&gt;
* Increases upkeep of Arratan Gamble by three thrones a season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Architect of Hammers has used their power to assess the Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and uncovered an opportunity to quarry the largest vein from the other side&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were incredibly excited to receive their first assignment from the [[Architect of Hammers]]. The newly elected &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; wasted no time in setting them to work in assessing the [[Arratan Gamble]] in Enterio, [[Tassato]]. The Arratan Gamble works incredibly well, but there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; calculates that with the amount of wains that have already been quarried, there is enough in the ground for at least another two hundred years! &#039;&#039;Noether&#039;&#039; presents a plan for a small quarrying outpost, nothing too fancy, on the other side of the largest vein that will allow workers to come at it from the two best angles. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Arratan Surety&#039;&#039;&amp;quot;, a mirthful jest at the name of the quarry, would increase the amount of white granite produced by the Bourse seat by five wains a season. It would have substantial initial costs, and the extra workers and gangers would see the upkeep increased by three thrones a season.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
&lt;br /&gt;
===It is a Diamond (Sinokenon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=SinokenonArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A disparate group are travelling to Anvil to speak to the Grandmaster of the Celestial Arch and possibly others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They do not want to speak to the Grandmaster of the Sevenfold Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The group aims to arrive just after six on Friday&#039;&#039;&#039;&lt;br /&gt;
Last summit, the Eternal [[Sinokenon]] declared that it was [[Monarchs_and_outcasts#The_Turning_of_the_Wheel_(Sinokenon)|engaging in an initiative]] to reach out to the foundation-stones of the Empire, to gauge receptiveness to Sinokenon&#039;s ideals and to send its ministers to attempt to combat what it believed to be misunderstandings as to the intentions and nature of the Turning Mirror. They duly arrived, bring with them pamphlets and small gifts for those they met.&lt;br /&gt;
&lt;br /&gt;
Since the Spring Equinox, its heralds have been engaged in a similar campaign in many places across the Empire. While &#039;&#039;Diamondmind&#039;&#039; only enjoys [[alignment|neutrality]] - and hence does not have the unfettered access to the Empire enjoyed by those eternals who have the [[Conclave|Conclave&#039;s]] amity - there are many Day regios in the Empire to which its heralds have access, and no small number of individuals happy to assist them in their work. After all - Sinokenon has been on at worst distant and at times even somewhat gregarious terms with the Empire since its foundation! They are particularly prevalent in [[Urizen]], Varushka, and in the [[Skarsind|northernmost territory of the Unshackled]].&lt;br /&gt;
&lt;br /&gt;
The greatest number of Apex Hyperion&#039;s heralds are seen across the spires of Urizen. The mountain nation is a particular favourite of &#039;&#039;That Which Lives In Its Name&#039;&#039;. It sees their pursuit of a perfect world as most pleasing, and approves of their structured, ordered way of life. The illuminates of [[Zenith#Occursion|Occursion]] have often enjoyed its favour - reportedly, the people of [[Tsark]], just a short distance across the mountain range, enjoy similar attentions.&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], it has long been known as &#039;&#039;Silver Sovereign&#039;&#039; - a name that befits its status, perhaps, as a powerful and potentially dangerous supernatural entity, but one that can be bargained with. There are a number of vales, especially in the hills of [[Karov#Wieliczka|Wieliczka]], where &#039;&#039;Singular Point&#039;&#039; is sometimes consulted on matters of rulership. It has often expressed an approval of the vale as a unit of societal structure, because of the way the rule of boyars is born from strength but cannot rest on tyranny. A vale is a communal decision by a community to live in a place of order, separating themselves from the wilds. &lt;br /&gt;
&lt;br /&gt;
It has looked with favour on the Imperial Orcs since their nation was formally founded. While the Way of Hierarchy is famously not one to deal with societies in the process of revolutionary change or great reform (and thus somewhat turned its face from the Empire during the years of the orc rebellion), it was in favour of the nascent nation once it was formally founded. Again, the ordered nature of legion life is something Tomorrow And Tomorrow greatly approves of and which it wishes to see prosper. The Unshackled also represent the Empire forgoing what it sees as the &amp;quot;irrationality&amp;quot; of forced slavery, though this is a somewhat abstruse and philosophical perspective which not every Imperial Orc is willing to hear. In recent years, apparently, it has also attempted to build a relationship with some of the Tamazi who dwell in [[Skarsind#Gildenheim|Gildenheim]] - a relationship founded on a mutual dislike of the Axou.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent time in the Empire in the past season, especially in these three nations or in any other part of the Empire where structure and order are prized, may choose to have met one of the heralds of Sinokenon. They will invariably have been polite and friendly, distributing copies of a curious pamphlet entitled [[:File:Sinokenon_and_You.pdf|Sinokenon and You]]. Any difficult questions on any topic will have been waved away - the heralds will have been clear that they are there primarily as messengers, and to learn.&lt;br /&gt;
&lt;br /&gt;
It seems that they have indeed learned something - and it is not to their liking. As the Summer Solstice draws near, rumours begin to spread - in part carried by the heralds of Friend Of All - that the [[Grandmaster]] of the [[Sevenfold Path]] nurses a strong animosity to Sinokenon. The eternal grows concerned they are planning to bring the enmity of the Conclave down upon Sinokenon.&lt;br /&gt;
&lt;br /&gt;
Whether this is true or not is hard to say. It is clear, however, that it causes the heralds some distress. They are not alone, however - for the &#039;&#039;Argent Mantra&#039;&#039; is not without mortal supporters - allies the eternal has patiently cultivated over the years. Representatives from the [[illuminate|illuminates]] of [[Zenith]], the vales of Wieliczka, and the [[Tamazi]] of Gildenheim are seen making their way to Anvil. Apparently they intend to arrive as soon as they can - perhaps a little after the sixth hour of the evening on the Friday - and intend to lobby to ensure that their relationship with That Which Lies Above All is not disrupted.&lt;br /&gt;
&lt;br /&gt;
They particularly want to speak to the Grandmaster of the [[Celestial Arch]], who apparently they are assuming will naturally take their side in this matter, but are happy to speak to any grandmaster &#039;&#039;except&#039;&#039; that of the Sevenfold Path, who, if rumour is indeed to believed, has made up her mind already. They will have just a few hours until the Conclave begins, and the truth (or otherwise) of these rumours are known.&lt;br /&gt;
&lt;br /&gt;
===Eclectic Eye (Kimus)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Kimus001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Kimus has announced that with the help of Imperial citizens, it has completed a means to safely scry upon the actions of Cold Sun.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It informs the Conclave that it shall use this tool, the &#039;&#039;Corlucis&#039;&#039;, to provide information on what it perceives.&#039;&#039;&#039;&lt;br /&gt;
Robed in purest white, its garb edged in [[weltsilver|weltsilver thread]], a [[Kimus#Viziers|Vizier]] of [[Kimus|&#039;&#039;the Thousand Eyes of Sun and Moon&#039;&#039;]] unfolds at the entrance to the Hall of Worlds like the opening of an eye. Those who are subjected to its stare feel the force of its ruby-coloured gaze as it communicates with language both scant yet heavily freighted with meaning. It explains that through the prescient sacrifice of &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; and incisive action of those Imperial heroes that braved the dangers of [[Monarchs_and_outcasts#Staring_at_the_Sun_(Kimus)|&#039;&#039;Terminus Sol&#039;&#039;]] the &#039;&#039;&#039;&#039;&#039;Corlucis&#039;&#039;&#039;&#039;&#039; has been assembled. This arcane tool now permits &#039;&#039;She Who Watches&#039;&#039; to scrutinise and observe the poisoned light of the regio, to understand it and through understanding gain foresight over the machinations of [[Cold Sun|Cold Sun]], the entity that poisoned it.&lt;br /&gt;
&lt;br /&gt;
At this last pronouncement, the herald almost appears to express something other than scholarly focus. Whether it is a satisfied twitch of its lips or a slight pursing before it continues, it soon resumes its lecture. As was agreed, the Corlucis shall also be used to provide the [[Conclave|Conclave]] forewarning on the actions of Cold Sun. While at present, &#039;&#039;the Celestial Eye&#039;&#039; might only discern the largest of motions within the light it sees that in time that it will achieve a greater degree of acuity in its peering. The herald falls silent with the final assertion that the Empire has opened a new eye towards the future. With a final, appraising glance about the chamber, the herald is gone in a blink of light.&lt;br /&gt;
&lt;br /&gt;
===Silence in the Library (Phaleron)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Phaleron002.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An attendant of Phaleron will be arriving at 18:00 on Saturday to hand an arcane projection to &#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They request the presence of the Archmage of Day, the Emissary to the Celestial Library, and/or a Grandmaster&#039;&#039;&#039;&lt;br /&gt;
The Conclave has [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|made their decision]] regarding [[Flames_and_the_dark#The_Dying_Night|what to do]] about the [[Redoubt#Tower_of_Light_and_Shadow|Tilphussian Reach]] following its ruin at the hands of the Grendel. A deal offered and accepted, the [[Phaleron|Archives of Silence]] are bound to fulfil their part of the bargain; provision of the Arcane Projection to Entreat with Al-Pulpi to the raising magician.&lt;br /&gt;
&lt;br /&gt;
This does not mean at all that the &#039;&#039;Coral Library&#039;&#039; does not have some concerns. Given recent revelations to the Conclave, it is rather worried about handing over this very special bit of magic to someone with the surname &amp;quot;Vicente&amp;quot;. The [[Whisper_Gallery|Whisper Gallery]] are the natural enemy of the &#039;&#039;Celestial Library&#039;&#039;, as they are of all thinking beings. In any case, while Phaleron is definitely going to hand it over, a herald has shown up to the [[civil service]] to ask if the [[Archmage of Day]], [[Emissary to the Celestial Library]] and/or a [[Grandmaster]] might consider being present to the trade off to make sure that everything is done &amp;quot;in the light&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The attendant in charge of the projection is scheduled to arrive in the Hall of Worlds to hand it off to &#039;&#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039; at 18:00 on Saturday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Fire, Fury, and Flame (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Janon002b.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon has been placed under enmity by the Conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Janon seems to be enthused by this change in the Empire&#039;s passions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armed bands of heralds have entered Ossium and Sarangrave and are promising to curse both territories unless they are stopped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadowed Fire&#039;&#039; is a mercurial being at the best of times. Embodying fire and passion in all things, zie cares little for the difference between love and hate. As such, conclave&#039;s declaration of [[Alignment#Enmity|enmity]] has not had the chastening effect on him that might have been hoped for. As spring shades into summer, small bands of armed heralds march across the borders of [[Ossium]] and [[Sarangrave]]. Both of them begin spreading the message to any people that they can find. &#039;&#039;Tinder-of-Anarchy&#039;&#039;, who is well pleased with her new titles, is overjoyed that it gets to experience the Empire&#039;s rage and hatred. Less than a year ago &#039;&#039;Blasphemy&#039;s Matchmaker&#039;&#039; asked to be brought tales of [[Upon_a_midnight_dreary#Affection_and_Animosity_(Janon)|beloved rivals]], those who are implacably set against one another yet who are bonded closer than any friends might be. Hopefully the Empire will embrace this new relationship just as much as Janon has.&lt;br /&gt;
&lt;br /&gt;
Thus, the heralds issue their challenges. The ones they have called out will bring forces to fight against them, or else to celebrate with them, or perhaps both. They shall match blades and hearts in the eternal contest of passion. Then, if the heralds are alive at the end of it, they will go to the nearest Night regio and immolate themselves. Once that is done, Janon&#039;s power will be invoked and the territory will be place under a &amp;quot;blessing&amp;quot;, bringing the &amp;quot;blessing&amp;quot; of [[Unfettered Anarchy]] to those who dwell there.&lt;br /&gt;
&lt;br /&gt;
Scouts indicate that these heralds, despite being lightly armoured, seem to be possessed of immense reserves of [[Heroic_skills|heroic spirit]], and that some among them seem to be capable of inflicting Unfettered Anarchy on people with as much ease as any [[Magical_skills#Battle_Mage|battle mage]] delivering a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Fire The Forests (Ossium)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shadowed Torchbearer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
Upon marching over the border from the [[Forest of Ulnak]], the heralds made their reasons for choosing this place perfectly clear. Ossium is the home territory of the [[Shadowed Torchbearer]], the one who conclave selected to promote passion within the Empire and to stand between them and &#039;&#039;the Muse of Fire&#039;&#039;. Let Vellenka Vanyanova come to face them, and show where her passions truly lie! Soldiers from the resupplying Gryphon&#039;s Pride attempt to catch the heralds and finish the matter quickly, but the heralds run fast and do not allow themselves to be caught. They will be faced by the one of their choosing, or they will not be caught at all.&lt;br /&gt;
&lt;br /&gt;
Grudgingly accepting that the best thing they can do is inform the proper authorities, the scouts of the Gryphon&#039;s Pride pass on that the heralds keep returning to the Burned Glade in Echofell. It is the responsibility of &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, the Shadowed Torchbearer, to resolve the situation before any harm can be caused. If the heralds cannot be stopped, they will curse Ossium with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Boil The Swamps (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Sevenfold Path&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The path to Sarangrave is considerably shorter for the heralds of &#039;&#039;Whirling Chaos&#039;&#039;, as they emerge from a regio over the border in [[Axos]], where the enmity of the [[Conclave]] has no effect. Once in Imperial territory, they begin to call out the [[Grandmaster]] of the [[Sevenfold Path]]. Elagabala brought this declaration against &#039;&#039;the Voice of Zorech&#039;&#039;, and they are overjoyed to witness the passion of the Urizeni. &amp;quot;Come fight us, sword scholar,&amp;quot; they cry, &amp;quot;as your loathed founder once fought the Highborn!&amp;quot; Nobody bothers trying to explain to them that the sword scholars have splintered. It does not seem likely that they would listen.&lt;br /&gt;
&lt;br /&gt;
The heralds have taken the field around Slow Worm&#039;s Hill in Kroll. It is the responsibility of &#039;&#039;&#039;Elagabala&#039;&#039;&#039;, Grandmaster of the Sevenfold Path, to prevent any explosions of undirected passion. If the heralds cannot be stopped, they will curse Sarangrave with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
===Partners in Crime (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Whisper Gallery seeks communications from citizens of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is illegal to cast the ritual to communicate with the eternal as they under enmity&#039;&#039;&#039;&lt;br /&gt;
Similarly to [[Monarchs_and_outcasts#Tyrannical_Discipline_(Whisper_Gallery)|last season]], individual members of the [[Whisper Gallery]] are petitioning imperial citizens to once again get in touch with them over matters that, while they may sound trivial, seem to be of great importance to them:&lt;br /&gt;
&lt;br /&gt;
* The Vizier Arrayed in the Raiment of Dawn is interested in the advice that boyars and wise ones of [[Varushka]] might have for leaders both formal and cultural.&lt;br /&gt;
* The Lover Glad in Crimson is feeling a little down, and wishes to be cheered up by love stories with happy endings from any [[troubadour]] of [[Dawn]].&lt;br /&gt;
&lt;br /&gt;
During the Summer Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both message and messenger into the performance will receive three crystal fire in thanks. Again, each person is limited to a single submission, but ritualists can help as many people as please them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the boyar, wise one or troubador is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Enlightenment (Azoth)===&lt;br /&gt;
* &#039;&#039;&#039;During the Spring Equinox the Archmage of Night vacated their post.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azoth believes that their absence has had an unwanted effect on the plenipotentiary they offered.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azoth invites the next Archmage of Night to investigate uncompensated musicians their predecessor was charged with arranging and to suggest a boon for those who could not attend.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Azoth#Heralds|&#039;&#039;Distillations&#039;&#039;]] of [[Azoth|&#039;&#039;the Azoth&#039;&#039;]] emerge from the Imperial Regio clad in fur and feathers of swirling ochre, shimmering jade and shifting red. Resembling [[Kallavesi|Kallavesi]] [[Mystic|mystics]] though bearing an orcish mein, the heralds are at first mistaken for unannounced [[Jotun]] emissaries. If the visitors have an opinion on this reaction, it is well hidden beneath a cool, almost inert demeanour. &lt;br /&gt;
&lt;br /&gt;
Once the matter is resolved, the agents of &#039;&#039;the Rebis&#039;&#039; explain the purpose of their visit: that the Azoth understands that during the spring equinox the [[Archmage_of_Night#Recent Elections|Archmage of Night]] was extracted from their role and so, by extension from the [[Key_of_dreams#Finder_of_Paths_Unseen_(Night)|crucible of change offered as plenipotentiary]]. With the formula so adjusted, the heralds continue, it seems that impurities did arise from the mix which diminished the whole. &lt;br /&gt;
&lt;br /&gt;
The most polluting of these is that the Archmage was charged by [[Sung]] to instil mystery into the [[Key_of_dreams#Finder_of_Paths_Unseen_(Night)|Shadow Souk]] through the commissioning of musicians. Azoth knows that musicians did play within the chamber and that their playing did indeed serve as a suitable catalyst. However, it is not clear whether these elements were properly compensated for their aural alchemy with gifts provided by the &#039;&#039;Rainbow Serpent&#039;&#039; to the Archmage for this purpose. &#039;&#039;The Great Work&#039;&#039; has offered to provide the [[Cat&#039;s_Graces#Maestro|Maestro]] of the [[Cat&#039;s Graces]] a lump sum of twenty [[crystal fire]] if they&#039;re willing to promise to ensure it goes to those musicians who attended. If they are willing to agree to this, they should cast [[operate portal]] on the regio at the Summer Solstice, using three names of the &#039;&#039;Rebis&#039;&#039; and agreeing to the arrangement.&lt;br /&gt;
&lt;br /&gt;
==Spring==&lt;br /&gt;
&lt;br /&gt;
===Do Some Harm (Arhallogen)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Centipede General.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to kill a significant number of Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Silver Chalice&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for poisoning the Grendel&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season, the eternal [[Arhallogen]] made a [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)|series of offers]] to the Imperial Conclave in order to help them avoid, in its eyes, a steep decline into disaster. To the great surprise of the &#039;&#039;Centipede General&#039;&#039;, it was none other than the [[Silver Chalice]] who accepted its offer of a boon to kill a significant number of [[Grendel]], if they were willing to put the nefarious [[Ossegrahn]] under Enmity. Perhaps, says the &#039;&#039;Envenomed Blade&#039;&#039;, they misunderstood the [[Silver Chalice]]. To value ones own lives and the lives of ones allies by ruthlessly killing those who would threaten them is indeed a philosophy she can align herself with. When one commits to &#039;&#039;&amp;quot;Ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind&amp;quot;&#039;&#039;, perhaps this means understanding the value in taking life from their foes? Yes, yes, this will do indeed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maw-of-Spikes&#039;&#039; has located an encampment of the marines from the Grendel navy, the Golden Winds, based downstream from a potent Spring regio that provides it with unnaturally clear water. Such places were rare in [[Mareave]] until recently, and it is no surprise that the orcs of the Broken Shore would set up a camp there to take advantage of it. The &#039;&#039;Shadow Blade&#039;&#039; has a simple offer for the Silver Chalice; all they have to do is curse someone with [[Curse of Gangrenous Flesh]] where the ritualists have [[Regio#Using_Regio|drawn]] on the regio and invoke three of Arhallogen&#039;s names. This will corrupt the regio and poison the supply of the Grendel Encampment. While they will eventually realise and move on, they will take five hundred casualties before the source of their woes is identified. The regio is not untended, but to sweeten the deal, &#039;&#039;Many Move as One&#039;&#039; will send her heralds to neutralise them before the Grandmaster or her representatives arrive.&lt;br /&gt;
&lt;br /&gt;
The conjunction to the Golden Wind&#039;s encampment will be at 15:45 on Saturday, and the [[Silver Chalice|Grandmaster of the Silver Chalice]],  &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, will be responsible for ultimately poisoning the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Varushkan goes to War (Surut)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Surut001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Surut is impressed by the orders of the general of the Northern Eagle and offers a boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He is happy to offer similar aid to other generals as well, if they wish the help of the Burnt Prince&#039;&#039;&#039;&lt;br /&gt;
The [[Surut|&#039;&#039;Charred Prince&#039;&#039;]] rarely gives much attention to the pontification of wizards and their ever-increasing esoteric arcane musings, he is far more interested in the people who actually get things done and get their hands dirty. Specifically, the generals and heroes of the Empire. Recently, he has been eagerly following the [[388YE_Spring_Equinox_Military_Council_orders#Northern_Eagle|adventures of General &#039;&#039;&#039;Aksel Reznov Razoradze&#039;&#039;&#039;]] in the [[Salt Flats of Sanath]].&lt;br /&gt;
&lt;br /&gt;
While he nominally favours the Druj in the conflict, he has been savouring their desperation and exacting greater and greater tribute for his continued support. He has no particular preference to whether they survive being crushed between the Empire and the [[Thule]]. Should the General invoke the name of the &#039;&#039;Burnt Steward&#039;&#039; in their orders the next time that the [[Northern Eagle]] infiltrate Sanath, he will intercede to help find opportunities for them to engage in further acts of arson if they so choose.&lt;br /&gt;
&lt;br /&gt;
The [[Inhabitants_of_the_realms#Heralds|herald]] relaying this information to Jorgen at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] reminds him that the &#039;&#039;Raging Inferno&#039;&#039; is perfectly happy to offer his aid to other members of the [[Military Council]] as well. Should they seek his aid, they have to impress him in the orders they submit. Provided they draw his attention by including his name in their orders, he will pay attention and offer help to those who have shown they deserve it.&lt;br /&gt;
&lt;br /&gt;
===Call to Arms (Tharim)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Tharim 001.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A legion of Tharim&#039;s Ashen Knights has travelled to Karov&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The legion intends to remain there for the foreseeable future&#039;&#039;&#039;&lt;br /&gt;
The mood of [[Tharim]] is wroth this season. His chosen has stepped down, and both Skathe and Surut continue to be welcomed by the Conclave, even if they do not enjoy its friendship as he does. The only light in the twilight of his dark halls is the fate of Jem Bribban. It is apt, then, that the mood of the Ashen Knights is similar. They arrive in Karov a month before the Summer Solstice and by the time of the summit have established a camp just outside of [[Karov#Wieliczka|Vorota]]. &lt;br /&gt;
&lt;br /&gt;
Why they are here, however, is beyond anyone&#039;s guess. A few volhovs on their way from Delev tried to discuss it with them, but were unable to get much beyond stoic, monosyllabic answers. Why the Ashen Knights are here, and why &#039;&#039;now&#039;&#039;, is anyone&#039;s best guess. If the notoriously vindictive eternal&#039;s mood is souring, it does not bode well. Tharim can be a powerful ally to his friends, but a bitter enemy to those he believes have wronged him or failed to give him his due.&lt;br /&gt;
&lt;br /&gt;
===The Beast Below (Agramant)===&lt;br /&gt;
{{SOP|statement=Agramant has sent his servants to &#039;aid&#039; Imperial citizens abandoned in Therunin. This must shame us. Highguard cannot tolerate a monster such as the Abominable One being seen as a rescuer while the Empire&#039;s own people suffer. Highguard has chapters, military units, congregations, physicks, priests, pilgrims, the Unconquered and more. We can send virtuous aid where aid is desperately needed. So let Highguard act! Let our citizens escort the refugees and support the healers of High Chalcis, while our chapters and military units aid the Navarri in escaping Therunin. The hungry, frightened, and desperate must find Imperial support. We will deny Agramant the worship of desperation. Only actions are virtuous. If we would calls ourselves guardians of the Empire&#039;s soul, then we must prove it where that soul is endangered.|by=Synchar of Ebon&#039;s Hall, Highguard National Assembly|vote=216-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The eternal Agramant is preying on those fleeing Therunin - offering them aid, and interdicted means for any to contact him for thanks or further &#039;help&#039;. Those he preys on feel they are alone. That he is the only place they can turn. Along with Navarri guides, we call on Loyalty dedicants to travel to the places these Navarri refugees gather. We must prove to them they are not alone, and show them what loyalty is, and what it is not.|by=Neri of Ebon&#039;s Hall, Loyalty Assembly|vote=306-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The refugees of Therunin are being manipulated by Agramant into believing he is their only option for help. He targets those who are weak and alone, and seeks to gain access to their spirits and our nation. We call upon Navarr to remind these refugees we are here and we support them. Open your doors if you can and stop Agramant from targetting those in need.|by=Xandor Trodbroker, Navarr National Assembly|vote={{GM}} 256-0|when=Spring 388YE|size=small}}&lt;br /&gt;
The Imperial Synod, including a [[general]] of an Imperial [[army]] has had a great deal to say about [[Agramant|Agramant&#039;s]] offers of help in [[Therunin]] in recent months. To this, it pointedly says that it is materially helping the Navarri reclaim what is rightfully theirs and fulfil their ancient oaths, &#039;&#039;while the Empire is not&#039;&#039;. The Military Council is welcome to take over and fulfil their promises to the people of Navarr any time they so choose by sending in the full might of Imperial steel, Agramant will not stop them.&lt;br /&gt;
&lt;br /&gt;
In the meantime, it sees no reason not to continue as it has been doing and showing it it is truly the &#039;&#039;Friend of the Forgotten&#039;&#039;. Wherever the Empire has abandoned people. Wherever it has allowed innocents to suffer. Wherever it has broken trust. Agramant will be there to pick up the pieces - to bear the burden that the Empire finds too heavy to shoulder.&lt;br /&gt;
&lt;br /&gt;
While many have fled to Reikos, some Navarri who have stayed, chosen to side with the &#039;&#039;Wastewalker&#039;&#039; to reclaim their homes from the Druj and continue to fulfil their oath in combatting the power of the vallorn of Tharunind. One such individual is Dochas of the Weeping Glade, who claims to take inspiration from Gobaith of Summer&#039;s Grove reborn. They have managed to form a settlement of survivors in the nominally Druj-controlled territory and, with Agramant&#039;s aid, wishes to take back Therunin for the Navarr whether the Military Council chooses to help them or not.&lt;br /&gt;
&lt;br /&gt;
This downtime (and perhaps for the foreseeable future) any Navarri military unit can take the &#039;&#039;&#039;Reconquer Therunin&#039;&#039;&#039; campaigning venture, which will cause their unit to join Dochas and with his followers and heralds of Agramant, begin to retake a region from the Druj. A standard military unit will receive two pawns of Heart&#039;s Blood for their aid, with upgraded or enchanted Military Units receiving proportionally more. As long as at least ten military units take this action, it will also be available next season and Agramant will do whatever it takes to ensure the settlement survives.&lt;br /&gt;
&lt;br /&gt;
This venture appears to be completely illegal, and anyone who takes part is almost certainly going to face execution by the magistrates for working hand in glove with a forbidden eternal. Agramant does not wish to sow suspicion or concern among the Empire, so the names of every citizen from Anvil who takes part will be known. The Howler understands that they risk death at the hands of the Empire for trying to fulfil their oaths and save their fellow Navarri, but is determined that the names of those prepared to sacrifice themselves in this way should not go unrecorded. Sacrifice is the Pride of the Navarr after all.&lt;br /&gt;
&lt;br /&gt;
While the Synod itself may have spoken out against Agramant&#039;s actions, the &#039;&#039;Voice of the Pines&#039;&#039; believe that in her heart, the [[Emperor Vesna|Empress of the Hearth]] surely appreciates its struggle to aid her subjects. Should she mention him or [[Therunin]] &#039;&#039;in any capacity&#039;&#039; in her next imperial address, he has let it be known that he will take that as a sign that she approves of his aid to her citizens, and will send even more heralds to aid in the campaign there.&lt;br /&gt;
&lt;br /&gt;
===Light at the End (Khobel Tavah)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px; clear:right;&amp;quot;&amp;gt;{{CaptionedImage|file=KhobelTavah.jpg}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In the months following the Spring Equinox, the Imperial Regio is once more subject to the ghastly presence of the Speaker for the Drowned, the herald of Khobel Tavah who takes the form of a drowned Highborn sailor. This dolorous figure, whose every movement is accompanied by the ringing of bells, makes its way to the Civil Service hub once invited into Anvil. It seems it has more messages from Old Tom Flotsam and Mary Bitters to deliver. &lt;br /&gt;
&lt;br /&gt;
Firstly, regarding the &#039;&#039;lost flotsam&#039;&#039; that is Eilian Sweetwater. It does not intend to repeat its warnings of &#039;&#039;jetsam&#039;&#039; uttered in darkness to the Empire&#039;s keepers of wreck. However, it wants to make quite clear the state of Eilian. The medicaments offered for him granted a temporary release from the &#039;&#039;suspension in terror&#039;&#039; that Eilian is undergoing - but it was only temporary. He has proven unusually resilient - the Speaker makes clear that &#039;&#039;Harbinger&#039;&#039; in particular is impressed at a mortal whose mind can withstand her abyssal salt to such a degree. If the Conclave chooses to claim its &#039;&#039;lost flotsam&#039;&#039; and with it the &#039;&#039;jetsam&#039;&#039; at the Summer Solstice, the Speaker believes Eilian will be able to return to work within the season.&lt;br /&gt;
&lt;br /&gt;
However, if the Conclave tarries longer, then the mind of the Empire&#039;s resolute servant will, says the Speaker, surely begin to fray. The &#039;&#039;Prophet of the Last Light&#039;&#039; has seen this in omens and visions - no mortal can withstand immersion in abyssal salt forever. If they wait until the Autumn Equinox, then Eilian will require at least a season of recovery before he returns to work. If they wait until Winter, he will need a year or more of recovery. Beyond that he will be broken: in mind if not in body. He will, of course, survive if they tarry longer - but he will never be in a position to serve the Empire again. Salt preserves the body - but the spirit&#039;s light eludes even the touch of Tideless Scream.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Speaker wants to reiterate another offer. Two summits ago Khobel Tavah sent their Lighthouse-Keeper to speak with the people of the Empire to offer aid to the Empire in the building of lighthouses. Specifically, &#039;&#039;Fear Death By Water&#039;&#039; offered, via their Keeper, an Everlasting Flame. This light, made from ghostfire of the Winter Realm, would never go out so long as the lighthouse in which it is placed stands. This could be either a [[For_those_in_peril_on_the_sea#A_Warning_Light|lighthouse]], a [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|great lighthouse]], or another commission to build a lighthouse arising as the result of an opportunity. &lt;br /&gt;
&lt;br /&gt;
If Khobel Tavah ever became aware of any doom that would otherwise befall the territory where it was placed then it would send grim omens that portended the coming disaster. The flame would also gather to it the spirits of the restless dead. This would give the region the [[Region_qualities#Haunted|haunted quality]]. The ghosts would not be hostile - in the [[opportunity|right situation]] they might even be bargained with to aid the Empire.&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned believes that the Empire may have selected Rebekah&#039;s Leap in [[Redoubt#Naris|Naris]] as the location for the Everlasting Flame. This is well, though they may wish to wait for the return of their &#039;&#039;lost flotsam&#039;&#039; as plans for the Lighthouse at Nikephoros would probably combine well with any planned lighthouse in the same region. However, &#039;&#039;Foretold-by-Bells&#039;&#039; does require that the Conclave announce a [[declaration]] of [[Alignment#Acceptance|acceptance]] to name the commission where the ghostfire will be housed. The commission would not need to be finished, but it would need to be begun, and consent to place the Everlasting Flame within the lighthouse would have to be provided as part of the necessary details.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===The Long Game (Jaheris)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=JaherisArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Jaheris wishes to encourage ambition amongst newcomers to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of his heralds will meet with some newcomers, chosen by egregores&#039;&#039;&#039;&lt;br /&gt;
The [[Jaheris|Moonsilver Prince]] has made an offer to the egregores of each of the ten nations; he has provided them with a badge and charged them to give it to a member of their nation who is new(er) to Anvil and who they see as a citizen of great promise. They will be invited to a meeting with the &#039;&#039;Argent Preceptor&#039;&#039;, one of the heralds of the &#039;&#039;Unicorn King&#039;&#039; charged with encouraging new talent to pursue and achieve their ambitions. Under his previous guise, this might be rather concerning, yet the [[Jaheris#A_New_Demesne|new face of Jaheris]] seems far more trustworthy. As far as eternals go, of course.&lt;br /&gt;
&lt;br /&gt;
The Preceptor will meet with the candidates at the standing stones at the entrance to the Hall of Worlds at 12:45 on the Saturday of the Summer Solstice. From there, they will be taken through the Hall of Worlds to a specially prepared chamber to discuss what ambitious schemes they might be interested in pursuing at Anvil.&lt;br /&gt;
&lt;br /&gt;
===The Greatest Prize (Rhianos)===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Cede Tournament Grounds of Laroc&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Cedes the Tourney Grounds of Laroc to [[Rhianos]]&lt;br /&gt;
* Removes the investment in businesses in Astolat&lt;br /&gt;
* Increases investment in military units in Astolat&lt;br /&gt;
* Military units in Astolat engaging in a questing or raiding venture will receive an additional 36 rings&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Costs can be covered by treasure at the Stone of Thonkilch&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;Rhianos has asked for the Tourney Grounds of Laroc to be ceded to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Tournament Grounds are ceded to Rhianos then the eternal will grant his favour to the Eastern Sky&#039;&#039;&#039;&lt;br /&gt;
Originally [[Down_the_cavalier_road|proposed]] almost four years ago, the quest of the [[Eastern Sky]] has seen wondrous works of magic, grand challenges completed, and great statues raised. &#039;&#039;[[Rhianos|Shimmergold]]&#039;&#039; is open about their willingness to accept a similar statue to that built for [[Cathan Canae]], but the Grand Tour has enticed &#039;&#039;Coruscating Oarfish&#039;&#039;. What then, could &#039;&#039;Seadragon&#039;&#039; wish for? &lt;br /&gt;
&lt;br /&gt;
The answer, it turns out, is quite simple. The &#039;&#039;Auspicious Mariner&#039;&#039; wants the [[Astolat#Laroc|tournament grounds of Laroc]]. The &#039;&#039;King of the Nine Tides&#039;&#039; will send his heralds through to ready those daring knights and knights-errant who are readying to go on a [[Venture#Questing_Ventures|quest]] or even a [[Venture#Raiding_Ventures|raid]]. They will be offered help, advice, or even simply a refreshing drink that encourages the pursuit of adventure. Any Dawnish [[military unit]] in Astolat that undertakes either a questing or raiding venture will receive an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
Of course, nothing is simple when it comes to the denizens of the realms. The [[business]] owners of the territory will no longer receive a share of the profits brought in by the tourneys. Instead, those proceeds would go towards mending and repairing the arms, legs, arms, and armour of those adventuring over the horizon. In order for this to work, &#039;&#039;Lightning Fish&#039;&#039; will need to have the Tourney Grounds ceded to it. If it were as simple as sending heralds to go and encourage good Dawnish folks, then they wouldn&#039;t need to ask. Indeed, several heralds of &#039;&#039;Lady Gullscry&#039;&#039; already visit the tourney grounds, albeit in (very bad) disguises.&lt;br /&gt;
&lt;br /&gt;
Such an act will require the Senate to vote to [[Powers_of_the_Imperial_Senate#Concedence|cede]] the great work to the eternal. Separately, &#039;&#039;Swoopingfeather&#039;&#039; has a further request for the people of Dawn, and specifically the incumbent General of the [[Eastern Sky]]...&lt;br /&gt;
&lt;br /&gt;
====Oddities (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are trying to sacrifice treasure to Agramant in exchange for aid in the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;General of the Eastern Sky&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for recovering the treasure&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Swoopingfeather&#039;&#039; warns that the Druj are well on their way to sacrificing the treasure to [[Agramant|Ropebiter]] in Sarangrave. The herald of Leaf-on-the-Breeze provides enthralling detail, the Druj &#039;&#039;Het Tavix Boneshaver&#039;&#039; must ensure that the Stone of Thonkilch, and the treasure placed there, remain undisturbed for a full week. They will have almost finished their vigil by the start of the summit, and it will end by the stroke of midnight on the first night. There is a chance then, for the General of the Eastern Sky and their allies to prove their mettle and disrupt the Druj. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dame Aurum De Castellan&#039;&#039;&#039;, the incumbent [[Eastern Sky|General of the Eastern Sky]], is charged by &#039;&#039;Swoopingfeather&#039;&#039; to take their allies and travel to the Turan Flats, disrupt the Druj efforts and recover the treasure. If the Druj retain the treasure, then [[Inhabitants_of_the_realms#Drudges|creatures]] of &#039;&#039;Brokenhull&#039;&#039; will enter the region. They won&#039;t prove a threat to armies, but it would require some opportunity to remove them and would be yet [[Everything is trying to kill us|another problem]] for those trying to settle Sarangrave. If the treasure can be recovered, then it will take central pride of place in the tourney grounds. And if it can&#039;t, then &#039;&#039;Flyingfish&#039;&#039; will keep looking for another piece of treasure that can be recovered from dangerous enemies...&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Runeforge&amp;diff=143793</id>
		<title>Runeforge</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Runeforge&amp;diff=143793"/>
		<updated>2026-08-18T14:13:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Carpentry.jpg|align=left|title=A Varushkan artisan hard at work at his lathe.|caption=A runeforge allows an [[Crafting skills#Artisan|artisan]] to create unique [[magic items]].|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A runeforge allows the Empire to create new [[magic items]]. Creating a new magic item is normally a process that can take generations of refinement and experimentation - combining the magical [[materials]] in the right way and the right proportions is an art, not a science. A runeforge greatly speeds up this process, focusing the skills of dozens of master [[Crafting skills#Artisan|artisans]] into experimentation and research, and providing both extensive materials and expensive books or examples of existing magic items with which they can work.&lt;br /&gt;
&lt;br /&gt;
A runeforge is an expensive proposition, and once complete is likely to cover an extensive area. In addition to the work areas, the runeforge will incorporate apartments for the artisans and their assistants, as well as the infrastructure needed to support them. It is also likely to include warehouses for supplies and stores, and more than likely at least one library where books and scrolls can be referenced. A place to preserve and display failed, depleted or partially-successful magic items will also prove useful.&lt;br /&gt;
&lt;br /&gt;
Despite being called a &amp;quot;forge&amp;quot; it is equally possible to create any type of magic item here. A skilled tailor from a [[Dawn|Dawnish]] [[weaver cabal]] will rub shoulders with a gruff [[the Marches|Marcher]] smith, while an [[Urizen|Urizen]] weaponsmith argues the finer points of the use of [[Materials#Dragonbone|dragonbone]] with a [[The League|League]] mask-maker.&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] may pass a motion for the construction of a runeforge. The Senate must select a [[territory]] and region where the runeforge is to be built. &lt;br /&gt;
&lt;br /&gt;
When the construction is complete a new Imperial title is automatically created. The title may be either an Imperial or National position. The Senate motion should state what the title is called, and how it will be appointed. The most likely path is for an Imperial or National position to be appointed by the Imperial Senate, or through the Imperial Bourse.&lt;br /&gt;
&lt;br /&gt;
In the opinion of the Constitutional Court, the power to appoint the title could &#039;&#039;&#039;not&#039;&#039;&#039; be given to the [[Conclave]], unless that body was altered to allow the full participation of artisans. Such a change would be complex and difficult, not least because artisans cannot reach the Hall of Worlds, and would certainly require the authority of [[The Throne]] to ratify.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
====Unique Crafting====&lt;br /&gt;
The runeforge can be used to create a single copy of a unique magic item. It takes six months to research a new item, which can require up to 40 materials to create. If the finished item requires more than 40 materials, it requires one extra season of work for every 20 extra materials. When the research is completed, the master of the forge is presented with a standard magic item that, as with all such items, will last for one year. &lt;br /&gt;
&lt;br /&gt;
At this time, the master of the forge may choose to learn the ability to make that item for the usual experience point costs. However, the character will be unable to teach anyone else how to make the item - the ability to do so will remain theirs alone.&lt;br /&gt;
&lt;br /&gt;
====Forge Schema====&lt;br /&gt;
Instead of constructing a single copy of a magic item, the master of the forge may choose to make a [[Magic items#Schema|schema]]. It takes six months to research a schema, which can require up to 40 materials to create. If the finished item requires more than 40 materials, it requires one extra season of work for every 20 extra materials. &lt;br /&gt;
&lt;br /&gt;
Creating a schema requires ten rings of [[ilium]], regardless of how many materials are needed to create the item. A schema is permanent unless destroyed with [[Words of Ending]].&lt;br /&gt;
&lt;br /&gt;
A schema is a &amp;quot;pattern&amp;quot; for the new crafted item that anyone can use to learn the method of creating the item. It can also be expended with the assistance of the Imperial Senate to spread the knowledge of how to make the new item throughout the Empire.&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unique items&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A unique item is one that does not already exist in the magic item lists. It is likely that such an item will need to be [[magic items#Bonded items|bonded]], and will be a [[Magic_items#Weapons|weapon]], [[Magic_items#Armour|armour]], [[Magic_items#Talismans|talisman]] or [[Magic_items#Group_Magic_Items|group magic item]]. Magic items tend to do one thing, rather than multiple types of things, and creating an item that does more than one thing is increasingly more expensive that creating an item that does one thing well. Not every ability of a magic item is equally appropriate to every kind of item, and more powerful items may prove to be prohibitively expensive in terms of time or materials required - or flat out impossible. It is worth talking to Profound Decisions about the kind of item you wish to create so that we can work together to come up with something possible that is as close as we can get to your original idea.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
* Materials: 60 wains of [[mithril]], 60 wains of [[weirwood]], 60 wains of [[white granite]], and 540 crowns&lt;br /&gt;
* Time: 1 year&lt;br /&gt;
&lt;br /&gt;
==Upkeep==&lt;br /&gt;
An Imperial runeforge employs large numbers of artisans drawn from the nation where it is stationed. These craftspeople are paid handsomly for their work, but much of the upkeep costs are defrayed by the costs of items that the runeforge provides to locals. Each runeforge costs 12 thrones per season, paid for from the [[Senate]] budget.&lt;br /&gt;
&lt;br /&gt;
===Maximum Numbers of Runeforges===&lt;br /&gt;
The Empire cannot sustain an unlimited number of runeforges. In addition to the significant drain on the treasury of the [[Senate]], each individual nation can only provide so many artisans. There is a maximum number of runeforges that a nation can sustain at any given time. The Senate cannot build a new runeforge in that nation unless there are enough artisans present to support it.&lt;br /&gt;
&lt;br /&gt;
At present, two nations are supporting runeforges: [[Urizen]] and [[Wintermark]]. As of the start of the Autumn Equinox 387YE, the following nations could all support a &#039;&#039;&#039;new or additional&#039;&#039;&#039; runeforge: [[Wintermark]] and [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
[[Dawn]], [[the Marches]], and [[Varushka]] cannot support a new or additional runeforge until the start of the Summer Solstice 388YE, as they are supporting the raising of the [[Raise Third Navarr Army|third Navarr army]].&lt;br /&gt;
&lt;br /&gt;
Gaining or losing territory has less impact on a nation&#039;s ability to support a runeforge, unless that territory is home to a particularly large number of artisans. It is possible for an [[opportunity]] to enable a nation to create a runeforge even if they couldn&#039;t normally support one - if that happens then the existing ability to support a runeforge is still used. &lt;br /&gt;
&lt;br /&gt;
A runeforge operated by an external power - such as an eternal or a foreign nation - has no effect on a nation&#039;s ability to support a runeforge as it is not staffed by Imperial artisans.&lt;br /&gt;
{{#lst:Archive:All_Commissions|runeforges}}&lt;br /&gt;
==OOC Note==&lt;br /&gt;
The runeforge is used during downtime. The player who controls the runeforge should contact Profound Decisions by e-mail (at rules@profounddecisions.co.uk) prior to the next event with the details of the item they wish to try and create. If they want to make a schema, they will need the appropriate number of rings of ilium in their inventory. Profound Decisions will let the player know before the next event the number and type of materials required to make the new item.&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143792</id>
		<title>In the Court of Far Horizons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143792"/>
		<updated>2026-08-18T13:57:48Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Bedelaar Huisbaas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039;, a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality that will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like [[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such, the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than remove all tariffs, the nearest thing being implementing [[Tariffs#Free_Trade|free trade]]. The Court advise that the Senate might prefer to endorse wording that said trade should never be hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade, then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]], for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise, it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases, this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Municipal Docks|Quaymaster of the Municipal Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles - and one title associated with a commission under progress - whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefiting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Lisabetta Docks|Prince of the Imperatrix Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are four titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of three Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases, the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. There is an additional title, the [[Construct Lisabetta Docks|Prince of the Imperatrix Docks]], whose commission is in progress, which is also involved with maritime trade. It would be possible for the Court of the Far Horizons to appoint these four titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and most [[ambassador|ambassadors]], if the Senate were so inclined. The exception is the [[Ambassador to Otkodov]], as the Empire has no way of engaging in maritime trade with the Thule. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court, and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However, they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders from the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden.&lt;br /&gt;
&lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such, the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the four potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient, of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message, they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143791</id>
		<title>In the Court of Far Horizons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143791"/>
		<updated>2026-08-18T13:57:36Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Bedelaar Huisbaas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039;, a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality that will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like [[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such, the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than remove all tariffs, the nearest thing being implementing [[Tariffs#Free_Trade|free trade]]. The Court advise that the Senate might prefer to endorse wording that said trade should never be hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade, then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]], for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise, it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases, this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Municipal Docks|Quaymaster of the Municipal Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles - and one title associated with a commission under progress - whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefiting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Lisabetta Docks|Prince of the Imperatrix Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are four titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of three Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases, the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. There is an additional title, the [[Construct Lisabetta Docks|Prince of the Imperatrix Docks]], whose commission is in progress, which is also involved with maritime trade. It would be possible for the Court of the Far Horizons to appoint these four titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and most [[ambassador|ambassadors]], if the Senate were so inclined. The exception is the [[Ambassador to Otkodov]], as the Empire has no way of engaging in maritime trade with the Thule. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court, and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However, they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders from the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden.&lt;br /&gt;
&lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such, the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the four potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient, of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message, they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143790</id>
		<title>In the Court of Far Horizons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143790"/>
		<updated>2026-08-18T13:57:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Fellowship of the Purple Sails */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039;, a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality that will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like [[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such, the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than remove all tariffs, the nearest thing being implementing [[Tariffs#Free_Trade|free trade]]. The Court advise that the Senate might prefer to endorse wording that said trade should never be hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade, then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]], for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise, it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases, this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Municipal Docks|Quaymaster of the Municipal Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles - and one title associated with a commission under progress - whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefiting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Lisabetta Docks|Prince of the Imperatrix Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are four titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of three Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases, the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. There is an additional title, the [[Construct Lisabetta Docks|Prince of the Imperatrix Docks]], whose commission is in progress, which is also involved with maritime trade. It would be possible for the Court of the Far Horizons to appoint these four titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and most [[ambassador|ambassadors]], if the Senate were so inclined. The exception is the [[Ambassador to Otkodov]], as the Empire has no way of engaging in maritime trade with the Thule. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court, and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However, they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders from the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden.&lt;br /&gt;
&lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such, the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the four potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient, of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message, they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143789</id>
		<title>In the Court of Far Horizons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143789"/>
		<updated>2026-08-18T13:57:03Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Fellowship of the Purple Sails */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039;, a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality that will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like [[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such, the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than remove all tariffs, the nearest thing being implementing [[Tariffs#Free_Trade|free trade]]. The Court advise that the Senate might prefer to endorse wording that said trade should never be hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade, then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]], for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise, it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases, this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Municipal Docks|Quaymaster of the Municipal Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles - and one title associated with a commission under progress - whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefiting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Lisabetta Docks|Prince of the Imperatrix Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are four titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of three Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases, the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. There is an additional title, the [[Construct Lisabetta Docks|Prince of the Imperatrix Docks]], whose commission is in progress, which is also involved with maritime trade. It would be possible for the Court of the Far Horizons to appoint these four titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and most [[ambassador|ambassadors]], if the Senate were so inclined. The exception is the [[Ambassador to Otkodov]], as the Empire has no way of engaging in maritime trade with the Thule. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=left|width=500}}&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court, and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However, they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders from the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden.&lt;br /&gt;
&lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such, the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the four potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient, of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message, they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143787</id>
		<title>In the Court of Far Horizons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_Court_of_Far_Horizons&amp;diff=143787"/>
		<updated>2026-08-18T11:44:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; The young boy gasped, panting for breath as he tried to call out, whilst simultaneously ducking and weaving his way across the dock front. Caricomare was busier than ever since the docks have been rebuilt, despite the war with the Grendel, there were scores of stevedores hard at work unpacking the cargo from the two huge Freeborn vessels docked just that morning.&lt;br /&gt;
&lt;br /&gt;
Sadly the tumult made it impossible for Giovanni von Temeschwar to hear the boy. He had a pressing meeting with a pair of Freeborn captains at the Captain&#039;s Ring. They wanted to discuss the situation in the Cazar Straits and what was being done about it. Fortunately the bustling crowd mostly parted to let him pass, the dockers in Caricomare knew better than to delay the Imperial Fleet Master when he was about his business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fleet Master!&amp;quot; the boy shouted again, &amp;quot;Fleet Master Gi...&amp;quot; he gulped another breath of air, but the Sea Wolf spun on his heel to face the young land before he could finish the sentence, a single eyebrow raised inquisitively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Giovanni, sir!&amp;quot; the lad said, trying to regain his composure. &amp;quot;Message for you sir. Urgent sir. From the Fellowship of the Purple Ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sails&amp;quot; the bravo corrected him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes sir. The Purple Ship Sails sir. Message from them. For you sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Giovanni accepted the scroll from the young boy&#039;s outthrust hand. The wax seal bore the Fellowship&#039;s impression, still fresh and slightly warm to the touch. Their offices were over a mile away on the far side of the docks, the boy must have run the whole distance. What could the Fellowship want so urgently?&lt;br /&gt;
&lt;br /&gt;
The scroll disappeared inside the Fleet Master&#039;s tunic to be replaced with a ring coin that he expertly flipped towards the messenger. That kind of Prosperity deserved a reward.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CourtFH.png|caption=The Court of Far Horizons|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The request was timely, for that same day, [[Archmage of Autumn|Archmage]] &#039;&#039;&#039;Vossk&#039;&#039;&#039; met with &#039;&#039;Ptolemy&#039;&#039;, a [[herald]] of the so-called &#039;&#039;City of Salt and Sail&#039;&#039; for a [[Archmage#Plenipotentiary|plenipotentiary]] in the [[Hall of Worlds]]. The City is an obscure power of the [[Realms#Autumn|Autumn realm]], concerned with [[Autumn magic#Autumn_magic#Travel_and_Communication|communication and travel]]. Their herald was keen to explore ways the City could work with the Empire to support the Court, should the appraisal go ahead.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with maritime trade&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that that means that some of implications are far-reaching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Court of Far Horizons&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Merchant fleets represent the face of the Empire to the common citizenry of foreign nations;&lt;br /&gt;
* The lifeblood of the Empire is trade, its paths must never be hindered; &lt;br /&gt;
* Imperial sailors share a common purpose, and must aid one another upon the sea. &lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Champion the development of trade infrastructure and trade policy to expand the Empire&#039;s Prosperity; &lt;br /&gt;
* Support Imperial fleets who trade beyond the Empire&#039;s borders; &lt;br /&gt;
* Influence and leverage foreign relations through trade for the betterment of the Empire.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manifesto describes a sodality that will be responsible for maritime trade and the actions of [[fleet|fleets]] engaged in that [[Fleet#Trading|trade]]. It is possible that the Throne intends the sodality to be responsible for &#039;&#039;foreign&#039;&#039; trade, which would be a much broader remit. The first truth of the sodality is that &#039;&#039;&amp;quot;merchant fleets represent the face of the Empire to... foreign nations&amp;quot;&#039;&#039;, which implies the idea that the sodality has a very broad remit. However the Empire engages in extensive trade with [[Otkodov]], none of which is conducted via fleets. Likewise there is [[Merchant_to_Skoura|trade with Skoura]] and orc septs like [[Merchant_Prince_of_Misericorde_Market|the Sand Fishers]] and [[Speaker_to_the_Leshun|the Brannoc Orcs]], all of which is entirely overland. Constitutionally, the Throne could seek the creation of an Imperial sodality with responsibility for &#039;&#039;all&#039;&#039; foreign trade, but that would need a different manifesto, one which removed the elements about fleets. &lt;br /&gt;
&lt;br /&gt;
The focus on maritime trade with other nations reduces the cross-over with the constitutional role of the [[Bourse]], but some conflicts will still arise. In these cases, the Court would inevitably need to weigh each case on their merits to assess how important trade was to the issue in question. For example, the production of the [[Steel Fist]] is contingent on trading relations with the [[Sarcophan Delves]]. As a Bourse seat dependent on trade, it &#039;&#039;could&#039;&#039; be changed by the Senate to grant the sodality the right to appoint it, but it could also be left with the Bourse since it produces [[ilium]]. A similar title that traded [[liao]] rather than ilium, would most likely need to be appointed by the new sodality.&lt;br /&gt;
&lt;br /&gt;
The manifesto references the Empire&#039;s fleets several times, but the tenor appears to be limited to their role in trade. Imperial fleets are [[Fleet#Downtime_Options|highly flexible]] and can engage in [[voyage|espionage, adventure and warfare]], but all these activities would fall outside the remit of the Court of Far Horizons based on this manifesto. That would mean that the Senate couldn&#039;t grant the sodality powers or responsibilities for such activities, without first changing the manifesto. &lt;br /&gt;
&lt;br /&gt;
That might not even be possible - the Constitutional Court expects a sodality to have a single clearly defined area of responsibility. Just as the [[Military Council]] is charged with executing the Empire&#039;s wars, the Court of Far Horizons can have similar responsibility for maritime trade. It can have jurisdiction for fleets in so far as they are engaged in maritime trade, but it would broaden the scope of the sodality too much for them to have a more widespread authority that covered espionage or similar. An alternative manifesto would be possible for a sodality that had a broad remit for fleets, but it could not then also have authority over trade.&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities are &amp;quot;singular&amp;quot; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Court of Far Horizons, then it would not be possible to create a new Imperial sodality charged with authority for maritime trade in the Empire without first abrogating the existence of the Court.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The power to set tariffs would be delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At present there are no other legal powers that would be automatically delegated to the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with maritime trade would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any existing legal powers that could be used to promote trade and relations with overseas foreign powers &#039;&#039;could&#039;&#039; be delegated to the sodality&#039;&#039;&#039;&lt;br /&gt;
The manifesto gives the overwhelming impression that the sodality would be responsible for maritime trade. As such, the power to set [[tariffs]] would be delegated to the sodality as part of its creation. The manifesto states that &amp;quot;The lifeblood of the Empire is trade, its paths must &#039;&#039;never&#039;&#039; be hindered&amp;quot;. Hindering trade is a fundamental part of setting tariffs, so it is questionable whether that wording would permit the sodality to do anything other than remove all tariffs, the nearest thing being implementing [[Tariffs#Free_Trade|free trade]]. The Court advise that the Senate might prefer to endorse wording that said trade should never be hindered &amp;quot;unduly&amp;quot; or &amp;quot;without good reason&amp;quot; or similar, since that ensures the sodality&#039;s rights to set tariffs would be on firmer legal ground.&lt;br /&gt;
&lt;br /&gt;
The sodality would not affect trade with barbarians. Trade with nations that the Empire is at [[Powers_of_the_Imperial_Senate#Declaration_of_War|war]] with would still be prohibited. It would not be legal to trade with nations the Empire has declared war on, unless the Senate passed a constitutional Senate motion that explicitly legalised trade with all barbarians. If that happened, then the sodality could set tariffs on such trade.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Court of Far Horizons. If the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was to conduct maritime trade, then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that could be used to promote or control such trade, but were not solely concerned with it, &#039;&#039;could&#039;&#039; be delegated to the Court of Far Horizons, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the power to regulate what resources can be exported from the Empire (the Senate has in the past banned the sale of liao to the [[Iron Confederacy]], for example). The sodality could be given the right to prohibit some citizens from engaging in maritime trade in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]], but [[great work|great works]] would be the most appropriate for a sodality that was keen to ensure investment in trade infrastructure. Likewise, it would be constitutional for the Senate to grant the sodality the power to perform an [[appraisal]] if they wished. How the Court used the power would be up to them, but they could appraise ways to increase foreign trade with a specific nation or increase trade in specific goods such as [[mithril]], [[weirwood]] or [[white granite]]. In both cases, this would involve transferring one of the Senate&#039;s own commissions or appraisals to the sodality.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for an Imperial title whose responsibilities primarily rely on maritime trade would be election by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve maritime trade. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relies primarily or solely on maritime trade the Court of the Far Horizons may be the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility was the oversight or promotion of maritime trade, would be appointment by simple vote of members of the Far Horizons sodality.&lt;br /&gt;
&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kruidenkenner Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of Ivarsgard Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Root and Stem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Black Sails]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Municipal Docks|Quaymaster of the Municipal Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Five titles would be automatically amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles - and one title associated with a commission under progress - whose responsibilities are solely or primarily concerned with maritime trade, either overseeing and supporting such trade or directly benefiting thereby. A position such as the [[Kruidenkenner Trademaster]] is expected to oversee the trade of herbs between the &#039;&#039;Kruidenkenner&#039;&#039; (a [[Sarcophan Delves|Sarcophan guild]]) and the Empire. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed title would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Court of the Far Horizons, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Herbalist of Sybella]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Master of the Clearing House]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mayor of Caricomare]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Construct Lisabetta Docks|Prince of the Imperatrix Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially rely on maritime trade could be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by senators if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are four titles that could be changed with a single Senate motion to have them all elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified a set of three Imperial titles whose responsibilities include oversight of maritime trade, but it is not their primary responsibility. In all cases, the titles were originally created with other responsibilities and have become associated with foreign trade as a result of subsequent developments. There is an additional title, the [[Construct Lisabetta Docks|Prince of the Imperatrix Docks]], whose commission is in progress, which is also involved with maritime trade. It would be possible for the Court of the Far Horizons to appoint these four titles - because of their association with maritime trade - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all three simultaneously if desired, making them appointments of the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
The current [[Master_of_the_Clearing_House#Constitutional_Note|appointment method]] of the [[Master of the Clearing House]] is unconstitutional. The title could be appointed by the [[Imperial Apothecaries Guild]] or by the Court of Far Horizons; either amendment would remove the current constitutional problems with the title.&lt;br /&gt;
&lt;br /&gt;
===Potential Bourse Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Bourse Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alder of Meade]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Custodian of the Concordium Dock]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Fisk]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prime Factor of the deBruin Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quaymaster of the Hesychian Docks]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Steel Fist]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Several bourse titles could be amended to be appointed by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected via the Bourse if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are five extant titles that could be changed with a single Senate motion to have them be elected by the Court of Far Horizons&#039;&#039;&#039;&lt;br /&gt;
The [[Steel Fist]] exists as a result of long-standing trade arrangements between the [[Sarcophan Delves]] and the Empire. The [[Sarcophan_Delves#Politics|Bedelaar Huisbaas]] pay handsomely for privileged access to Imperial markets - the benefits of which go to fund the income of the Steel Fist. However, the Steel Fist is a Bourse seat, a reflection of the fact that the position receives a significant amount of [[ilium]] each season. Where a title exists that produces Bourse resources from maritime trade then it would be equally valid for the title to be appointed by the Bourse or by the Court of Far Horizons.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Bourse, creating the new sodality wouldn&#039;t change the appointment method of any of them. They could be amended by the Senate, and as above either each title could be individually amended or a single motion could be used to amend the appointment method of all the listed bourse titles.&lt;br /&gt;
&lt;br /&gt;
===Ambassadors===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ambassadors&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Asavea]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Axos]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Beoraidh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Commonwealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Faraden]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Grendel]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Iron Confederacy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to Jarm]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sarcophan Delves]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ambassador to the Sumaah Republic]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial Consul]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The proposed manifesto makes clear that the Senate would expect the Court of the Far Horizons to &#039;&#039;&amp;quot;Influence and leverage foreign relations through trade&amp;quot;&#039;&#039;. Although anyone is entitled to deal with foreigners, the official power to create [[Ambassador#Treaty|a treaty]] with a foreign power lies with the [[ambassador]], and it is the ambassador who is expected to [[Ambassador#Delegation|receive any official delegation]]. Trade can be an important part of these foreign relations, especially with powers like the [[Grendel]] or the Sarcophan who take a more mercantile approach to their dealings with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Court of Far Horizons could be given the power to appoint the [[Imperial Consul]] and most [[ambassador|ambassadors]], if the Senate were so inclined. The exception is the [[Ambassador to Otkodov]], as the Empire has no way of engaging in maritime trade with the Thule. This would inevitably involve some change of emphasis in the role of the ambassador, emphasising the importance of trade, and so bring [[opportunity|new opportunities]] for trade in the future. The responsibilities of the position would be amended to make it clear that their responsibility included the promotion of trade between the Empire and the nation they were treating with.&lt;br /&gt;
&lt;br /&gt;
Given it would remain constitutional for these titles to be appointed by the Senate, creating the new sodality wouldn&#039;t change the appointment method of any ambassador. They could be amended by the Senate - either each title could be amended individually with a [[Senate motion]], or a single motion could be used to amend the appointment method of all the listed titles.&lt;br /&gt;
&lt;br /&gt;
===Overland Trade===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Overland Trade Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of Afar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant Prince of Misericorde Market]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Hyljehal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tolvoli Butcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seeker of the Perfect World]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Envoy to the Karass]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speaker to the Leshun]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merchant to Skoura]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mediator of Wreck]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bonesetter of Torfast Trading Post]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Overseer of the Westward Road]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Broker of Treji Wayhouse]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Northbound Trademaster]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kalpaheim Tradeholder]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An amended manifesto could create a sodality whose purview covered all foreign trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Significantly more Imperial titles would fall under the authority of such a sodality&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have done their best to interpret the manifesto provided by [[Emperor Vesna]] and have assumed that [[the Throne]] is considering an Imperial sodality that would have responsibility for &#039;&#039;maritime&#039;&#039; trade. A more general manifesto, one that stripped out the references to fleets, could broaden the focus to &#039;&#039;all&#039;&#039; foreign trade. Such a change would still be constitutional but it would dramatically widen the remit of the sodality, bringing overland trade with various neighbouring foreigners like the Sandfishers of [[Holberg]], the [[Faraden]] and the [[Iron Confederacy]] under its remit.&lt;br /&gt;
&lt;br /&gt;
The list prepared by the civil service shows all the titles they have found that could be affected. If the Imperial Senate chose to extend the sodality&#039;s remit to all foreign trade, then each title would need to be individually evaluated. Any title that no longer had a valid method of appointment would be automatically amended to be appointed by the Court of the Far Horizons. Titles that were still valid could be amended using a Senate motion.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Three groups have indicated that they might support the Court of the Far Horizons, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is often the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===The Fellowship of the Purple Sails===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=From out of the West.jpg|caption=Ships set sail from Imperial ports for every corner of the Known World.|align=left|width=500}}&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship want the Court of the Far Horizons to be given the power to set tariffs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, members of the Fellowship of the Purple Sails will join the new sodality en masse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Court is given the power to set tariffs, then members of the sodality will be able to dock at Hayden in Sumaah&#039;&#039;&#039;&lt;br /&gt;
The [[Rise_of_the_Fellowship_of_Purple_Sails|Fellowship of the Purple Sails]] is a large sodality of merchants and fleet captains that has extensive business operations across the Empire and beyond. It rarely takes a direct interest in politics, since most members spend much of their time at sea, but word of the new Imperial sodality has piqued their interest. The new sodality seems to encompass all the Fellowship&#039;s interests; many members of the Fellowship are eager to join the Court, and their leadership are openly discussing joining en masse, &#039;&#039;should the sodality receive the backing of the Senate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
What concerns the Fellowship most is the fate of Imperial trade, and the assertion of the Court that the trade should never be hindered is what interests most Purple Sails. However, they are only prepared to join the new sodality if it gains the seal of approval of the Throne and the Senate gives it the [[#Powers|power to set tariffs]]. Without that, there is a concern that the sodality will be a toothless body that is unable to set or even influence Imperial trade policy.&lt;br /&gt;
&lt;br /&gt;
If the Court of the Far Horizons is given the power to set tariffs, then the Fellowship of the Purple Sails will be dissolved, with members moving to join the Court. If that happens, then the Fellowship will turn over one of their most valuable assets to the new sodality - docking rights at the port of &#039;&#039;Hayden&#039;&#039; in the [[Sumaah Republic]]. Hayden lies well over five hundred miles from Zemeh close to the limits of the rule of the [[Sumaah_Republic#Politics|House of the People]].&lt;br /&gt;
&lt;br /&gt;
The port does not customarily permit traders from the Empire to dock there. The Fellowship enjoys special privileges as a result of a private agreement with the High House of Prosperity, secured nearly a decade ago. This privilege could be transferred to the Court of the Far Horizons. Hayden is no more profitable than Zemeh or other ports Imperial fleets enjoy access to, but it does provide some unique goods that cannot be acquired elsewhere. The Purple Sails do not intend to disclose these details unless the Empire joins, since that information is only shared with other members of the Fellowship. &lt;br /&gt;
&lt;br /&gt;
For as long as the Court of the Far Horizons have the power to set tariffs, members of the sodality (and only members of the sodality) will be able to dock at the port of Hayden.&lt;br /&gt;
&lt;br /&gt;
===The Bedelaar Huisbaas===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan want the Court of the Far Horizons to be given the power to appoint &#039;&#039;all&#039;&#039; titles associated with maritime trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 2 thrones a season to the Imperial Treasury if all the maritime trade titles listed above are appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 8 thrones a season to the Imperial Treasury if all the three &amp;quot;Sarcophan&amp;quot; Bourse seats are also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will donate a total of 12 thrones a season to the Imperial Treasury if the Ambassador to the Sarcophan is also appointed by the new sodality&#039;&#039;&#039;&lt;br /&gt;
The notoriously mercantile Sarcophan Delves enjoy positive relations with the Empire, but it is clear that one thing they do find frustrating is the way the Empire allows politics and religion to interfere with commerce. Such restrictive practices are anathema to the Sarcophan, most of whom prefer to place profits above what they see as confounding distractions.&lt;br /&gt;
&lt;br /&gt;
As such, the leading families of the Sarcophan Delves are enthusiastic at the prospect of dealing with members of the Court of Far Horizons on a professional basis. Provided that the four potential titles [[#Potential_Titles|listed above]] are given over to the new sodality, then the Bedelaar Huisbaas will provide &amp;quot;compensating payments&amp;quot; to the Imperial treasury equal to two thrones a season.&lt;br /&gt;
&lt;br /&gt;
It is a relatively small contribution, however if the Senate will go further and also grant the sodality the right to appoint the bourse seats that are based on trade with the Sarcophan - that is the [[Custodian of the Concordium Dock]], the [[Prime Factor of the deBruin Docks]] and the [[Steel Fist]] - then the Sarcophan will increase the compensating payments to a total of eight thrones a season. &lt;br /&gt;
&lt;br /&gt;
The Sarcophan explain that the &amp;quot;compensating payments&amp;quot; would be a share of the increased profits they expect to make as a result of dealing directly with citizens appointed by fellow merchants rather than politicians or priests. They are aware that the Imperial Senate receives income from two of these three titles through the [[Auction of the Seats]] and intend to compensate the Senate for this loss. Under the Sarcophan proposal, rather than a single variable payment once a year, the Senate would benefit from a predictable return every season.&lt;br /&gt;
&lt;br /&gt;
While their proposal is presented as a way to compensate the Imperial Senate, it is arguably little more than a bribe in return for the Sarcophan&#039;s preferred outcome. Any pretence otherwise is undermined by their final offer; if the Senate will also grant the Court of the Far Horizons the legal authority to appoint the [[Ambassador to the Sarcophan Delves]], as well as all the other titles, then the Delves will increase the compensating payments to a total of twelve thrones a season.&lt;br /&gt;
&lt;br /&gt;
===Salt and Sail===&lt;br /&gt;
{{CaptionedImage|file=Turtle city.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;The City of Salt and Sail want the Court of the Far Horizons to be given the power to appoint all ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, they will grant the sodality the power to send a single message of up to 111 words to anywhere in the mortal world once a year&#039;&#039;&#039;&lt;br /&gt;
The City of Salt and Sail is a largely unknown eternal of the [[Realm#Autumn|realm of Autumn]]. A representative of the City, a herald called &#039;&#039;Ptolemy&#039;&#039;, the Keeper of the Infinite Rookery, was present in the Hall of Worlds at the previous summit as a result of a [[Archmage#Plenipotentiary|plenipotentiary]] called by &#039;&#039;&#039;Vossk&#039;&#039;&#039;, the [[Archmage of Autumn]]. Many questions were asked, some of which the herald was able to answer.&lt;br /&gt;
&lt;br /&gt;
Since that meeting, Ptolemy has taken a keen interest in the progress of the Court of the Far Horizons. It seems that some of the aims of the new sodality align with those of the City, at least close enough for the herald to make a promise of support. If the Imperial Senate will grant the sodality the legal right to appoint all Imperial ambassadors, then the eternal will offer their support as a patron for the new sodality. If that happens, then the City will offer what aid they can spare to support the new sodality as it becomes established.&lt;br /&gt;
&lt;br /&gt;
One form this aid will take is the offer to take a single message, once a year, to anyone, anywhere in the world. While this offer may seem no better than a [[Call Winged Messenger|winged messenger]], Ptolemy points out that ritual requires the magician to know the name and the approximate location of their target. Ptolemy&#039;s offer includes neither restriction - with the assistance of the City of Salt and Sail, whoever is elected as [[Appointment_by_sodality#Speaker|Speaker]] for the new sodality could send a message to anyone, anywhere in the world, &lt;br /&gt;
&lt;br /&gt;
There would still need to be some way to identify the correct recipient, of course, but the Speaker could employ &#039;&#039;any&#039;&#039; logic to designate who should receive their missive. It could be as simple as the leader of a named [[Druj]] sept or as difficult as the current owner of a stolen magical item. Provided there was an identifiable recipient somewhere in the mortal world, the City would deliver the message. The only limitation would be that it must not be more than one hundred and eleven words in length in total.&lt;br /&gt;
&lt;br /&gt;
Once the city had delivered such a message, they would not deliver another until a year had passed. The City would provide written guarantees that the service would remain available to the Empire for as long as the sodality retained the rights to appoint all Imperial ambassadors.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Maritime trade will never be enough to influence the great nations of the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are periodic opportunities to use maritime trade to influence the Empire&#039;s smaller neighbours&#039;&#039;&#039;&lt;br /&gt;
Maritime trade between the Empire and the great powers of the world, nations like the [[Asavean Archipelago]] or the Sarcophan Delves is important, but it still only represents a very small part of these nation&#039;s economies. All the great nations engage in trade with each other, to a greater or lesser extent, as well as with their near neighbours. Moreover, the huge size of these nations means that they are mostly self-sufficient with large internal markets that provide for their citizens or subjects. As such it is not possible to use maritime trade to influence their governments or affect the way they view the Empire. The number of [[fleet|fleets]] that chose [[Voyage#Trading_Voyages|to trade]] with a nation each season is never significant enough to influence their view of the world in itself. The Empire has had direct experience of this in the past, in their interactions with the [[Principalities of Jarm]] who repeatedly made clear that they would not change their laws to suit the Empire. All attempts to use maritime trade to convince Jarm to change failed - they are too large to be influenced in this way.&lt;br /&gt;
&lt;br /&gt;
The same is not always true of small local powers like [[Axos]], [[Faraden]] or [[Skoura]]. These tiny nations, several of which are smaller than an individual Imperial nation, are less self-sufficient. These small nations still trade with other great powers, but because they are so near the Empire, Imperial maritime trade far outweighs any other trading relations. As such, occasionally an [[opportunity]] will arise to use maritime trade to influence one of the Empire&#039;s smaller neighbours - either by embargoing them or by working to increase the trade to a specific port. These opportunities are rare and the details will always be explicitly defined in a wind of fortune when they do occur. Absent such an opportunity, there is no effect on foreign relations from maritime trade, even with a smaller country - we do not check how many fleets have gone to a port unless there is a specific plot that provides a reason to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial Sodality]]&lt;br /&gt;
* [[Forever_is_composed_of_nows#The_Abraham_Gambit|Forever is composed of nows]] - 387YE Winter wind of fortune introducing the opportunity to appraise Imperial sodality manifestos&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Silent_Bell_(Sodality)&amp;diff=143693</id>
		<title>Silent Bell (Sodality)</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Silent_Bell_(Sodality)&amp;diff=143693"/>
		<updated>2026-08-17T13:18:14Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Previous Investigations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Synod]]&lt;br /&gt;
{{Disambiguation|This page details the Vigilant association; for the magic item see [[Silent Bell]]}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Silent Bell was an [[Imperial sodality]] made up of citizens dedicated to the cause of [[Vigilance]]. Initially set up in the early years of the reign of [[Emperor Nicovar]], they were intended to serve as an investigative arm of the [[Assembly#The_Virtue_Assemblies|Vigilance Assembly]]. Unfortunately, being so closely associated with the Mad Emperor led to their short-lived order being officially disbanded in 210YE as the dust of Nicovar&#039;s rampage started to settle. They have continued to operate in an unofficial capacity ever since.&lt;br /&gt;
&lt;br /&gt;
The first (and officially, only) preceptor of the Silent Bell, Esther of Sybela, responded to the instruction to disband the order with a polite note to the then [[Cardinal]] of Vigilance that read simply &amp;quot;&#039;&#039;be alert to all dangers; within and without.&#039;&#039;&amp;quot; Denied official sanction, the Silent Bell continued to operate in the background, occasionally bringing news of potential threats to the Empire to the attention of the Vigilance assembly.&lt;br /&gt;
&lt;br /&gt;
During the reign of Emperor Nicovar, the Silent Bell were allegedly used by the Synod to suppress opposition to the increasingly extreme demands of [[the Throne]]. In the century and a half since, they remained largely in the background but are known to have helped to uncover a number of internal threats to the Empire. At various times they were accused of helping to discredit political and social movements that were threats to entrenched positions within the Empire, rather than existential threats to the empire as a whole. As such the order has had something of a mixed reputation over the years. &lt;br /&gt;
==Recent History==&lt;br /&gt;
During the reign of [[Empress Britta]], the leadership of the Silent Bell allegedly met with members of the Assembly of the Nine in secret and offered to take a more active role in the Empire. They stressed a new commitment to remain apolitical; to focus on the vigilant defence of the Empire as a whole rather than one political faction or another. At first their involvement in Imperial affairs remained limited, but throughout 380YE, they Silent Bell became significantly more active. Having undergone a clandestine period of recruitment, they began to strengthen their ties with the [[Synod]]. &lt;br /&gt;
&lt;br /&gt;
A resurgence of interest in the [[Paragons_and_exemplars|exemplar]] [[Berechiah]] - never a member of the Silent Bell himself but allegedly a quiet supporter of their mission - the leadership of the order decided to cement those relations officially and [[No_evil_shall_escape_our_sight|emerge from the shadows]]. Particularly in light of the [[Matter of faith|challenges faced by the Synod]] at the time, the leadership wished to be very clear in their relationship with the Assemblies, so that there would be no misunderstanding of the role they were to play or how they were to play it.&lt;br /&gt;
&lt;br /&gt;
The current preceptor of the Silent Bell, &#039;&#039;&#039;Malachai of the Silent Bell, in [[Casinea#Casfall|Casca&#039;s Doom]]&#039;&#039;&#039;, suggested a way that the Imperial Synod might wield the Silent Bell effectively, but with enough transparency to allay fears of a &amp;quot;secret militia answering only to the cardinals.&amp;quot; During the Winter solstice 380YE, the Imperial Synod declared their support for the Silent Bell, and the Council of the Nine issued their first instruction as to where the sodality should turn its gaze. The Highborn Esau executed a mandate in support of the Silent Bell, leading to improved attendance at congregations of priests dedicated to Vigilance across the Empire.&lt;br /&gt;
==The Order==&lt;br /&gt;
The sodality they represent is small, but committed. Their goal is to gather information about internal threats to the Empire. They operate a loose, but extensive, network of informants throughout the Vigilance sects in the Empire. By drawing on that network, they can potentially track down information about specific threats. They are at their most effective, however, when they operate with a clear focus from the Imperial Synod.&lt;br /&gt;
&lt;br /&gt;
They are not in a position to actually &#039;&#039;deal&#039;&#039; with threats - their members are investigators and informants, not effective combatants, but they can often suggest practical ways to deal with those threats and are adept at identifying opportunities for the Synod to use the Sentinel Gate to act on the information they have provided.&lt;br /&gt;
==Ringing the Bell==&lt;br /&gt;
Any member of the [[Assembly#The_Virtue_Assemblies|Vigilance Assembly]] is empowered to issue a [[statement of principle]] instructing the Silent Bell to pursue information relating to a specific topic. Such a statement of principle must begin with the wording &amp;quot;&#039;&#039;&#039;The Assembly of Vigilance directs the Silent Bell to investigate...&#039;&#039;&#039;&amp;quot;. If the statement is supported by the lesser majority of the Assembly, then the Silent Bell will turn its attention towards investigating the designated topic. In the event that multiple such statements are issued in a single summit, the Silent Bell will take instruction from the judgement that achieves the highest margin.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a representative of the sodality might need to speak with the priest who raised the statement, looking for as many details as possible about the threat. Regardless, they will then direct their attentions to finding any leads they can, and make them available to the priest at the next summit. In the past, this has often taken the form of a verbal or written report, but in past years the order&#039;s commitment to transparency, and being seen to serve the Empire as a whole, has often seen them making their findings public rather than restricted them to any one individual.&lt;br /&gt;
&lt;br /&gt;
Previously, the sodality took instruction from the Assembly of Nine. This [[Know_your_enemy#War_Within_a_Breath|changed]] shortly before the Summer Solstice 387YE, following the actions of some members of the Assembly of Nine. There was some concern when this method was agreed on that while it openly encourages the faithful to look into a specific topic, it might also potentially provide a warning to the enemies of the Empire. A more secretive method was also proposed, but ultimately declined, in which the Silent Bell answered directly to the [[Cardinal of Vigilance]] rather than the Council of the Nine as a whole. In the event, it became pretty clear that most of the people the Silent Bell were likely to end up investigating remained broadly oblivious to the statements of the Synod.&lt;br /&gt;
&lt;br /&gt;
Malachai, the current preceptor of the Silent Bell is keen to avoid being drawn into the complex political machinations of Anvil as has sometimes happened in the past. The sodality exists to track down and investigate threats to the Empire. While they are not so foolish to imagine that none of those threats are present during the summit, this is not their area of expertise and as such they are determined to ensure that they stay out of Anvil politics. Consequently, the one restriction they insist on is that they will only investigate threats whose primary source lies outside Anvil. They are happy to follow those leads wherever they go - but they will not investigate the affairs of an individual or band while they are at Anvil.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;The capabilities of the Silent Bell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Silent Bell is most effective when gathering information about threats to Imperial citizens.&amp;lt;!-- It is also an Imperial sodality.--&amp;gt; As such, it is only effective when it is working within the borders of the Empire. It has some ability to gather information in places that are not Imperial territories but have a significant Imperial presence - for example, they have some success operating in barbarian territories where the Imperial armies are present, especially if one of those armies contains trained [[Army qualities#Scouting|scouts]] (the Seventh Wave and the Narwhal&#039;s Spear are the obvious examples).&lt;br /&gt;
&lt;br /&gt;
They are ineffective at gathering information outside Imperial borders. For example, they are rarely able to make contact with foreigners or barbarians, or infiltrate non-Imperial settlements. However, they can still investigate the influences such things may have closer to home. The Silent Bell will struggle to provide any useful intelligence about a [[Grendel]] Salt Lord, for example, but might still be able to identify someone who has that information within the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Silent Bell are also significantly less effective at investigating PvP scenarios. However, regardless of their limitations, their investigations will tend to turn up &#039;&#039;something&#039;&#039; for the next event, at least tangentially related to the matter they were instructed to investigate.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous Investigations==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Topic&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Investigation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Year&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;By&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Followers of Agramant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Investigate the location of Wemba the Bloody, Kalina White-Eye, and their followers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[388YE_Summer_Solstice_Synod_judgements#Judgement_138|388YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brother Geoffrey Orchard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grendel spy networks in the Bay of Catazar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Investigate Grendel spy networks in the Bay of Catazar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Winter_Solstice_Synod_judgements#Judgement_131|387YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lady Laudine duLac&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Finding is the final act|Grendel spy networks in Sarvos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Investigate the presence of two Grendel spy networks in Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Autumn_Equinox_Synod_judgements#Judgement_103|387YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Laurencio di Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[On the nature of fear|Fear]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Druj use of the malign spiritual force of Fear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Summer_Solstice_Synod_judgements#Judgement_195|387YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lady Laudine of House duLac&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Followers of the Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The followers of the Falconer, a cult spreading across the Empire and influenced by the Claw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Spring_Equinox_Synod_judgements#Judgement_183|387YE Spring]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boons of Yaw&#039;nagrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial farms, forests, or mana sites touched by the malign influence of Yaw&#039;nagrah in the Marches, Varushka, Urizen, and Navarr.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[386YE_Winter_Solstice_Synod_judgements#Judgement_196|386YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Constanza i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Watching you well|The Hand of Dumon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The actions of the Hand of Dumon and any of their efforts around the {{Black Plateau}}.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[386YE_Autumn_Equinox_Synod_judgements#Judgement_213|386YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Constanza i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Warhound Assembly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The group known as the Warhound Assembly in Karsk and Karov, and the source of their support and funding.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[386YE_Summer_Solstice_Synod_judgements#Judgement_214|386YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vesna Borkovna Prochnost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Sovereign Dho&#039;uala&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The threat that the Sovereign Dho&#039;uala poses to Imperial citizens around the Semmerlak.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[386YE_Spring_Equinox_Synod_judgements#Judgement_203|386YE Spring]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Dry Patrician Blight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Blightheart of Madruga, its connections to the Tutamen family of the Brass Coast, and their place in the history of Highguard.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[385YE_Winter_Solstice_Synod_judgements#Judgement_223|385YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vesna Borkovna Prochnost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missing artefact&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silent Bell of Brian Heathford allegedly stolen by Agramant cultists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[385YE_Autumn_Equinox_Synod_judgements#Judgement_196|385YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;King of the Crossroads&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The whereabouts of the Labyrinth spirit, the &amp;quot;King of the Crossroads.&amp;quot;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[385YE_Summer_Solstice_Synod_judgements#Judgement_205|385YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chaos fruit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial forests cultivating &amp;quot;Chaos Fruits&amp;quot; and any farms where plants touched by the vallorn are grown &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[385YE_Spring_Equinox_Synod_judgements#Judgement_185|385YE Spring]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blood-on-the-Snow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The spread of Blood-on-the-Snow cults in Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[384YE_Winter_Solstice_Synod_judgements#Judgement_164|384YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axou Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The distribution of Axou narcotics throughout the Empire and their effects on Imperial citizens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[384YE Autumn Equinox Synod judgements#Judgement_163|384YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;Gaelen Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Confirm Historical Research&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The provenance of the historical research on the Doctrine of Human Destiny&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[384YE_Summer_Solstice_Synod_judgements#Judgement_153|384YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;Skywise Tulva&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vengeance followers in the Empire and the claims of the Modnos family, Faraden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[383YE_Winter_Solstice_Synod_judgements#Judgement_60|383YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;Astrid Fjellrevening Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hatred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The practice of Hatred in the Mournwold with the aid of the Grey Pilgrims&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;gt;[[383YE_Autumn_Equinox_Synod_judgements#Judgement_125|383YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ser Ancél Watcher&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heirs of Terunael&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Investigate the Heirs of Terunael&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;gt;[[383YE_Summer_Solstice_Synod_judgements#Judgement_125|383YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sariel&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;Trade of liao to Iron Confederacy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Search for trade of liao to the Iron Confederacy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[382YE_Winter_Solstice_Synod_judgements#Judgement_91|382YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Veikko Bondforger&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heirs of Terunael&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Heirs of Terunael in Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[382YE_Autumn_Equinox_Synod_judgements#Judgement_94|382YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Irada von Temeschwar&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eater of Hope anchors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;New anchors that the Eater-of-Hope may use to reform after its defeat in the {{Black Plateau}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[382YE_Summer_Solstice_Synod_judgements#Judgement_92|382YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Irada von Temeschwar&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Freeborn of the Maw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The names of notable persons of the Freeborn of the Maw believed to be in Fontargenta, Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[382YE_Spring_Equinox_Synod_judgements#Judgement_79|382YE Spring]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Irada von Temeschwar&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unvirtuous auras of cruelty&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Find evidence of unvirtuous auras caused by cruel tactics alone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[381YE_Winter_Solstice_Synod_judgements|381YE Winter #62]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Irada Von Temeschwar&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The lost shield of Oath-Heart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The location of “Oath-Heart”, the legendary shield of Loyalty, once borne by Drumlin the Sworn of Wintermark.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[381YE_Autumn_Equinox_Synod_judgements|381YE Autumn #75]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Veikko Bondforger&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grendel in Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Details on the creation of a covert organisation in Redoubt by the Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[381YE_Summer_Solstice_Synod_judgements|381YE Summer #72]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Irada Von Temeschwar&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Janon cults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Janon the Eternal of Night and cults associated with them&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[381YE_Spring_Equinox_Synod_judgements|381YE Spring #90]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Levitia Endsmeet&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hand of Glory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The activities of the Hand of Glory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[380YE_Winter_Solstice_Synod_judgements|380YE Winter #66]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Oberon Caeli Rezia di Tassato&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear of Empress Teleri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The theft of the Spear of Empress Teleri from her tomb in Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[380YE_Spring_Equinox_Synod_judgements|380YE Spring #32]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silas of the Suns of Couros&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Barkheart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The heretic known as Lady Barkheart, preacher of the false exemplar Mikkal of Freedom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[379YE_Autumn_Equinox_Synod_judgements|379YE Autumn #24]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silas of the Suns of Couros&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eater of Hope&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The labyrinth spirit called the Eater-of-Hope&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;white-space: nowrap;&amp;gt;[[379YE_Summer_Solstice_Synod_judgements|379YE Summer #31]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jared of the Suns of Couros&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Know your enemy]] - Summer 387YE Wind of Fortune detailing the shift in the sodality supporting the Vigilance Assembly&lt;br /&gt;
* [[Tend to the Flame]] - Winter 383YE Wind of Fortune detailing the Silent Bell investigation of the Whittlefolk and their sect of Hatred&lt;br /&gt;
* [[Rise of Terunael]] - Autumn 383YE Wind of Fortune detailing the Silent Bell investigation of the Heirs of Terunael&lt;br /&gt;
* [[Double_or_nothingness#The_Silent_Bell|Double or nothingness]] - Spring 383YE Wind of Fortune detailing investigation of liao smuggling to the Iron Confederacy&lt;br /&gt;
* [[No_evil_shall_escape_our_sight|No evil shall escape our sight]] - the Winter 380YE Wind of Fortune that determined how the Silent Bell would interact with the Assembly of the Nine&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143657</id>
		<title>Dream on</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143657"/>
		<updated>2026-08-17T12:08:50Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Sing With Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;They&#039;re calling it the City of Dreams now,&amp;quot; Rhys said as she sat down, tankard in one hand and a bowl of freshly prepared cawl in the other. The broker had asked Kenda to meet her at the Turning Tide, her favourite wayhouse in Seren, because she wanted to get her old friend&#039;s thoughts on the latest developments. &amp;quot;Reckon it&#039;ll catch on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reckon it already has, if people are saying it.&amp;quot; said Kenda drily, between two mouthfuls of stew. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t suppose it&#039;ll make much difference?&amp;quot; suggested Reese.&lt;br /&gt;
&lt;br /&gt;
If the broker&#039;s plan was to get their companion to sit up and take notice it worked. Kenda put their spoon down and stared at their friend with a look halfway between outrage and horror.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well if it did, they&#039;d change the names of things all the time, wouldn&#039;t they?&amp;quot; he said, presenting his argument to fend off the vate&#039;s indignation.&lt;br /&gt;
&lt;br /&gt;
Kenda shook her head and smiled at her friend&#039;s ignorance. &amp;quot;You can&#039;t just change the name of something like that. Names are important, they reflect the nature of a thing, they define it, a name is like a set of clothes, it has to fit. Otherwise, as you point out, it won&#039;t &amp;quot;catch on&amp;quot;. A name only sticks if it adheres to the true nature of something.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then how come the name has changed now? Folks used to call Seren the Garden City, when they called it anything at all. If the name is what the thing is, how can you change the name?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple&amp;quot; said Kenda, &amp;quot;You just have to change the nature of something. Change Seren, change it&#039;s nature, and it&#039;s name will change to match. That&#039;s why it&#039;s important - it means something has changed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Seren changes all the time - there are always stridings coming through, people arriving, people leaving. Surely, the city is always changing.&amp;quot; Rhys often struggled to understand hearth magic, but he always found it fascinating to have it explained, hence why he was paying for dinner.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that&#039;s not real change,&amp;quot; explained Kenda. &amp;quot;You can change every part of something and still not change the thing itself. It&#039;s like the old riddle of the axe where you change the handle, and then you change the head, and then you change the shaft. But it&#039;s still the same axe, even though every part that makes it up has changed. Seren, the city of Seren is made up of thousands of people - and those people are changing all the time. But that doesn&#039;t change Seren, any more than it would any other great city.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok, but then why is it important? Why does it matter?&amp;quot; challenged Rhys. &amp;quot;It&#039;s just a name.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kenda laughed &amp;quot;Tell that to the Wintermarkers! They know the importance of naming something. A name reflects a thing&#039;s fate, it shapes the nature of something, just as the nature of something shapes the name it takes on. Fate can be powerful and dramatic like a crack of lightning, and it can be as subtle as a silverfish slipping through a net. You might never notice the effects of our home becoming the City of Dreams, sure as eggs are eggs they&#039;ll be there. Maybe not this week, maybe not this year, maybe not in our lifetimes. But this is the City of Dreams now... and that &#039;&#039;matters&#039;&#039;...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Rising Smoke.jpg|caption=The &amp;quot;Dream Harvest&amp;quot; - referring to the vivid dreams experienced by many involved in refining vinum sap into liao - has drawn the dreamspeakers together in Seren, City of Dreams.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
While much of the focus in the Empire has been on the construction of the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]], the [[Navarr]] have been quietly working to complete an inspiration of their own. &lt;br /&gt;
&lt;br /&gt;
In 383YE a judgement [[383YE_Spring_Equinox_Synod_judgements#Judgement_88|was presented]] was presented to the General assembly by &#039;&#039;&#039;Enis&#039;&#039;&#039;, calling for [[Miaren#Seren|Seren]] in [[Miaren]] to be recognised as a city of equal standing to those of any other nation. To achieve that [[Ambition]], the construction of the serene [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] was [[Comes a time|proposed]], but work didn&#039;t actually begin until [[386YE_Summer_Solstice_Senate_sessions#Construct_City_of_Dreams|three years later]] in Summer 386YE. The [[great work]] was huge, and for many years it looked like it might never be completed.&lt;br /&gt;
&lt;br /&gt;
But all things that have a beginning have an ending, and all things that have an ending have a beginning, and so it is with the Temple. Now, with the encouragement of Seren&#039;s &#039;&#039;[[dreamspeaker|dreamspeakers]]&#039;&#039;, the city has become a haven for those who dare to imagine a new future. The success of the Temple has inspired Navarr all across the Empire by demonstrating what can be achieved when dreams are made real. People with hopes and aspirations, with the imagination to perceive what is needed to achieve them and the determination to try, have flocked to Miaren.&lt;br /&gt;
&lt;br /&gt;
Seren has become the &#039;&#039;City of Dreams&#039;&#039;.&lt;br /&gt;
{{SOP|statement=While the Ambition of the Navarr may seem to be mainly focused on eradicating the vallorn, we are also a people of great culture, history, and virtue. We move to recognise Seren, in Miaren, as a city of worth equal to those in other nations.|by=Enis, General National Assembly|when=383YE Spring Equinox|vote=587 - 238}}&lt;br /&gt;
==Sing With Me==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr National Assembly can now appoint the Dreamspeaker of Seren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Temple raises provides every congregation with a dose of Goosewhisper Infusion and one extra liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamspeaker archetype is now available to any Navarr character&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seren has become the City of Dreams&#039;&#039;&#039;&lt;br /&gt;
The grand Temple of Waking Dreams is an impressive structure. Large enough to house great workshops where vinum sap is converted into [[liao]], the intoxicating aroma of which permeates everything and gives the Temple a strange dream-like quality. The building may not be as tall as [[Sarvos#Capodomus_Cathedral|Capodomus Cathedral]], nor as physically imposing as the grand stone basilicas in [[Bastion#The White City|Bastion]], but the designers accept no rival for its majesty. They have taken full advantage of the space available in Seren to create something extraordinary - designing exquisite gardens that extend in every direction with the temple at their hub.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who walk the gardens find it hard not be inspired. Those who breath in the mellifluous aroma that scents the air, find their minds wandering, as their thoughts open to imagine new possibilities. The simple elegance of the Temple soothes the troubled mind, settling fears and making worldly concerns either feel like they are distant or filling the heart with the certainty that they can be overcome. The priests who have taken up residence there work to embolden visitors, encouraging them to embrace this unique opportunity to dream of what might be possible. These dreamspeakers seek to foster the imagination and the confidence of their audience, encouraging them to believe that they can achieve anything.&lt;br /&gt;
&lt;br /&gt;
Once the new [[Dreamspeaker of Seren]] is appointed by the Assembly, they will be expected to take [[Dreamspeaker of Seren#Responsibilities|responsibility]] for the the Temple, ministering to the needs of pilgrims who come to visit as well as ensuring that production of liao at the Temple is not interrupted. It will also fall to them to encourage the hopes and aspirations of the city and all who visit the Temple.&lt;br /&gt;
&lt;br /&gt;
The new Temple has had a profound affect on the City of Seren, drawing visionaries and dreamers from across the nation to its doors. With the encouragement of the dreamspeakers, the city has become a haven for those who refuse to give up their dreams. Seren has become the &#039;&#039;City of Dreams&#039;&#039;, a place where people dare to imagine what the world could become once it is free of the [[vallorn]]. The beauty of Miaren is a testament to what is possible. Freed of the taint of Spring&#039;s corruption the surrounding forests invite visitors to explore what it means to be Navarr once they are free of their responsibility to make restitution for the mistakes of the past. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Becoming a Dreamspeaker&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Any Navarr character who&#039;d like to embrace the new [[archetype]] can email {{plot}} or [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and request the change. It is important to read the [[dreamspeaker]] page first, to see what you are signing up for!&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===True Majesty===&lt;br /&gt;
* &#039;&#039;&#039;The Temple could be consecrated with True Liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would require a writ of consecration sponsored by one of the virtue assemblies and support of the general assembly&#039;&#039;&#039;&lt;br /&gt;
Impressive as the Temple is, it won&#039;t rival the influence of the Capodomus Cathedral without a [[Consecration#True_Liao|true aura]]. The completion of the Temple has had a profound effect on Seren, and the wider territory, but if it were consecrated with [[liao#True Liao|true liao]], then it would become one of the foremost sites of pilgrimage in the Empire. Thousands would travel here to experience the Temple&#039;s grandeur and be exalted by its serene majesty, bolstering the importance of the site and its guardian.&lt;br /&gt;
&lt;br /&gt;
To do that, the Navarr would need to acquire a dose of [[true liao]], arguably the rarest and most expensive substance in the Empire. Crucially they would also need the support of one of the seven assemblies of Virtue - to be allowed to perform a true liao consecration a citizen must have a [[writ of consecration]] from the [[Synod]]. The first step would be to determine which virtue assembly to approach to raise the writ, and then secure enough support in that assembly and in the general assembly to allow the writ to pass. The virtue chosen will effect the nature of the Temple, and of the inspiration it provides.&lt;br /&gt;
&lt;br /&gt;
==The Past is Gone==&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeaker archetype is now available to Navarr characters&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeakers encourage the people of their nation to look to the future&lt;br /&gt;
There have been dreamers in Miaren, for centuries, ever since the vallorn was driven out leaving the tranquil forests to became a haven. Now the completion of the Temple has encouraged the most passionate among them to come forth, eager to share their philosophy with others in the nation. These dreamspeakers are passionate advocates of the importance of aspiration and determination - they believe that the best way to follow the Way is to imagine everything that you might accomplish and to set yourself on the path to achieveing that.&lt;br /&gt;
&lt;br /&gt;
The dreamspeakers of Seren want to encourage all Navarr to dream of all the things &#039;&#039;they&#039;&#039; could accomplish. The banishment of the vallorn is a crucial element of that, but so is the destruction of the [[Druj]], the defeat of the [[Jotun]], or victory over the [[Grendel]]. For the dreamspeakers, the work done to free slaves in [[Axos]] and other lands is an example of a dream that is every bit as important as freeing [[Brocéliande]] from the taint of Spring magic run amok. The recent endeavours to free the [[Great Forest Orcs]] from the brutal grip of the Druj is a perfect example of what such a dream might look like. Something that looks impossible on the face of it, becomes possible when enough people pull together.&lt;br /&gt;
&lt;br /&gt;
Many of them argue that the nation falls short of everything they could achieve because they focus too much on the vallorn and because they view it as a uniquely Navarr problem to deal with. They argue that the Navarr&#039;s true goal is &#039;&#039;not&#039;&#039; the destruction of the Vallorn but the triumph of civilisation. According to the Navarr history, the [[Navarr_history#Origins_of_Navarr|oath sworn by Navarr and Thorn]] was to restore the civilisation of Terunael. For the dreamspeakers, the Empire is the true legacy of the Navarr - the vallorn is simply one problem of many that threatens its future.&lt;br /&gt;
&lt;br /&gt;
Two amongst their number are not content only to dream. &#039;&#039;Deryn of Vision&#039;s End&#039;&#039; argues that the Navarr nation has suffered because they have become too focused on the vallorn and are losing crucial battles as a result. Contrarywise, &#039;&#039;Eirwen of Moutains Slumber&#039;&#039; in [[Hercynia]] seeks to encourage the Navarr to look for ways they could take up the legacy of their founders, not by destroying the vallorn but by building civilisation.&lt;br /&gt;
===Know How To Win===&lt;br /&gt;
* &#039;&#039;&#039;Deryn of Vision&#039;s End says that the Navarr have sacrificed too much and should remind the rest of the Empire of their contributions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Navarr could cease to carry messages the length and breadth of the Empire&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Deryn of Vision&#039;s End&#039;&#039; once lived in Liathaven, but since the loss of Vision&#039;s End steading has been in constant motion cross the Empire with the other survivors. His vision is that the Navarr be more proactive in engaging with the Empire, to fight for their dreams. He believes that the Navarr nation has sacrificed its own ambitions too often for the benefit of others. He cites recent events in [[Therunin]], where he says the [[Military Council]] made choices that &#039;&#039;allowed&#039;&#039; the territory to fall to the Druj and the Vallorn. Thousands of Navarr died, Thornsong House and [[Therunin#Peakedge_Song|Peakedge Song]] were destroyed, the [[Thimble]] was lost first to the orcs and then to the vallorn. All the work that went into clearing the vallorn from [[Therunin#Eastring|Eastring]] was undone in a way that cannot be resolved without [[A thousand years of longing|uniting the vallornhearts]]. Deryn doesn&#039;t downplay the sacrifices made - the [[Under_eastern_skies|loss]] of [[Isaella&#039;s Dance]] and the [[Iron Helms]], the undoubted [[A_bright_cerulean_flame|courage]] of the [[Pilgrim&#039;s Defiance]] - but he expresses bitterness that the Navarr armies always seem to be somewhere else when their lands are threatened.&lt;br /&gt;
&lt;br /&gt;
Other nations have been much more successful at defending their interests. Deryn points to the example of the [[The Marches|Marcher]] [[general|generals]] who swore [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|mighty oaths]] to &#039;&#039;always&#039;&#039; stand ready to defend their home territory. Some might say that such oaths are madness - that they sacrifice strategic flexibility for uncertain gains - but Deryn disagrees. Marcher generals are forced by their oaths to stand and fight for their land... and every time they do, the Military Council and the people of the Marches stand with them. What might the world look like if the Navarr generals had sworn to die in the defence of [[Liavathen]]? Of [[Therunin]]? Why is there no drive to recover Liathaven, the way the Empire threw themselves into the fray every time the Jotun threaten Mitwold, Mournwold, or Bregasland? &lt;br /&gt;
&lt;br /&gt;
Indeed, how might the future look if the Navarr people took inspiration from the Marchers and brought their own flavour of [[The_Marches_culture_and_customs#Rough_Music|rough music]] to bear when the Military Council disregards their interests? What if the Navarr, instead of sacrificing themselves every time, were inspired by those [[Varushka|Varushkans]] who refused to allow the Senate to take the Iron Roads from them? The Urizeni prepared to tear the [[Citadel Guard]] apart if the Empire did not take steps to amend the hurt their people felt over events in [[Spiral]]?&lt;br /&gt;
&lt;br /&gt;
Does there not come a point, argues Deryn, where you have sacrificed so much that people simply take it for granted you will continue to do so without even being asked?&lt;br /&gt;
====Messages====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Brand&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Amdyn Flint Kin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avery Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Broderik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynmor Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynn Tendfallen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buck Tri&#039;fol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadfael Silentwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadoc Thornwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadwell Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dryn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drysfa Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eosffair Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esper Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;face&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fallow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Whispering Leaves&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Baranis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gavynn Bellwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Genrick Nayvar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embersworn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grundfos Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioan Longshadow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long Shadow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jora Miroslava Rayne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juro&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;WinterSuns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kelia Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kiàine Thistleseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kyffin Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madyn Bitterbark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitterbark Wayhouse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Malakili&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morgoth SweetBlood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neirin Daggersbond&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Niamh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Splintered Oaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nos Umbral Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Orinn Embracing Fold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhian Brighteyes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhianon Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shiavek of Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sorrel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Syn Truth-Walker Returned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nighthaven&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesyn Songweaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taren Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summergleam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tavvik Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foxden&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tudalen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valeska Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wren Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wynn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yana Balmwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ynyr Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeaker Deryn argues that the Navarr must remind the rest of the Empire that the nations are meant to be equal&lt;br /&gt;
* &#039;&#039;&#039;He has asked the brands to make a decision about the shape of the future&lt;br /&gt;
Deryn&#039;s point is that the &#039;&#039;true&#039;&#039; fight against the vallorn is not a battle against horrors spawned by out-of-control [[Spring magic]]. Rather, it is a fight to convince the rest of the Empire of the &#039;&#039;need&#039;&#039; for that fight, of the dangers of taking the goodwill of the Navarr for granted. One day the war against the vallorn will be a matter for the [[thorn|thorns]], but that day cannot come until the political fight inside the Empire is won. To win that war, the Navarr must get better at fighting it. Political compromise is essential to the functioning of the Empire, says Deryn. Someone must always make a sacrifice, but it shouldn&#039;t be the Navarr &#039;&#039;every time&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Deryn isn&#039;t blaming the Military Council or the Navarr generals for this situation. Rather he suggests that too many Navarr think in terms of what &#039;&#039;they&#039;&#039; can do to achieve an outcome. They think of their problems as &#039;&#039;Navarr&#039;&#039; problems, instead of thinking of them as &#039;&#039;Imperial&#039;&#039; problems. According to Deryn, what the Navarr need is some &#039;&#039;leverage&#039;&#039;. Like the Marchers and the Urizeni before them, they need a weapon they can wield to fight for their dreams.&lt;br /&gt;
&lt;br /&gt;
Two years ago, the Marchers [[Sound_the_bells#Turn_the_Other_Field|contemplated what would happen]] if their farmers stopped producing the grain that the Empire relied on to feed their armies. Many argued that it was foolish to even put words to such thoughts, given how significant the impact would be for the Empire. Indeed the Marchers soundly voted against the idea - but Deryn argues that they only sheathed their weapon they did not throw it away, and there is power in knowing that weapon exists. And in ensuring the rest of the Empire is &#039;&#039;also&#039;&#039; aware of that weapon. It reminded everyone what the Marchers do for their fellow citizens that no other nation can. It sent a powerful message that the Empire should not take Marcher grain for granted.&lt;br /&gt;
&lt;br /&gt;
Of course, the nation might not &#039;&#039;want&#039;&#039; such a weapon. The Navarr know better than anyone the danger of dreaming of weapons, and what happens when they are made real without thought to the consequences. With that in mind he has prevailed on the egregores of the nation to put his question to those he considers the best people to make the decision about whether to open a box of trouble or not. The [[Brand|brands]] have sworn oaths of service to their steadings, their stridings, their nation, and indeed the Empire. &lt;br /&gt;
&lt;br /&gt;
The Navarr egregore has agreed to host a meeting at the Song and Story Henge in the Navarr camp on Saturday evening at 6:00pm. The question Deryn puts to them is whether they wish the Navarr to explore the ways they could show how important they are to the Empire if it were needed. If there is any support for the idea, then at the end of the meeting, the brands can take a simple vote on it and the egregores will make sure the nation knows of their decision. If this happens, then at the Winter Solstice there will be a wind of fortune detailing [[opportunity|opportunities]] for the Navarr to demonstrate why the Empire needs the Navarr, and to give voice to those angry at the way they feel they have been mistrated by their fellow Imperial nations.&lt;br /&gt;
&lt;br /&gt;
===Where It Goes===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen of Mountains Slumber argues that the true destiny of the Navarr is to build up the Empire&lt;br /&gt;
* &#039;&#039;&#039;She dreams of a time when the Navarr are at the forefront of building connections between the Imperian nations&lt;br /&gt;
The [[Highguard|Highborn]] may claim that the Empire is their destiny, but &#039;&#039;Eirwen of Moutains Slumber&#039;&#039; argues that Navarr and Thorn swore to this cause centuries before the [[First Empress]] was born. The Empire is the legacy of the Navarr every bit as much as it is the Highborn. The focus on fighting the vallorn has blinded the Navarr to the fact that the founders of the nation didn&#039;t swear an oath to destroy the vallorn... they swore an oath &#039;&#039;to restore the civilisation of Terunael&#039;&#039;. Her point is that the fundamental focus of Navarri aspirations should be the Empire itself. She doesn&#039;t deny that the Navarr would benefit from fighting harder for their own cause, but they would also gain by proactively engaging with other nations, seeking out ways to work together and collaborate to achieve shared goals.&lt;br /&gt;
&lt;br /&gt;
The Empire would simply not exist without the Navarr, says Eirwen. It was Navarr messengers who brought the leaders of the nations together at Anvil, who brought the First Empress to her first allies, helped her build her crucial alliance with Dawn. The Navarr created the [[trods]] that are so vital to allowing the Empire to grow and supporting its armies. It is the Navarr who to this day continue to bind the nations together, ensuring that even the most far-flung outposts still feel connected to the heart of the Empire. Without the Navarr, and their continued tending of the fire of civilisation, the Imperial dream would have guttered and gone out centuries ago.&lt;br /&gt;
&lt;br /&gt;
Eirwen points to the Navarr&#039;s [[Every path you know|highest calling]] as an example where the Navarr nation has demonstrated such leadership recently. The Assembly embraced the dream to help other nations prepare for the coming war with the vallorn. Engaging with those nations that were ready to face the coming conflict enabled people to identify ways they could grow stronger together. The Navarr advanced their dream of finally defeating the vallorn not by strengthening the nation directly, but rather by strengthening the Empire itself. &lt;br /&gt;
&lt;br /&gt;
The immediate effects of that highest calling may be coming to an end, but the Navarr have already established another way to collaborate with the other nations. At present there are five substantial [[Navarr_wayhouse|Navarr wayhouses]] in various parts of the Empire. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] in built in [[the Barrens#The Bleaks|the Bleaks]] in [[the Barrens]] on lands that the [[Karass]] claim as their own. The other four are on firmer ground, [[Keeper_of_the_Stand#Micah&#039;s_Stand_Wayhouse|Micah&#039;s Stand]] in [[Reikos#Chalcis Mount|Chalcis Mount]], [[Reikos]]; [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] in [[Ossium#Nearwald|Nearweald]] in [[Ossium]]; the [[Keeper_of_the_Ashen_Tears#Ashen_Tears_Wayhouse|Ashen Tears]] in the [[Skarsind#Skogei Glens|Skogei Glens]] in [[Skarsind]] and the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] in [[Holberg#Utterlund|Utterlund]], in [[Holberg]]. The number of stridings might be reduced, but there are still thousands of Navarr who pass through these wayhouses every year. Together they give the Navarr a unique opportunity to benefit from the relationship with the nation in question.&lt;br /&gt;
====Dreams====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Citizens operating a Navarr Wayhouse&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Angela RavensOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ciapek SplinteredOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dax&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mouse Ddawnswraig&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muse Ashen Tears&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Navarr Wayhouse Groups&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreamsreach&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Society of the Lute and Moon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Star&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 nation can build on the success of the wayhouses to bring strength to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;During the Autumn Equinox the wayhouses of Navarr can choose a single Navarr wayhouse to benefit from their combined efforts&#039;&#039;&#039;&lt;br /&gt;
The Navarr could take advantage of that to help strengthen a territory or nation hosting one of their wayhouses. They could dream up some way to work together to tackle common problems, or some aspiration to achieve something great together. At the moment, many Navarr are simply passing through these territories; Eirwen wants them to bring something to the table when they arrive.&lt;br /&gt;
&lt;br /&gt;
A dream requires two things - it needs unity of effort and clarity of purpose. The Navarr will need to pick a single territory that contains one or more wayhouses and focus their efforts there. Vague notions of making things better are not something that people can aspire to; they are not a goal that people can strive to accomplish. To make the most of this [[opportunity]], the Navarr need to clearly identify what it is they want to achieve in that territory - what problem are they hoping to solve, or what goal are they seeking to accomplish. What is the dream?&lt;br /&gt;
&lt;br /&gt;
If the Navarr can choose a single territory and define what their dream would be then it is guaranteed to create an [[opportunity]] to do something to pursue that goal. The only limitation is that this goal must be something other than &amp;quot;defeating the vallorn&amp;quot;. That noble goal is already the highest calling of the Navarr and the [[Dawn|Dawnish]] - this is a chance for the Navarr to work with the other nations to identify some &#039;&#039;other&#039;&#039; dream that they have in common. Some other way that the Navarr can fulfil their oaths to restore civilisation.&lt;br /&gt;
&lt;br /&gt;
Of course such high-minded ideas are all well and good, but someone is going to have to decide where and when and who and how. Eirwen has asked the Navarr egregore to host a meeting at the Song and Story Henge in the Navarr camp on Saturday evening at 17:00. This meeting will allow the assembled wayhouses to discuss which [[Navarr wayhouse]] to select and what the dream should be. Once that decision is made, then Eirwen and her colleagues will look to see what they can do to enable that dream. Given that this ambition depends on the wayhouses, Eirwen has asked those Navarr who have been appointed to run a [[Navarr wayhouse]], or who are from a [[steading]] that is a Navarr [[wayhouse]], to attend and decide the matter. If needed, a simple vote of those attending can take place.&lt;br /&gt;
&lt;br /&gt;
A new wayhouse has recently been [[Construct_Wayhouse_in_the_Barrens|constructed in the Barrens]]. The [[Keeper of Caedwynn&#039;s Hold]] is due to be appointed by the Navarr senators at the coming summit. If a new Keeper is in place by 17:00 on Saturday, then they would be eligible to take part in the meeting with the other wayhouses.&lt;br /&gt;
&lt;br /&gt;
===Many Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen and Deryn&#039;s paths are not exclusive of each other&#039;&#039;&#039;&lt;br /&gt;
These two dreamspeakers are inspired by very different visions of the future for their nation and the Empire. Yet neither approach is exclusive of the other. The brands could vote to at least consider what lengths the Navarr might go to to force the Empire to take the nation&#039;s concerns more seriously, and the wayhouse keepers work to build ties with the other nations. There is no &amp;quot;one true vision&amp;quot; of the future - only the question of which ambitions will be made real and which will fade like dew in the morning sun.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Miaren#Seren, City of Dreams|Seren, City of Dreams]]&lt;br /&gt;
* [[Dreamspeaker]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_Caedwynn%27s_Hold&amp;diff=143625</id>
		<title>Keeper of Caedwynn&#039;s Hold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_Caedwynn%27s_Hold&amp;diff=143625"/>
		<updated>2026-08-16T09:06:29Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of Caedwynn&#039;s Hold is an [[Imperial title]] awarded to a citizen of [[Navarr]]. The motion to construct the Caedwynn&#039;s Hold Wayhouse was [[Construct Wayhouse in the Barrens|proposed]] by &#039;&#039;&#039;Lady Gwendoloena de Ordraig&#039;&#039;&#039;, as the Senator for [[the Barrens]] during the Summer Solstice 388YE, and construction was completed shortly before the Autumn Equinox 388YE. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Caedwynn&#039;s Hold|the Barrens}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of Caedwynn&#039;s Hold is responsible for protecting the wayhouse and the Navarr who live in [[the Barrens#Murderdale|Murderdale]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the region were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Wealth of the Wilds===&lt;br /&gt;
The Keeper of Caedwynn&#039;s Hold receives one throne, six crowns, and eight rings each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of Caedwynn&#039;s Hold is appointed during the Summer Solstice each year. As a [[New_Imperial_titles#The_Imperial_Synod|national position]], it is elected by unanimous decision of the [[Navarr]] senators. &lt;br /&gt;
&lt;br /&gt;
The title can only be held by a citizen of Navarr. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=PHOTO.png|caption=&#039;&#039;&#039;Holder&#039;&#039;&#039;, Keeper of Caedwynn&#039;s Hold|align=left|width=300}}--&amp;gt;&lt;br /&gt;
==Funding==&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to construct Caedwynn&#039;s Hold.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{CommissionProgress|Construct_Wayhouse_in_the_Barrens}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{RecentElections|Keeper_of_Caedwynn%27s_Hold}}&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Miaren&amp;diff=143584</id>
		<title>Miaren</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Miaren&amp;diff=143584"/>
		<updated>2026-08-15T15:18:39Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Seren */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofMiaren.png |caption=A forest of golden trees and fair winds|title=Regions of Miaren|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Miaren is a land of gentle golden woodlands, open steadings, fertile fields, fair winds and the great Navarr city of Seren. It lies on the border between Dawn and the Marches, between Wintermark and the League. &lt;br /&gt;
&lt;br /&gt;
In the early years of the Empire the [[vallorn]] at Miaren was [[Reclamation of Seren|completely destroyed]] and at the heart of the forest the ruins of the city Seren reclaimed, to be slowly rebuilt. It is now considered the heartland of the Navarr nation, and a symbol of what can be achieved.&lt;br /&gt;
&lt;br /&gt;
Today Miaren is dotted with carefully tended woodlands, farms, and orchards; only in the north-western region of the [[#Goldglades|Goldglades]] is there any true forest. With so much open ground to work with, many of Miaren&#039;s [[steading|steadings]] have expanded in size far beyond the settlements encountered in other Navarr territories. They increasingly have more in common with the towns and villages of [[Dawn]] and the [[Marches]] than with the steadings of other territories. Navarr visiting from [[Liathaven]], [[Brocéliande]], and even [[Therunin]] for the first time are often amazed at how &#039;&#039;peaceful&#039;&#039; they - and the territory they stand in - can be without the constant threat of the vallorn or barbarian [[Orc|orcs]] to contend with.&lt;br /&gt;
&lt;br /&gt;
For non-Navarr visitors (and given its central location in the Empire and excellent roads it should come as no surprise that Miaren sees a lot of non-Navarr visitors), one element that stands out as strange is the careful reverence with which the old Terunael ruins are treated. The city of [[#Seren|Seren]] is well-known as being built among the ruins of the former Terunael city, but the Navarr are careful not to damage &#039;&#039;any&#039;&#039; ruins they have found that have withstood the malice of the vallorn. Any farm might have a carefully preserved ruined tower, any orchard might be bounded by a high wall of unfamiliar construction, any well might be surrounded by wind-worn statues from a time long before the Empire. To those not acquainted with the practice, this can give the territory a slightly eerie quality despite its otherwise pastoral beauty.&lt;br /&gt;
&lt;br /&gt;
Miaren sees a lot of trade - again its central location combines with its proximity to the heartlands of the Empire to see regular merchant caravans from most Imperial nations. It produces a significant amount of the vinum sap used to create [[liao]] for example - more than any other territory in the Empire. With the completion of the Blood Red Roads, there has also been a marked increase in [[Faraden]], [[Urizen]], [[the Brass Coast|Freeborn]] and even [[Iron Confederacy|Suranni]], [[Axos|Axou]], and [[Sarcophan Delves|Sarcophan]] visitors eager to purchase fruit, wines, spirits, wood, and other fine quality goods. Navarr merchants from [[Hercynia]] and [[Wintermark]] used to bring their wares to Miaren to sell - although this practice has become less prevalent with the rise of the [[Northern trade network]] and the Blood Red Roads providing easier access to the cities of the League.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Miaren is the heartland of the Navarr. Unlike other Navarr territories, conflict here arises not from the threat of the vallorn but either from the internal politics of the Navarr, or from conflicts between stubborn groups of [[The Marches|Marcher]] and [[Dawn|Dawnish]] yeofolk brawling across the invisible &amp;quot;border&amp;quot; between their two nations.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed in Miaren, providing merchants and traders easy access to the prosperous Navarr territory, especially to [[#Seren|Seren]]. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] in the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Heartland of Navarr&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Above all, Miaren is civilised and (compared to many other Imperial territories) reasonably peaceful. It would be easy for an outsider to assume that this means the people of Miaren are &amp;quot;soft&amp;quot; or that the other Navarr look down on them for their lives free from the threat of vallorn. Nothing could be farther from the truth.&lt;br /&gt;
&lt;br /&gt;
Firstly, the people of Miaren are no less likely than any other Navarr to join a [[striding]]. Indeed, it is a common practice for the youth of Miaren to immediately join a striding as soon as they pass their citizenship, to go out into the world without their parents or family both to do their part in the fight against the vallorn and to develop their identity as an adult. Many return eventually, but just as many remain with one striding or another for decades, or join a steading in some far-flung part of the Empire. Rowdy drunks at an idyllic roadside [[wayhouse]] - or the occasional band of greedy bandits - often discover to their cost that the smiling staff all have a decade or more of experience in hard travel and fighting opponents that would make the toughest bandit weep.&lt;br /&gt;
&lt;br /&gt;
Secondly, far from disdaining the civilisation of Miaren most Navarr recognise it as what they one day aspire to create in [[Liathaven]], [[Hercynia]], [[Therunin]], and [[Brocéliande]] - and perhaps even in distant Emrys, Cavan, and Béantal Dol (should that even be possible). In a very real sense, Miaren is ultimately what they are fighting for. One day, there will be no more need to fight the vallorn or the orcs, and all of Navarr will be a garden (at least metaphorically). One day, when the vallorn is gone and the orcs are no longer a threat, Navarr will build something new and enduring from the foundation of their ancient past. One day, Miaren may well provide the blueprint for a brighter future - perhaps not only for the Navarr.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
=== Seren ===&lt;br /&gt;
A fallen city of Terunael, once the heart of a vallorn, Seren has been absolutely transformed. In 27YE, in the early years of the Empire, the vallorn of Miaren was defeated, and the ruins of Seren reclaimed from the forest. In the centuries since, the Navarr have incorporated the ruins of the ancient Terunael city into their own sprawling settlement. Decades of peace and cooperation have seen it grow in size and status to become a city in its own right. While it is not yet equal to the great urban centres of [[the League]], in size and population it is easily a match for [[Mitwold#Meade|Meade]] or [[Madruga#Siroc|Siroc]]. &lt;br /&gt;
&lt;br /&gt;
In contrast to the larger settlements of the other nations, the city is composed of dozens of interlocking steadings, entwined in an interdependent relationship. When the steadings need to make decisions as a group, a council of [[brand|brands]] is formed to discuss the matter and reach a consensus. This model is often reflected in informal arrangements between Navarr groups across the Empire. A third of the ruins are given over to a [[Golden Trees of Seren|weirwood forest]], and even in the more built-up areas there are many green open spaces and carefully tended trees.&lt;br /&gt;
&lt;br /&gt;
The ruins of Seren have been extensively explored and catalogued, and many of the facts the Empire knows about the Terunael were uncovered here. At the height of Terunael, Seren was a city known for its scholars and poets, and for both colleges and military academies. Several of these buildings were reclaimed when the vallorn fell, and while no writing survived exposure to the heart of corruption, a combination of divination magic and tireless archaeology slowly teased out some of the secrets of the Terunael. &lt;br /&gt;
&lt;br /&gt;
In early 377YE a number of fortified watchtowers and secure campsites were built around Seren, providing local bandit-hunters and scouts safe places to use in their pursuit both of lawbreakers and opportunistic orc raiding parties. The project was overseen by Henry Ward (senator for [[Upwold]]) as part of a [[Fortify multiple towns|larger]] [[Senate]] initiative to provide protection to towns throughout the Empire. The defences are not sufficient to qualify Seren as a [[fortifications|fortification]], but have helped reduce outlawry throughout the territory.&lt;br /&gt;
&lt;br /&gt;
A more recent exploration discovered a mystical flame in a hidden chamber behind a waterfall here, which was [[Construct_the_Eternal_Flame_of_Miaren|expanded]] with the aid of the [[Civilian_commissioner|former civilian commissioner]] of Navarr to create the [[Eternal Flame of Miaren]]. In a similar vein, the [[Dean_of_the_Thorned_Rose#Thorned_Rose|Thorned Rose]], a small academy that provides training to prospective vates, stands near the Golden Trees, and provides a seasonal sinecure to the [[Dean_of_the_Thorned_Rose|Dean]].&lt;br /&gt;
&lt;br /&gt;
The carefully cultivated gardens of Miaren don&#039;t just provide important herbs, they also grow large amounts vinum - the raw sap which is used to produce [[liao]]. Miaren produces more vinum than any other single territory in the Empire, and much of that production is centred in the gentle woodlands around the steadings of Seren. Many of the plants are refined in Seren, and it is said that when the workers are preparing the sap, the smell is so intoxicating that it is common to experience a dreamy feeling of light-headedness. It is for this reason it is called the Dream Harvest by those who work to gather it.&lt;br /&gt;
&lt;br /&gt;
This harvest is the fertile soil from which the [[dreamspeaker]] archetype has emerged. These important Navarr priests work to help others benefit from their dreams - helping them to understand their dreams but also to embrace them. The Temple of the Waking Dream was constructed here in 388YE, raising the dreamspeakers to prominence across the nation whilst also cementing the city&#039;s epithet as the &#039;&#039;City of Dreams&#039;&#039;. A place where people can come to see what a world without the vallorn in it might look like. Seren inspires visitors to embrace their dreams, their hopes and aspirations for what could be.&lt;br /&gt;
&lt;br /&gt;
=== The [[Golden Trees of Seren]] ===&lt;br /&gt;
The Golden Trees of Seren is a Bourse resource located in [[#Serenael|Serenael]]. Custodianship of the Golden Trees is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 28 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
=== Brock&#039;s Toll ===&lt;br /&gt;
[[Brock&#039;s Toll]] is a famous toll bridge just south of [[#Greenfalls|Greenfalls]], situated roughly halfway between [[Dawn]] and the [[The Marches|Marches]] and historically claimed by both. While it isn&#039;t much used by wealthy merchants or nobles, the road that this bridge lies on carries most of the agricultural traffic between Dawn and the Marches. The bridge is associated with a [[sinecure]], contested between the Marchers and the [[yeofolk of Dawn]].&lt;br /&gt;
&lt;br /&gt;
===The Great Sinkhole===&lt;br /&gt;
Just over a month after the Spring Equinox 381YE a large section of north-western Goldglades [[Rocks and gravel|collapsed with an almighty roar]]. After the initial collapse, the hole began to spread. Warnings by the Navarr [[Navarr_magical_traditions#Vates|vates]] reached the already-worried people of [[Upwold#Birchland|Birchland]], [[Hahnmark#Wood_Heath|Wood Heath]], and the [[Temeschwar#Vardstein_Vale|Vardstein Vale]] not a moment too soon before parts of the three adjacent territories - [[Upwold]], [[Hahnmark]], and [[Temeschwar]] - were likewise consumed. &lt;br /&gt;
&lt;br /&gt;
Where Miaren once bordered Hahnmark, there is now a massive [https://en.wikipedia.org/wiki/Sinkhole sinkhole]. Estimated to be seven hundred feet deep, with a lake at the bottom that may well be bottomless. The cliff walls are nearly vertical, and still prone to collapse in some places, but there are also signs of caves and tunnels opening out in several places. Initial explorers have excitedly reported what look to be ancient mine workings - some reaching back to the time of the Terunael, and some reaching back even further. The full extent of the network of caverns here has yet to be determined. More worryingly, some of the early daredevils who have made a preliminary investigation of some of the more accessible caves and tunnels have failed to return - and all those who have made it back in one piece have described encounters with particularly angry [[trogoni]] - creatures rarely encountered outside of the mountains of [[Urizen]], and the northern peaks of [[Wintermark]] and [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
The sinkhole was officially named &amp;quot;[[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]]&amp;quot; by &#039;&#039;&#039;Lorenzo Macelliao von Temeschwar&#039;&#039;&#039;, and remains a source of some concern to the people of Miaren.&lt;br /&gt;
&lt;br /&gt;
=== Rhonwen’s Fall ===&lt;br /&gt;
In less peaceable times, when the Navarr spent more time hiding from barbarians than hunting them, it was a refuge named Sanctuary Falls. It was named in 30YE in honour of the [[archmage]] Rhonwen who gave her life to help defeat the vallorn of Miaren. The steading is built into the cliff under falls that feed the upper reaches of the Gancio. The settlement attracts scholars from across the Empire who wish to study the swirling intricate [[Navarr_magical_traditions#Patterns|designs]] that the first Navarr carved into the rocks here, designs that contain information about trods and old ritual dances. [[Historical research]] on Rhonwen&#039;s Fall was [[Research_Rhonwen%27s_Fall|commissioned by]] the [[Advisor on the Vallorn]] during the Spring Equinox 381YE, and published shortly after as &#039;&#039;[[On Rhonwen&#039;s Fall]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In Spring 386YE, the [[Last_rays_of_the_sun#Rhonwen&#039;s_Fall|final battle]] against the Empty Hands &#039;&#039;scions&#039;&#039; of [[Cold Sun]] took place at Rhonwen&#039;s Fall. The heralds were destroyed, but in the process both steadings at Rhonwen&#039;s Fall were utterly ruined. What the scions themselves did not destroy was broken during the battle with Imperial forces. The designs that once drew scholars from across the Empire are still mostly intact, but parts have been scoured or broken by the scions, seemingly intentionally. If they had had a few days more, there might have been nothing left.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=GoldenMiaren.jpg|title=The Goldglades are known for their wealth.|caption=The forests of Miaren are rich in natural resources.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Goldglades===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The Goldglades are named partly for the great stands of ancient oaks that grow here, and partly for the rich bounty of [[Materials#Ambergelt|ambergelt]] that the [[forest|forest]] workers harvest here. The steadings of Goldglades are some of the wealthiest in Miaren and indeed Navarr. The Eternal Family Striding hold a small (by Goldglades standards but still lavish for a Navarr from Therunin) Wayhouse here where they can often be contacted.&lt;br /&gt;
&lt;br /&gt;
{{anchor|The Pool of Silver Clouds}}&lt;br /&gt;
Of interest to those of a mystical nature, in the southern foothills of the [[Temeschwar#Locul|Locul]] peaks stands the &#039;&#039;&#039;Pool of Silver Clouds&#039;&#039;&#039;. A still pool in a quiet glade which, whatever the weather, reflects silver clouds and a blue sky. It is said that some vates can divine the future in the waters of the pool. Indeed, these same vates were the first to be aware of the threat of the [[#The_Great_Sinkhole|Great Sinkhole]], and their speedy warning not only to the people of the &#039;Glades but also to folk in the neighbouring territories saved untold lives from the natural disaster.&lt;br /&gt;
&lt;br /&gt;
===Holtford===&lt;br /&gt;
Holtford is a thriving region, known for its [[materials#Orichalcum|orichalcum]] [[mine|mines]] and deep clay pits rich in [[materials#Dragonbone|dragonbone]]. The large steading of &#039;&#039;&#039;Holt&#039;&#039;&#039; that stands near the southern borders historically served as a staging post for expeditions to explore the land claimed by the Miaren vallorn. In recent centuries, it has become better known for the quality and strength of their pottery, and for its merchants. Traders who wish to avoid [[Temeschwar]] (for whatever reason) commonly pass through Holt on their way between [[Highguard]] and [[Wintermark]], and some of the largest and wealthiest [[wayhouse|wayhouses]] in Navarr are found here. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Nighthaven&#039;&#039; Steading was founded near Holt, and known to produce politically and economically savvy Navarr who regularly send one of their own to represent their people in the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
Holtford was also the site of a so-called &amp;quot;Alchemical Workshop&amp;quot;, a [[folly|peculiar tower]] of white granite apparently dedicated to the [[eternal]] [[Murit]] that functioned as a workshop for studying &amp;quot;&#039;&#039;the [[Night magic|transformation of base matter]]&#039;&#039;.&amp;quot; The structure was [[Construct Alchemical Workshop in Miaren|commissioned]] by the Imperial Senate during the Winter Solstice 380YE summit, and work was completed shortly before the Spring Equinox 381YE. A year later, shortly before the Spring Equinox 382YE, [[Change|the tower disappeared]]. Where it once stood is a circular pool of clear, fresh water. The water appears entirely mundane, but anyone who looks at their reflection in the pool sees themselves as they might have been had they made different choices at some point in their lives. At night, the night skies reflected in the pool bear no relationship to the actual stars in the skies above them. According to locals, a peculiar creature frequents the pool, emerging from its depths on nights of the half moon to speak to scholars of night magic who visit the area. It has been dubbed &amp;quot;&#039;&#039;&#039;Darkwater Pool&#039;&#039;&#039;&amp;quot; by residents of the area.&lt;br /&gt;
&lt;br /&gt;
===Oakways===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Petrified&lt;br /&gt;
The [[Dean_of_the_First_Voice_Glade#First_Voice_Glade_(Ruined)|First Voice Glade School]] was once a valuable [[sinecure]] - raised in memory of [[Known_exemplars#Gerallt_Brackensong|Gerallt Brackensong]] that provided a bounty of herbs to the Dean before it was destroyed by [[Things_that_burn#The_Empty_Hands|The Empty Hands]]. Furthermore, their channellers and archons evoked a dreadful blue-green radiance that, in stark contrast to the natural light of the sun, had a terrible effect on living plants. Where the light touches, trees and plants begin to calcify. They become hard and grey, each branch, root, leaf, and stem rendered into a substance part-way between bone and soft stone. The soil around the dying plant is poisoned, becoming chalk-like sand that will not sustain wholesome life. This has given the region the Petrified quality, representing the damage done to the settlements and the land itself. Now that the Empty Hands have been destroyed, it may be possible to reverse the destruction.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Rhonwen&#039;s Fall.jpg|caption=The beauty of Rhonwen&#039;s Fall, captured by the Navarr artist Angela Ravens Oak.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Greenfalls===&lt;br /&gt;
A prosperous territory marked by beautiful orchards and groves of carefully tended trees, Greenfalls is named for the waterfall that cascades past [[#Rhonwen’s_Fall|Rhonwen&#039;s Fall]]. The region is known for its fine yellow-green [[ambergelt]], and for its nuts. A number of farmsteads, some stretching back to the first decades after the liberation of Miaren from the vallorn, tend to great groves of walnut trees along the banks of the Gancio.&lt;br /&gt;
&lt;br /&gt;
===Serenael===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Foreigners (Great Forest Orcs)&lt;br /&gt;
Serenael was the final region of Miaren recovered during the [[reclamation of Seren|reclamation of the territory]] from the vallorn during the reign of [[Emperor Giovanni]] - and with its conquest Miaren became the first [[territory]] freed by the Navarr. The ruins of the Terunael city of Seren lie in northern Serenael; this is where the dark heart of the Miaren vallorn lay. The [[#The Golden Trees of Seren|Golden Trees of Seren]] is a sprawling weirwood forest that covers much of northern Serenael and encompasses roughly a third of the Terunael ruins. It is also the site of the [[Granger of the Golden Orchard|Golden Orchards]], a [[sinecure]] that provides the Granger with a bounty of [[Game_items#Mana_Crystals|crystal mana]]. The rest of the ruins are given over to the largest permanent Navarr settlement - the city of [[#Seren|Seren]].&lt;br /&gt;
&lt;br /&gt;
Following a welcome offered by the Navarr national assembly in Winter 384YE, a community of [[Great Forest Orcs]] [[You_belong_with_me#A_Home_in_the_Empire|established Great Forest Steading]] in Serenael near the Golden Trees weirwood forest. While most work as herbalists, cultivate forests, or trade, others are employed at the weirwood groves themselves. The &#039;&#039;Leafstalker Striding&#039;&#039; are a modern band of Navarr based out of Serenael, famed for their signature cloaks that allow them to blend in with the weirwood trees of the region.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Asthore Embracing Fold.jpg|caption=&#039;&#039;&#039;Asthore Autumngale&#039;&#039;&#039;, Senator for Miaren|align=left|width=400}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Miaren|Territory=Miaren|Season=Summer}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The Navarr (and by extension the Empire) control all the regions of Miaren. It is firmly an Imperial territory.&lt;br /&gt;
* [[Herb garden|Herb gardens]] in the territory benefit from First Voice Glade and produce an extra 3 drams of Imperial roseweald at the Spring Equinox, cerulean mazzarine at the Summer Solstice, marrowort at the Autumn Equinox, and bladeroot at the Winter Solstice&lt;br /&gt;
* Due to the presence of the [[Miaren#The_Great_Sinkhole|sinkhole]] in the [[#Goldglades|Goldglades]] it is not possible for a [[Army|campaign army]] to move directly between Miaren and Hahnmark despite their apparent proximity on the map.&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
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